Hypothesis 4: The game is weird and random sometimes.
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With regard to the rope bridge on Ambrose, I think the accident kill with the loose planks is hard coded to always be a drowning kill (for whatever reason).
Hypothesis 4: The game is weird and random sometimes.
![]()
With regard to the rope bridge on Ambrose, I think the accident kill with the loose planks is hard coded to always be a drowning kill (for whatever reason).
Well, Falls are calculated when bodies are still in the air, as in after a push action but before the person’s actual death would happen in reality.
Maybe the game is just conflicted? Like, it would list as Drowning but a Fall instead gets listed first in some occasions.
I think it would require a rework of some systems to properly force Drowning detection in those maps with water falls or waist high pools. One of those things I hope gets fixed with a clean break of (a) new game(s). Otherwise Drowning Accidents are only consistent with water based puke spots for now.
It’d make it a really cheeky contract to have the specific accident kill requirements when it can randomly be a 50/50 chance of either fall or drowning. ![]()
As for the Ambrose bridge… It could be hardcoded for drowning… Or it’s the game’s physics having the body rotate from the starting point of the ‘slipping into the bridge hole’ - and the body naturally rotates while falling to end up head first going into the water. Thus ‘Drowning Accident Kill’.
A moveable camera mod might shed some light on this idea. If the body landing in random ways still gets a drowning kill - then it’s hard coded. If they seem to almost always enter the water head first - it (their falling) could be due to physics and no hard coded “result” is set. If the falling body could be manipulated to alter its trajectory and end up feet first… ![]()
I don’t know. Again, a camera mod might be needed… Unless the in-game camera (for the PiP) shows this.

You can drop the commerative tokens out of the cages in Sgàil by hitting the bottom of the cage with a strong melee item or by shooting the bottom of the cage, without dropping the cage!
The 4mb limit is awful
Played some Mumbai this weekend. Mostly because this location (with Santa Fortuna) is one I can’t wait to play when Freelancer gives it new purposes.
So first I just discovered that the metal worker doesn’t have any enforcer in the city proper. So I finally really explored it.
As a consequence, I just discovered an hidden story mission to eliminate the Maelstrom as a metal worker. Better late than never I guess. ![]()
It is certainly already well known, but personally I was quite surprised by it,
Because for a curated elimination with prompts, dialogues, and all the usual, it doesn’t have any challenges linked to it. Neither in Assassination, nor Feats.
that’s actually one of the first ways i got the maelstrom, it’s amazing that mumbai has so much stuff in it yet it never feels cluttered or unrealistic.
Mumbai is an under-appreciated gem of a Hitman level. Chongqing could have surpassed it; alas, that opportunity was blown for a story beat nobody needed in the first place. Santa Fortuna is a good runner up, but just can’t match Mumbai.
Most sensible thing ye’ve said all year
You haven’t read all my posts, then. ![]()
Wow. The Metal Worker disguise actually has a purpose! I wonder if when they were developing Mumbai to be so complex and rich they accidentally forgot to make challenges for this kill opportunity
Truthfully, while watching that, I was expecting to push the Malestrom into that fire. Did it even notice that shredder there at first. Interesting method, I’m gonna need to try it. And since the metal worker disguise used gloves and I know where to fine one without having to knock anyone out, I can do this while following my parameters.
I have exactly the opposite opinion, I think.
You have the exact opposite opinion on a lot of things, like these:

Still love ‘ya, dude.
Right back at ya, my friend!
How fitting that at the end of a conversation about reshaping and repurposing, the Maelstrom himself ends up being reshaped and repurposed…
(Also, fix those goddamn aprons, IO!!!)
Trim or speed up video to 10 / 12 seconds max
Upload Video to the above website
Convert to 10 frames per sec
Crop Video and remove unwanted part
Resize and reduce to 90%
Make sure the size is around 8 MB
If more, try reducing the size or optimize color
Lastly optimize by lossy compression till it reach around 3.90 or less.
There is some video upload I saw, not sure how they upload the video in this forum (not the youtube link one)
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That’s what I used, I still hate the 4mb limit
I think I was doing a contract or something a few months back and I started as the metal worker for some reason I found that too. I was completely blown away. It really is amazing just how much stuff is in these levels and how much we’re still uncovering years later!
Chongqing could have been amazing, but it suffers from an incredibly small size for the concept and a lackluster amount of security with nothing new to offer on infiltration. If IO had enough time to make this map say, the size of Paris or Miami, then maybe it could have truly shone.
What it did for 47s story by separating him from the ICA is very important for the series, but the level the concept was built around failed to truly show us the impressiveness of the ICA.
I hope in the future we get it fight the ICA again, Absolution showed their immense power well, and Apex Predator showed their stealth infiltration skills in a way, but all confrontations failed to make me go “wow, the ICA is powerful and 47 is truly being hunted”. The only thing that came close to that was Attack of the Saints, and we should have desperately gotten more of that.
47 fighting other assassins is always interesting when it comes up in a hitman game (Invitation to a Party, Temple City Ambush, The murder of crows, A Dance with the Devil, etc.)