Here some concepts for you already
They could make challenges that would make those exits an unlock
(They’re also avadible in Freelancer if unlocked)
Always felt that your room should be an exit in Bangkok at least, where depending where you hold the exit button you get a different exit animation. Like near the bed he goes to sleep, he has a drink on the balcony, he reads a book in the main quarters, he goes “I need to use the bathroom” as the toilet door closes stuff like that
the only one that feels redundant is the Berlin car, because I believe Those belong to the ICA and there’s already an exit at that area via the UFO. Kinda wish they readded the manhole cover exit but fixed or even added some sewer type exit where you can dive into the canals
Well, if the car at the gas station isn’t good- there’s a bus stop (His starting location).
He could go by bus there.
I’d prefer that the proximity exit at the gate between the forest and the club grounds in Berlin was added to the game. It’s the required exit in the main game to go meet Olivia, and it should be an available exit in other play as well. The bicycle exit looks weird, the scooter exit requires a KO, the biker and club basement exists are difficult to get to without disguises, and the two secret exits are silly. Just let us have the original exit that shows 47 walking through the forest path.
I understand their decision. Without the proximity gate exit, we can do the Alien Easter Egg exit. But I do think we should be able to choose.
The format here is kind of hard to reply to, and in a few cases I had to go searching maps to find what you had taken a screenshot of.
A few seem good to me:
- Sapienza gate:
Makes sense to me. - Bangkok beach exit:
Another popular suggestion. - Whittleton bridge proximity exit:
Makes sense to me.
The Bangkok room, Hokkaido room, Haven beach chair, and Berlin dancing ideas kind of make sense, 47 could act like any other person and leave as a normal person would. But just Silent Assassin doesn’t work for me. It should probably additionally require a suit disguise, having checked in (where applicable), and all bodies either hidden or accident-flagged (to avoid “losing” Silent Assassin in the middle of the night, before 47 actually leaves the area).
The Hawke’s Bay car is another popular suggestion, but would interfere with the tutorial about doing things to distract NPCs. So it might need to only be available when using one of the non-tutorial starts.
Several I find could make some sense, but seem pointless, random, or redundant. IIRC they said they didn’t add the Mendoza car exit (near the viewing platform) originally because they didn’t have the time to finish it, and these seem like they’d be a waste of what dev time is available.
- Miami Aeon Car:
Seems redundant to other exits in the area. - Miami random security car (in the Truck Area):
Seems kind of pointless so close to the front gate exit. Why not just go there and not have to get a key? - Santa Fortuna random boat:
Seems kind of pointless with various other exits (that don’t require unlocks) nearby. - Whittleton random cars:
Seems kind of pointless. IMO they already went a bit overboard with unlockable exits in this level. - Berlin random car:
The UFO at the gas station works because it’s an easter egg. This just seems pointless, there’s no reason to run all the way back there when you’d have to pass the bike exit to get to it. A bus similarly seems random. - Chongqing Pritchard’s car:
Seems kind of redundant to other exits in the area. - Mendoza extra gate:
This makes the other gate pointless, why would anyone use that gate, with a bunch of NPCs around, instead of this one? And if you’re adding more gates, why not just let 47 vault the fence anywhere to wander off through the grape fields?
And some really just don’t make sense to me:
- Final Training jet:
I doubt that 47 could just hop in the jet and take off (it’s all prepped and ready to go, and doesn’t need to taxi to a runway and such?), so it wouldn’t make much sense to simulate it as an exit. - Paris basement “proximity exit”:
I’d rather see the exit moved down the hallway to the door 47 has to force open durinig the exit sequence. Proximity exits seem more for “any random person could just walk away here without drawing any attention”. - Sapienza Silvio’s car:
Why would the front gate guards let 47 drive through in Silvio’s car? Yeah, they have Yates’s car in Mendoza that’s similar, but thinking about it I feel the same about that one. - Colorado random truck:
Why would the guards let 47 drive past in one of their undercover trucks that’s not leaving at the scheduled departure time for a planned mission? - Hokkaido bench:
That doesn’t really seem like an exit, and the “classic suit” restriction doesn’t make much sense to me. Things like the Mendoza shrine work as an easter egg, is this supposed to be one too? - Hokkaido cliff “proximity exit”:
Having to climb onto the ledge doesn’t make a proximity exit make much sense. - Hawke’s Bay random beach:
Why would there be another raft down there? Sea diving on a stormy autumn night also seems questionable, but I guess could work with appropriate gear. A functional boat would mean adding a dock, which would probably be locked and guarded. And, in any case, same comment about the tutorial. - Santa Fortuna submarine:
Is it something 47 could just jump in and take? Seems like the launch is controlled from the outside. For that matter, it seems like it might need disconnecting the external engine control panel too.
I feel like you’re way to negative about all of this. More exits are better than less.
Silvio’s car wouldn’t make sense because the guards wouldn’t let him through? Did you see Santa Fortuna?
Re: Bangkok exits… In Master Mode (or 3x
) there is the TukTuk (if fixed), the basement (which is guarded), or the speedboat at the end of the pier.
The basement and Speedboat require guards to be either distracted or agroed (from a distance so they run away from their posts). Throw in the beachside balcony exit, and these other exits are now worthless – nobody would use them (unless it was for a contract with any of these other exits required).
The solution? Make it just as much of a risk to use as the others. Maybe the balcony is broken and is taped off for repair, and of course, guarded or tended by a gardener, and entering the small area is trespassing.
Another example of one I don’t think makes a whole lot of sense, along with Mendoza I already mentioned. “We’d normally shoot that guy on sight, but he’s driving the boss’s car so it must be fine, we’ll let him drive away.”
That’s something that has always annoyed me a bit about Bangkok: they made all the exits oddly hard to use in Master suit-only.
FWIW, the easiest exit is the speedboat. You’ll just need to leg shot or 3 shots near the guards from the same “room” where you get the key. Or set the nearby fire extinguisher close to them beforehand, then shoot it somehow from the same window… or the rooftop area… Or have a sniper rifle.
Edit: “room” not literally the same “room” room, but the hotel room. The window by the corner has a better view of the guards. ![]()
Always felt it weird we cant just run into the night past the warehouse. Yknow the route the Agents take? That could easily open up a route
Which would make the food delivery scooter (with key obtained with KO) obsolete.
They did have a manhole cover near the same NPC. But it was bugged or something and they removed it.
Yea i wish that thing worked from the get go
I like those ideas that would be cool
At least on PC we’ve got a mod that does this. But yeah, definitely needs to become official.
Do I need to change my name to “IDGAFboutmods”





















