Seven Deadly Sins Act 7: Wrath

Found out that if you KO a inhibitor before the PIP appears of them breaching the manor, if you go back and drag the body inside (which I was doing to give myself more time to get to the weapon stash that would open when he was dead), the PIP window will show up and the disembodied voice will still tell you to hurry even though there is no danger. :laughing:

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I have finally managed to complete this.

Although wave 1-2 wasn’t too bad, wave 3 on each round had me stressed to the max :rofl::rofl:

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Didn’t try myself (yet), but maybe someone tried: can you just conveniently sit not far from the body on the upper floor and wait for those Inhibitors (or how they are called) to come?

I haven’t tried that strategy yet (there’s a challenge where you have have kill them before they reach the top floor) but I think it would be pretty difficult.

You have to deal with other guards accompanying the inhibitors, and each level has more and more groups that quickly merge into one crowd of enemies.
It’ll take a bit for you to acquire a gun too, so good luck when you run out of throwables and chandeliers.

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Gotta say, I really am getting angry at this escalation. I still haven’t beaten it, but I’m finally on the third tier. The challenge to kill the inhibitors before they reach the last floor is what is making it so maddening, and I know I’ll soften up more on subsequent playthroughs when I don’t have to worry about adhering to that.

To be clear, the inhibitors the challenge is specifying are just the ones that are actual targets, the ones that glow red with Instinct, right? It doesn’t matter for completing the challenge if the accompanying soldiers get up there, does it?

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You mean to say that this escalation is getting you “full of wrath”.

Mission succeeded.

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Yeah, that’s why it and most others beat Dead Rising 3 in my comparison thread; this game makes you feel the effects of the sins you play, and yeah, Wrath is making me want to defenestrate my Xbox controller.

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Correct. Only the red targets matter for the challenge.

Ohhhhhhhhhhhhhhh… :man_facepalming: THAT’S how it conveys the sin. It doesn’t show 47’s rage or give HIM ample opportunity to “let loose”; it breaks the fourth wall and shows the PLAYER what true wrath is! I feel like I’ve attained a level of enlightenment…

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Yes… While they may have tried, but I didn’t feel like eating a tub o’ mayonnaise after Gluttony. When one is compelled to defenestrate their Xbox controller, it is getting serious…

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Done! Finally, what a pain in the dick this was, but fun once it was accomplished. Like I said, I’m sure I’ll appreciate it more when I play it again without worrying about meeting the criteria for the challenges, now that they’re all done.

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Did someone tried to actually use the various traps on the mansion? It seems tedious to get those works, especially with all those generators and fusibles to collect, and also you can’t use any actual weapon to activate the traps (or perhaps is possible, but still not intuitive, because all weapons are placed inside locked closet).

I won’t try it by myself btw, I won’t replay again this clumsy escalation.

I used them in the first two tiers. For the 3rd one, it’s best to knock out one of the inhibitors in the second wave, and before you kill him, go around and activate the traps.

There are coins that can be collected around the place; once you have enough rusty nails and crowbars, you should retrieve the proximity explosives, fuses, and screwdriver, go around and spring leaks for all the water barrels and turn on faucets. On ones where they’re not positioned in such a way that the soldiers cannot avoid stepping in them, you put a coin in the puddle, or turn on a radio near it if there is one, then either set the fuse if there’s one near, or use one of the many car batteries. On the second floor, there are 4 there too. Set those and be careful not to step in them from this point on.

After that, drag the KO’d inhibitor to where the last stash room is revealed in Zachary’s room once all the inhibitors are dead. Kill him there, pick up what he drops, and go inside the room right away. Get the last explosives you can and the pistol. Run to the double stairs and set the explosives on different landings, far enough apart that they won’t trigger each other.

Finally, on that second floor, there are two red gas canisters that are both near cables that lead to generators. Use the pistol to shoot each one time to spring a leak (you shouldn’t have used a rusty nail to unlock the wrench for this, because you needed the explosives more). And then, for added measure, if you grabbed the bear flash device at the beginning, set it under one of the chandeliers on that floor so that you can release the winch if one is stunned under it.

When done right, the electrified puddles, proximity explosions, leaking gas canisters and chandeliers should be enough to whittle down the numbers considerably, and you can also use your own weapons on any who manage to slip through or if the opportunity arises, so long as you stay away from the puddles and bombs. Be sure to release the chandeliers and turn on generators when appropriate.

On my last go, at the very end, all that was left were only 3 inhibitors left, not even any regular soldiers, they all died from my traps aside from 2 that I decided to throw an axe and a throwing star at, just because I saw a chance to. Of the last 3 inhibitors, 2 killed themselves stepping in electrified puddles on the 2nd floor, and the last I chucked a knife at. No problems!

The key is to knock out an inhibitor and out in the time to set it all up, but if you do, especially if you save it for the last wave of the last tier, it removed A LOT of the stress and anxiety from that final round.

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I used a lot of the traps too. The trick with them is that you have to lure enemies into most of them because they’re stationary. There’s a few of the gas canisters that are near choke points like stairwells that if you can get a good grouping going, you can take out 3 or 4 at a time. The water barrels are either coin-lurable or there’s a radio/monkey/etc nearby that can attract someone (as @Heisenberg said).

It’s quite possible to use the traps and be very effective with it, but it’s not necessarily the most obvious way of taking them out. You really have to be choosy about what you unlock and what you don’t.

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I understand. Actually It sounds a fun challenge, but imo is not really worth the effort, apart for personal achievement, which I don’t have nothing against it.
It just sound too laborious and stressful, since you have very little time before the waves coming inside, and there are so many traps to setup.
At last, I just grabbed the Saber still located near Mr Fresby office and slice the shit out the motherfuckers. Rude, but effective.

Actually, I think an escalation based on eliminating targets by setting up traps, and with limited loadout and without using gunfire, would be an interesting challenge, but I think it doesn’t work properly on this escalation.
Just to give you an unpopular opinion, I think the 2nd level of proloff escalation (the one in the train) is a more fun kill everyone challenge, and after the update that void non target penalty, is even better. I still prefer that sigle 2nd level to the whole wrath escalation.

I still respect your opinion @Heisenberg and @schatenjager, and appreciate both of you used properly the traps opportunity, but I still won’t play anymore this escalation. If I want to have fun with killing everyone, for me the striker is enough. :grin:

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I agree 100%. I think that if they modeled this escalation off of aspects of Carpathian Mountains, it probably would have been one of the best things in the game. The “hungry sword” thing is pretty good but the main mission, especially, scales really nicely by gradually giving you better weapons while also throwing tougher enemies at you; you can actually “let loose” on them in so many ways that wrath doesn’t really let you do.

More importantly, the few times you’re able to get into something resembling a firefight in wrath is severely hampered by how open it is and easy it is for them to flank you. Taking from Carpathian Mountains, in how it’s basically one big bottleneck, again here would have improved wrath significantly as well.

Additionally, the accident opportunities, while plentiful, convey “self defense” more than “unhinged rage”. Not that they’re actually that useful; I found the distractions by themselves was a more effective way of dealing with them by splitting them up. However, sneaking up on someone who’s alone with their back turned also doesn’t really convey the sin to me…

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I agree with all. What really bothers me about the Wrath escalation is that is basically designed as a kill everyone assignment, but gives you few limited resources to take down enemies. Most of the meele items have a pretty long animation (differently from the katana, that got a quick kill on the enemy side) leaving you momentarily vulnerability to enemy fire. Even throwing is not still the safe option. And the few guns you found (locked, you need to collect the nails from the inhibitors…) have few rounds on them. It’s more a survival that a rampage. And I already said the traps are an interesting option, but were implemented badly.

The train escalation is still bad to me, but the 2nd level alone is worth the fun, even because you have a weapon that, with its limitations, is still effective if used properly. Probably the linear train design is also helping in this, like you said, so I could say Ioi did apparently something good with a limited map as the train. While they screw pretty bad with the nightime Dartmoor.

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The comparison to the train escalation is apt but the point, I guess if there needs to be one, with the Wrath escalation is that 47 (we) has the opportunity to deal with the guards and opponents in a way that he usually is unable to do, at least without losing points. The Hitman player is supposed to strive, always, for a Silent Assassin ranking and get those 5 precious stars. Killing a non-target sacrifices that.

Wrath is probably just not the best name for this. “Kill everyone in Dartmoor” would have been better and I think people would have a different reaction to it with that name too.

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Carpathian Mountains does all this and better, hence the comparison. :grin:

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Here is a great guide made by anomiex on our subreddit.
Everything written below is from the post https://www.reddit.com/r/HiTMAN/comments/qt42f3/a_guide_to_the_wrath_termination/

The gimmick is that you have to deal with an assault by the NPCs, preventing the targets from reaching Alexa’s private room. Each level has 3 waves, and each wave has NPCs spawning at fixed spawn points outside.

Plus no dropped weapons from the NPCs and disguises are unavailable.

Waves

Level 1: NPCs with pistols.

  1. Terrace (rusty crowbar), Front door (rusty nail).
  2. Staff entrance (rusty crowbar), Garden (rusty nail), Front door (shuriken)
  3. Staff entrance (rusty crowbar), Garden (shuriken), Terrace (shuriken), Front door (rusty nail)

Level 2: NPCs with shotguns.

  1. Staff entrance (rusty crowbar), Terrace (shuriken), Front door (rusty nail).
  2. Staff entrance (shuriken), Garden (rusty crowbar), Terrace (rusty crowbar), 2×Front door (shuriken, rusty nail)
  3. Staff entrance (?), Garden (?), 2×Terrace (?, ?), 2×Front door (?, ?)

Level 3: NPCs with assault rifles and body armor.

  1. Staff entrance (rusty crowbar), Garden (shuriken), Terrace (rusty nail), Front door (rusty nail)
  2. Staff entrance (rusty crowbar), 2×Garden (shuriken, rusty crowbar), Terrace (rusty nail), Front door (shuriken)
  3. Staff entrance (shuriken), 2×Garden (rusty crowbar, shuriken), 2×Terrace (rusty crowbar, rusty nail), 2×Front door (shuriken, rusty nail)

General tips

  • KO at least one inhibitor in the first and second waves instead of killing them all immediately, as the next wave doesn’t begin until all inhibitors are dead. This way you can have all the time you need to prepare for the second and third waves.
  • Kill all the non-inhibitor NPCs in the first/second wave before starting the second/third. No point in having even more people trying to kill you at once.
  • The traps are mostly useless, most need your manual interaction and will only take out one NPC.
  • The puddle+fuse traps are okish, since they don’t need manual triggering. Drop a coin (two can be found outside the kitchen, one in the Library secret room) in the puddle to ensure NPCs won’t bypass it.
  • A generally good route for the first two waves:
      1. Camp the spawn for the staff entrance. Kill the inhibitor, maybe the rest too (except for the one who runs ahead).
      1. Run over to get the garden inhibitor(s). Be sure to KO one.
      1. Run around the side to get the terrace inhibitor(s). KO one if you didn’t KO a garden inhibitor.
      1. Run around the front, where the front-door crew has probably just arrived. Come up behind and kill as many as you can silently. Be ready for a firefight in the foyer, particularly since this group usually has the most non-inhibitors along with (and any that ran ahead from the other groups may join in too).
      1. Kill any remaining non-inhibitor NPCs. Collect all throwables and prepare any traps you care to prepare. Finally, kill the KOed inhibitor when you’re ready to start the next wave.
  • For the third wave, I liked to try to place proximity explosives and leaking propane at the spawns for the staff entrance, garden, and terrace groups to try to get some free kills. If you manage to kill all three groups’ inhibitors you may be able to shoot the ones coming in the front from the balcony and run upstairs to the exit without having to deal with the non-inhibitors.

Equipment stashes

Useful equipment, varying by level, is found in the secret rooms in the mansion and in Fernsby’s locked office.

It’s intended that you use the limited supply of rusty nails and crowbars to choose which to claim, but if you want to spend bullets you can open the crates that way too. If debris from the crate blocks picking up one of the explosives, go far away and come back and the debris will likely have despawned.

You can also often find loose fuses and batteries in some of the rooms, if you’re interested in that sort of thing.

Alexa’s secret room: Opens just after the start

  • Left case: (1) Proximity explosive, Fiber wire; (2) Fuse, Screwdriver; (3) Wrench, The Roar flash grenade
  • Right case: (1) Janbiya (knife), The Roar flash grenade; (2) Wrench, Custom 5 (5 shots); (3) Fuse, Screwdriver
  • Crate: 2 Fuses

Rebecca’s secret room: Open at start.

  • Left crate: 2 Proximity explosives
  • Right crate: 2 Fuses

Library secret room: Opens after the first wave.

  • Left crate: 2 Fuses
  • Right crate: 2 Proximity explosives

Zachary’s secret room: Opens after the second wave.

  • Right case: (1) Classicballer (7 shots), (2) Proximity explosive, Remote explosive duck; (3) Classicballer (7 shots)
  • Left case: (1) Concealable knife, Remote explosive duck, (2) Classicballer (7 shots); (3) Proximity explosive, Remote explosive duck
  • Crate: 2 Proximity explosives

Fernsby’s office: Locked. Probably better to open it with a propane+battery explosion than wasting a nail.

  • Front case: (1) Shotgun (10 shots); (2) Sniper rifle (6 shots); (3) Assault rifle (60 shots)
  • Back case: (1) Custom 5 (5 shots), Remote explosive duck; (2) Shotgun (10 shots); (3) Sniper rifle (6 shots)
  • Crate: 2 Fuses

Small throwable items

It’s good to get as many small throwables as you can. If you wind up in a firefight, which is fairly likely, throwing from cover generally seems to work better than any other tactic. Even if you have a gun, thrown items will more reliably take out the NPCs.

The equipment in the stash rooms varies by level, while the rest are always the same.

Outside:

  • Front yard: Unicorn horn, Baseball.
  • Left-front garden: Hammer (in wheelbarrow)
  • Left-side garden: Unicorn horn
  • Graveyard: Brick
  • Terrace: Hammer
  • Back patio area: Garden fork, Unicorn horn, Baseball

Ground floor:

  • Sitting room: Cigar box
  • Kitchen: Soap, Fish
  • Staff bathroom: Soap, Lead pipe
  • Fernsby’s office: (1) Folding knife; (2) Tanto; (3) none
  • Foyer: Combat knife
  • Library bathroom: Soap
  • Library: Hobby knife, Hammer.

First floor:

  • † Library secret room: (1) Hammer; (2) none; (3) Janbiya
  • Library balcony: Brick
  • Emma’s room: Letter opener
  • Emma’s bathroom: Razor
  • ‡ Zachary’s secret room: (1,2) Concealable knife, (3) Tanto
  • Zachary’s room: Kitchen knife
  • Small office: Scissors
  • Rebecca’s secret room: (1) Tanto, Folding knife; (2) Hammer; (3) Lead pipe

Second floor:

  • Alexa’s dressing room: Combat knife
  • Alexa’s private room: (1) Screwdriver, Wrench; (2) Rusty nail, The Roar flash grenade; (3) The Roar flash grenade
  • Alexa’s secret room: (1) none; (2) Cleaver; (3) Hammer
  • Alexa’s office balcony: Shears

My practice was to grab the Hammer and Hobby knife from the Library and the Combat knife from the foyer on my way outside for wave 1. Then I’d collect most of the rest before killing the KOed inhibitor to start wave 2.

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