SONKO Challenges

It’s a shame most distractions on this current version are ‘broken’ - at least pisto-distro is somewhat reliable.

Nice contract @Franz. Not been on the ICA Facility for a very long time, but this – with the added criteria – was a blast.

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That is some very impressive aiming, as well great choices of where to make them drop dead. Didn’t even know your first kill starts off on the left. Good job!

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For completeness sake, this is how I had originally conceived it. Nowhere as fast as Ed or Euler, as I don’t tend to use pistol distractions and don’t mind waiting once in a while, so my approach is a bit more boring. Up to the second target my run is pretty much the same as Yellow_ZR1, I only added a different extraction which also makes my run the slowest so far, though I improved my time with one full minute while making this video. Thanks for recreating this on Playstation by the way, Yellow!

Hoping someone will claim SONKO #3 soon :smiley:

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As no one else has I’ll take #3, but maybe @Ed_ll3 might consider treating us to one of his creations? Could we tempt you to take #4, Ed?

Also, I thought this would appeal to @immadummee47, given it’s pretty much his preferred style of play?

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Thanks, I’m not that motivated to make contracts at the minute though, so don’t want to commit without having something good in mind; will have a look around the maps and see if anything sparks (either for four, or further down the line).

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SONKO Challenge #3 - Miami

Xbox: 3-11-5310002-05
PS4: 2-11-3443147-55 (Thanks, @CHAOS_AGENT_45)
PC: 1-11-2155731-46 (Thank you, @andreychorny)

Weapon Location: Gym on top floor of Kronstadt building, next to helipad
Target Location: Far end of stands. Handing around just before the porta-loo area

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That was a lot of fun!

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SONKO CHALLENGE #1

This was a really enjoyable contract to master. I had some unlucky runs when I arrived to the lab, sometimes Jorge would continue to walk past the lab and orher times he went straight to the lab. So I couldn’t bother to restart anymore and let him visit the lab and then I went in after he left.
Atleast now I’m way better sneaking in the mansion then I was before this contract.

Good job @ILikeGAMESish. I didn’t think of causing a lockdown on Jorge. That was smart :+1:

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PS4 ID: 2-11-3443147-55

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Get it done! :slight_smile:

Thanks, @CHAOS_AGENT_45, for recreating this on PS4!


Figuring out which way to reach the target was intense, and I almost got caught when entering the public area. :laughing:
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SONKO Challenge #3 (3.05)

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Should have thought about that exit :smiley: Running through those crowds towards the entrance is such a chore. Great run!

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I’m claiming SONKO CHALLENGE #4 :+1: :muscle:

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I’ve run through SONKO #2 and #3 but I’m not sure I can improve on the great runs in this thread! I think I managed to get SONKO #3 down to 3:00 and there is definitely a 1:20-1:30 route for SONKO #2 but that depends on bodies found.

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How would you like to claim #5 and create a challenge for us?

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Sounds good, I’ll get on it :slight_smile:

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SONKO CHALLENGE #4

PS4: 2-13-3108094-63
Xbox: 3-13-1943575-05 Thanks, @Euler13

Old Axe location: Hidden beside a cargo and the wall you jump over when you select the taxi spawn entrance. Use Hitman2maps.com if you can’t find it

I also added a required exit complication. It’s the Crows Hideout exit.

For those who’ll recreate the contract

Location of the targets;
  • Local security: Found in Construction Site (map name).
  • Thug 1: Found in Crows Rooftop (map name level 2), right beside the text on the map.
  • Thug 2: Found in Crows Back Alley (map name level 0), protecting the main entrance to the Crows Hideout.
    There are two Ninads. Don’t pick Ninad Singh.
    The target, Ninad Vinal is standing and not moving.
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Just recreating it now. Do we need to have the forced exit? It might hinder creativity as it forces you to play the map in one direction - there are two old axes! :wink:

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I didn’t know about the other axe. It made sense for me if you’re getting the axe from the construction site and then heading to the crows area and it adds some difficulty to it but you can remove it if you want.

I think for cross platform consistency we’ll leave it in, but in future I think we should restrict complications to no disguise change and no pacifications. Unless others think it’s a good idea to allow other complications. Maybe just have forced exit as an option? Personally I prefer to leave it more open ended, but I’m happy to go with popular opinion.

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