___ ___  .___ ___________   _____      _____    _______      ________
 /   |   \ |   |\__    ___/  /     \    /  _  \   \      \     \_____  \
/    ~    \|   |  |    |    /  \ /  \  /  /_\  \  /   |   \     /  ____/
\    Y    /|   |  |    |   /    Y    \/    |    \/    |    \   /       \
 \___|_  / |___|  |____|   \____|__  /\____|__  /\____|__  /   \_______ \
       \/                          \/         \/         \/            \/

                             S  I  L  E  N  T     A  S  S  A  S  S  I  N

               [AN IN DEPTH FAQ]

               -Creation Date  10.20.02
               -Revision       Final
               -Author         Timothy L. Harewood [timbob]
               -Contact        [email protected]

       If you have anything to contribute, please feel free to email me,
       it would be greatly appreciated, and you will be given proper credit
       and recognition within this guide.

 [TOC]

 A. Introduction
 B. Controls
       B1.  Menu Controls
       B2.  Actions
       B3.  Weapons
       B4.  Inventory
       B5.  Camera
 C. Chapter Descriptions
       C1.  Sicily
       C2.  St. Petersburg
       C3.  Japan
       C4.  Malaysia
       C5.  Nuristan
       C6.  India
 D. Mission Elements
       D1.  Laptop Computer
       D2.  In-Game Display
       D3.  Character Types
       D4.  Completing a Mission
 E. Weapons And Equipment
       E1.  Close Combat
       E2.  Handguns
       E3.  Sub-Machineguns
       E4.  Rifles
       E5.  Shotguns
       E6.  Sniper Rifles
       E7.  Gadgets
 F. Mission Walkthroughs
       F1.  Anathema
       F2.  St. Petersburg Stakeout
       F3.  Kirov Park Meeting
       F4.  Tubeway Torpedo
       F5.  Invitation to a Party
       F6.  Tracking Hayamoto
       F7.  Hidden Valley
       F8.  At The Gates
       F9.  Shogun Showdown
       F10. Basement Killing
       F11. The Graveyard Shift
       F12. The Jacuzzi Job
       F13. Murder at the Bazaar
       F14. The Motorcade Interception
       F15. Tunnel Rat
       F16. Temple City Ambush
       F17. The Death of Hannelore
       F18. Terminal Hospitality
       F19. St. Petersburg Revisited
       F20. Redemption at Gontranno
 G. FAQs
 H. Cheats/Secrets/Extras/Strange things
 I. Credits

 [EOF]

 A.
 =====================================================================================================
   :I N T R O D U C T I O N:
 =====================================================================================================

 You're Back. Are you prepared? The past is about to catch up with you.
 You - the hired gun with a sense of loyalty, the assassin with a sense of justice.
 And faith? What of faith? Trust in your god, but carry a loaded gun.

 Bind yourself with mastery of weapons and thoroughness of groundwork.
 Know when to take your time, and know when to strike instantly.

 Track down those who forced you out of retirement.
 Seep through the deep fracture of the world.
 Flow through the quarters of sin, crime, greed and dishonor.

 Be certain, 47, in such places your enemies will hide.
 At first. Until the only safe place is behind you.

 Watch your back, 47.
 The enemy is closer than you think.

 B.
 =====================================================================================================
   :D E F U A L T  C O N T R O L S:
 =====================================================================================================

 B1. *Menu Controls*
 -----------------------------------------------------------------------------------------------------

 Digital Pad   : Select Menu Item
 (A) Button    : Accept Menu Selection
 (B) Button    : Cancel Selection/Return
 (Back) Button : Open Map/Briefing Menu
 (Start) Button: Open Pause Options Menu


 B2. *Action*
 -----------------------------------------------------------------------------------------------------

 Left Analog   : Move a short distance to walk; move further to run
 Digital Pad   : Lean left/right (double tap and hold to step out and lean) (left/right)
 [L] Trigger   : Tap once to sneak/Hold to crouch
 (A) Button    : Open door/Pick up item/Drag
 [R] Trigger   :  Use item
 (B) Button    : Drop item/Exit keyhole mode


 B3. *Weapons*
 -----------------------------------------------------------------------------------------------------

 Right Analog  : Move crosshair to aim
 Left Analog   : Precise aiming: click and hold to slow down aiming speed
 [R] Trigger   : Fire/Enter Snipe mode
 (*) Black     : Reload
 (X) Button    :  Holster Weapon
 (B) Button    :  Exit Sniper mode


 B4. *Inventory*
 -----------------------------------------------------------------------------------------------------

 (X) Button    : Quick Inventory (hold and use d-pad to select)
 (Y) Button    : Open/Close inventory
 Digital Pad   : Select Inventory Item
 (A) Button    : Equip Item
 (B) Button    : Drop Selected Item


 B5. *Camera*
 -----------------------------------------------------------------------------------------------------

 Right Analog : Move Camera (look around)
 ( ) White    : Toggle 1st or 3rd person view
 Digital Pad  : Zoom In/Out (up/down)
                In third person view, this zoom in and out on the character.
                In snipe mode, affects the scope's magnification levels.

 C.
 =====================================================================================================
   :C H A P T E R S:
 =====================================================================================================

 C1. *Sicily*
 -----------------------------------------------------------------------------------------------------
 Spring comes early to the Gulf of Castellammare. The citrus groves west of Palermo already in fruit
 by the end of February, and the Sicilian air is rich with the scents of lemon and orange.
 From the sea hillside villages are splashes of pastel jewelry on a brilliant carpet of green and gold.

 The dome of the Church of Carmine rises above the awnings of local market stalls, where even-handed
 traders toil and prosper. Yet above it all, the grasping shadow of the Cosa Nostra lengthens.

 Ominous.

 Merciless.
 -----------------------------------------------------------------------------------------------------

 C2. *St. Petersburg*
 -----------------------------------------------------------------------------------------------------
 Once called Leningrad, this old city has seen more than its share of bullets and betrayal.
 Expect guards, criminals and soldiers to be well equipped, experienced and highly suspicious.
 Old Communists vie with corrupt Capitalists for control of the wide-open boulevards,
 where few can hide -- least of all, foreigners.

 This is difficult terrain, even for a trained assassin. Proceed with caution.
 -----------------------------------------------------------------------------------------------------

 C3. *Japan*
 -----------------------------------------------------------------------------------------------------
 Mountains cover three-quarters of Japan, with the larger ranges running
 through the center of the Japanese archipelago like a spine.

 Towering above a beautiful lake and archaic temple-studded town emerges the
 sacred mountain of Kurokiyama -- an inaccessible site visited only by the occasional Shinto pilgrim.

 An ancient six-story castle with ceramic tiled hogyo roofing and massive stonewalls look
 down from its strategic position high on the neck of the mountain. A local shogun built
 it here during the Edo period -- it is a fitting setting fort a 20th century oyabun like
 Masahiro Hayamoto. From here he controls his yakuza maneuverings and international arms deals.
 -----------------------------------------------------------------------------------------------------

 C4. *Malaysia*
 -----------------------------------------------------------------------------------------------------
 Kuala Lumpur, Malaysia. A City brimming with prosperity, luxury and incredible opportunity.

 Populated by a teeming chaos of cultures, it attracts the sharks of organized crime from all
 over the world. It's a feeding frenzy.

 At the same time, spears of sterile office buildings burst out over the new and ancient populace,
 reaching for the skies. And everyone is staking a claim for the future.
 -----------------------------------------------------------------------------------------------------

 C5. *Nuristan*
 -----------------------------------------------------------------------------------------------------
 In a remote valley, hidden in the Hindu Kush mountain range of Nuristan, lies a secluded citadel.
 Currently, it's ruled by a local Kahn, Abdul Bismillah Malik, known as Al-Khabir (The Big Guy),
 and his fierce tribe of warmongering mujahedin.

 A minaret doubles as a watchtower -- overlooking the steppes, hillsides and nearby river.
 Anyone open approaching the citadel can be seen for miles. This, and the solid brick walls
 surrounding the citadel, seem to signal security, but this stronghold has changed hands many
 times over the centuries. A professional always finds a way.
 -----------------------------------------------------------------------------------------------------

 C6. *India*
 -----------------------------------------------------------------------------------------------------
 A Sikh uprising in this remote region of Punjab, Northern India, in the mid 1980's was ruthlessly
 repressed by government troops. Many innocent locals were killed, and ever since, no outsider has
 dared venture into this territory for fear of reprisals.

 A maze of small shops and bangalas suggest some prosperity in the otherwise poverty-stricken
 province. Sure enough a magnificent, ancient gurdwara (Sikh temple) -- complete with marble inlays,
 glazed tiles, filigree partitions, priceless murals and gold domes -- it protected by the high walls
 of a qila (fort)... and fanatical believers.
 -----------------------------------------------------------------------------------------------------

 D.
 =====================================================================================================
   :M I S S I O N   E L E M E N T S:
 =====================================================================================================

 D1. *Laptop Computer*
 -----------------------------------------------------------------------------------------------------
 Hitman uses a laptop computer to communicate with the agency that assigns him missions. All information
 pertaining to the mission is stored on his laptop. It also serves as a pre-mission preparation area.
 Select the required item to access secret files and footage.

       Mission Briefing:
       A detailed list of objectives for the mission ahead. All objectives must be carried out successfully
       to complete the mission.

       Satellite Map:
       A plan view of the target area. Note: Important items, targets and enemies are not displayed
       on the map until you have entered the mission.

       Target Information:
       Information regarding the target and his or her appearance.

       Surveillance Footage:
       Top secret, recorded footage of key information supplied by Agency. Note: This footage is
       only available before the mission starts.

 D2. *In-Game Display*
 -----------------------------------------------------------------------------------------------------

 .-------------------------.
 | 1     3        4       6|
 | 2                       |
 |    9                    |
 |                        5|
 |            7            |
 |                         |
 |                         |
 | 8                       |
 `-------------------------'

       1. Health Bar:
       Hitman's current health: as he sustains damage and injuries the bar begins to shrink.
       If the bar drops below 25% capacity it turns red to alert you to hitman's predicament.
       Note: Damage is location based, which means a shot to the head is almost certain to kill
       you while a shot to the arm will not.

       2. Threat Meter:
       Displayed in the top left of the screen under the health bar, this meter indicates the
       level of danger hitman is facing. The more the meter pulses red, watch out! Hitman is in
       big danger. The meter can be a useful tool, and if monitored, can alert you to potential
       problems such as a failed disguise.

       3. Available Actions:
       This is a context sensitive list of choices: it depends on your location, the proximity of
       objects such as doors, dead bodies, etc. and the currently selected item. If there is only
       one choice on the list, press (A) to perform it. If there are two or more choices, hold down
       (A), use the digital pad to highlight the action you want, then release (A) to perform it.

       4. Current Weapon or Item of Equipment:
       If the currently selected item is holstered (i.e. Hitman's hands are empty) then the display
       here is blank.

       5. Ammo:
       Remaining ammunition in the clip of the selected weapon.

       6. Spare Ammo:
       Backup ammunition available for the selected weapon.

       7. Crosshairs:
       Show exactly where Hitman is aiming. The size of the crosshair indicates the accuracy of any
       shots fired -- the larger the crosshairs, the wider the grouping of any shots fired. When the
       crosshairs turn red, any shots fired should hit the target successfully. Note: While certain
       guns are inherently more accurate, other factors have a bearing on accuracy. Sustained bursts of
       fire and shooting while moving both have an adverse effect; but standing still, or even better --
       crouching, and taking time to air and squeeze off a short burst will improve the ratio of shots
       on target.

       8. Information:
       Useful information such as warnings appears here.

       9. Compass:
       Indicates the direction Hitman is facing.

 D3. *Character Types*
 -----------------------------------------------------------------------------------------------------
 A variety of character types live within the world of Hitman 2: SA. Some of these people pose no threat
 to Hitman's mission and can actually be allies. Choose your targets wisely!

       Target:
       Your intended victim. There is at least one per mission, who must be eliminated to complete
       the mission.

       Enemy:
       Hostiles, usually armed bodyguards of some description, whose job is to protect the target.

       Innocent:
       Civilians are bystanders. They post no direct risk to you so try not to let them get caught
       in the crossfire.

       Police:
       Members of the local law enforcement community. They will attack if they witness you so much as
       carrying your weapon unconcealed.

       VIP's:
       These are the people you have been charged with protecting. A positive mission outcome
       is contingent upon ensuring their survival.

       -
       This is my little section where I give you a little more info on the different types of
       enemies you will encounter throughout the game. Each variation seems to have its own set
       of advantages/disadvantages. This info is here just as sort of a 'heads-up' so you'll know
       what to expect. I've rated them basically on their level of aggression, fire-power, and their
       willingness to become suspicious of you while in disguise (paranoia). [1-4 *'s]

       [Enemy/Desc/Rating]

       Standard Bodyguard                      Russian Soldier
       Sunglasses, Black/Brown suits           Standard Hat, Light Blue Uniform
       Paranoia        : **                    Paranoia        : **
       Fire Power      : *                     Fire Power      : ***
       Aggression      : **                    Aggression      : **

       Russian Officer                         Cold-Weather Camouflage Ninja
       Officers Hat, Light Blue Uniform        Night Vision, Winter Camouflage
       Paranoia        : ***                   Paranoia        : ****
       Fire Power      : *                     Fire Power      : ***
       Aggression      : **                    Aggression      : ***

       Night-Ops Ninja                         Arctic-Camouflage Ninja
       Night Vision, Black Uniform             Night Vision, White Uniform
       Paranoia        : ****                  Paranoia        : ****
       Fire Power      : ***                   Fire Power      : **
       Aggression      : ***                   Aggression      : ***

       Katana Ninja                            Malaysian Police
       Katana Sword, Black Uniform             Purple Hat, Tan Uniform
       Paranoia        : ****                  Paranoia        : **
       Fire Power      : *                     Fire Power      : *
       Aggression      : ****                  Aggression      : **

       Malaysian Guard                         Armed Hooker
       Brown Hat, Tan Uniform                  Skimpy Lingerie
       Paranoia        : **                    Paranoia        : *
       Fire Power      : *                     Fire Power      : **
       Aggression      : **                    Aggression      : ***

       Nuristan Soldier                        Cult Member
       Tan Turban, Tan Uniform                 Bald Heads, Orange Outfit
       Paranoia        : *                     Paranoia        : ***
       Fire Power      : ***                   Fire Power      : ***
       Aggression      : *                     Aggression      : ***

       Indian Bodyguard
       Red Turban, Sunglasses, Black Suit
       Paranoia        : **
       Fire Power      : ****
       Aggression      : ****

 D4. *Completing a Mission*
 -----------------------------------------------------------------------------------------------------
 Once you make the hit, complete all other objectives and successfully escape the area, the mission
 is over. A ratings screen is displayed to show how you performed. Statistics are presented as a
 last mission score and an overall score.

       The Categories:

       * Shots Fired           * Enemies Killed                * Rating
       * Close Encounters      * Enemies Harmed                * Mission Time
       * Head Shots            * Innocents Killed              * Stealth Meter
       * Alerts                * Innocents Harmed              * Aggression Meter

       Known Ratings:

       * Silent Assassin       * Professional                  * Expert
       * Executioner           * Sociopath                     * Psychopath
       * Cleaner               * Button-Man                    * Natural
       * Ninja Extraordinare   * Iceman                        * Ghost
       * Shadow                * Postal                        * Slayer
       * Hired Gun             * Sniper                        * Cut Throat
       * Hitman                * Butcher                       * Mass Murderer
       * Henchmen              * Hatchet Man

       Silent Assassin Requirements:

       * Shots Fired/Kill ratio must be no more than 2:1
       * No one other than the intended target can be killed
         Note: Other enemies that are killed with a gun must be on 1:1 ratio
         otherwise must be taken out silently with fiber wire or a knife.
       * Alerts confined to close encounters

         I tried my best for accuracy on these standards. I'm still trying out different
         scenarios. Thanks to everyone who keeps emailing me with more info on the SA
         ratings. :)

       - thanks to Andreas J. Gjellesvik for contributing to the ratings section.
         'Ninja Extraordinare'
 E.
 =====================================================================================================
   :W E A P O N S   A N D   E Q U I P M E N T:
 =====================================================================================================

 When I listed where a weapon is found below, I put the first place I found the weapon.
 You will encounter almost all of them again at some point during the game.
 The rating given to the weapons was determined by how much damage it dishes out. They are
 rated by one, two, three or four stars. Weapons that can penetrate objects and multiple targets
 receive an extra star, denoted (*). Note: The ratings given to the weapons are not overall
 rankings, however, how they match up against the other weapons in the SAME category.
 (i.e., how the Deagle .50 stacks up against the 9mm Pistol, or the AK vs. the M60)

       Weapon Statistics

               Handguns        : 8     Assault Rifles  : 3
               Melee Weapons   : 6     Shotguns        : 3
               Sniper Rifles   : 6     Sub-Machine Guns: 3

       Miscellaneous Items             Equipment Found/Used

               Anaesthetic             Night Vision
               Fiber Wire              Bomb Remote
               Car Bomb                Cell Phone
               Poison                  Pager
               Poisoned Fish           Transmitter
               Bomb                    Camera
               Mini-Bomb               Hacking Device
               Smoke Bomb

 E1. *Close Combat*
 -----------------------------------------------------------------------------------------------------
 Small, lightweight, and easily concealable, close combat weapons such as knives and the fiber wire
 allow near silent kills. They have their drawbacks though, so are only used by the real professionals.
 Note: When approaching an enemy from behind, make sure hitman is in sneak mode so as not to alter the
 intended target.

       Fiber Wire
       -----------------------------------------------------------------------------------------------
       Description     : Strangulation cord. Can not be detected by metal detectors.
       Range           : Close
       Concealable     : Yes
       Found           : N/A

       Anesthetic:
       -----------------------------------------------------------------------------------------------
       Description     : Chloroform. Used to pacify, not harm enemies.
       Range           : Close
       Concealable     : Yes
       Found           : N/A
       Note            : A Full dose (5 bottles on the ammo meter) will knock an enemy out
                         for exactly 300 seconds (5 minutes).
       Extra Details   : Methoxyflurane, a form of Ether, Available only in Australia
                         Extremely Flammable

       Kitchen Knife:
       -----------------------------------------------------------------------------------------------
       Description     : Kitchen Knife. Standard multi-purpose slicing tool.
       Range           : Close
       Concealable     : Yes
       Found           : Anathema (villa borghesse/kitchen)

       Combat Knife:
       -----------------------------------------------------------------------------------------------
       Description     : Specialist's Combat Knife
       Range           : Close
       Concealable     : Yes
       Found           : General Mikhail Bardachenko, Interrogation room, 2nd Basement, Tubeway Torpedo

       Surgeon's Scalpel:
       -----------------------------------------------------------------------------------------------
       Description     : Operating Theatre Classic
       Range           : Close
       Concealable     : Yes
       Found           : Terminal Hospitality, Consultant/Anaesthesist's Office

       Japanese Katana:
       -----------------------------------------------------------------------------------------------
       Description     : Beautifully Crafted Ancient Instrument of War
       Range           : Close
       Concealable     : No
       Found           : At The Gates (everywhere)

       Fireman's Axe:
       -----------------------------------------------------------------------------------------------
       Description     : For breaking down doors and other obstacles (hehe)
       Range           : Close
       Concealable     : No
       Found           : Basement Killing

       Golf Club:
       -----------------------------------------------------------------------------------------------
       Description     : Titanium sporting instrument. Inertia Driven.
       Range           : Close
       Concealable     : No
       Found           : 2nd Floor Villa Borghesse, Anathema

 E2. *Hand Guns*
 -----------------------------------------------------------------------------------------------------
 Lightweight and easily concealable, the pistols and revolvers are perfect for close-up kills although
 they make a lot of noise unless silenced. In a tight situation, Hitman can always rely on the dual
 Silverballers for the extra firepower.

       [name]                  [inventory desc]

       Silverballers .45       Ballers
       -----------------------------------------------------------------------------------------------
       Description     : Semi-Automatic Hand Gun
       Range           : Close/Medium
       Caliber         : .45 ACP
       Clip            : 7
       Length          : 21.6cm
       Weight          : 1.070kg
       Concealable     : Yes
       Found           : N/A
       Damage          : ****(*)
       Extra Details   : American AMT .45 Caliber HardBaller

       Silverballers .45       SD Ballers SD
       -----------------------------------------------------------------------------------------------
       Description     : Semi-Automatic Hand Gun with silencer
       Range           : Close/Medium
       Caliber         : .45 ACP
       Clip            : 7
       Length          : 41.6cm
       Weight          : 1.253kg
       Concealable     : Yes
       Found           : Awarded, 1st Silent Assassin Rating
       Damage          : *** (*)
       Extra Details   : American AMT .45 Caliber HardBaller


       9mm Pistol              9mm Pistol
       -----------------------------------------------------------------------------------------------
       Description     : Semi-Automatic Hand Gun
       Range           : Close/Medium
       Caliber         : 9mm
       Clip            : 15
       Length          : 21.7cm
       Weight          : 0.95kg
       Concealable     : Yes
       Found           : Everywhere
       Damage          : **
       Extra Details   : Italian Pietro Berreta 9mm

       9mm Pistol SD           9mm Pistol SD
       -----------------------------------------------------------------------------------------------
       Description     : Semi-Automatic Hand Gun with removable silencer
       Range           : Close/Medium
       Caliber         : 9mm
       Clip            : 15
       Length          : 41.7cm
       Weight          : 1.26kg
       Concealable     : Yes
       Found           : Agency Drop, St. Petersburg Stakeout
       Damage          : *
       Extra Details   : Italian Pietro Berreta 9mm

       Revolver                Revolver
       -----------------------------------------------------------------------------------------------
       Description     : Stub-Nosed .357 Revolver
       Range           : Close/Medium
       Caliber         : Magnum
       Clip            : 6
       Length          : 20cm
       Weight          : 1.06kg
       Concealable     : Yes
       Found           : The Don, Anathema
       Damage          : *** (*)

       Deagle .50              Deagle
       -----------------------------------------------------------------------------------------------
       Description     : Semi-Automatic Hand Gun
       Range           : Close/Medium+
       Caliber         : Magnum
       Clip            : 8
       Length          : 15.9cm
       Weight          : 1.892kg
       Concealable     : Yes
       Found           : Study, Anathema
       Damage          : *** (*)

       5.45mm Pistol           5.45mm
       -----------------------------------------------------------------------------------------------
       Description     : Russian Service Pistol
       Range           : Close/Medium
       Caliber         : 5.45mm
       Clip            : 10
       Length          : 16cm
       Weight          : 0.46kg
       Concealable     : Yes
       Found           : Bodyguard, St. Petersburg Stakeout
       Damage          : *

       .22 Silenced            .22 SD
       -----------------------------------------------------------------------------------------------
       Description     : Pistol with Integral Silencer
       Range           : Close/Medium
       Caliber         : .22
       Clip            : 12
       Length          : 42.2cm
       Weight          : 1.12kg
       Concealable     : Yes
       Found           : Shogun Showdown, Museum
       Damage          : *


 E3. *Sub-Machineguns (SMG)*
 -----------------------------------------------------------------------------------------------------
 Only just concealable, the sub-machine guns are perfect for fierce fire fights. Be warned though, a high
 rate of fire can leave hitman with an empty clip and no more ammo.

       Sub-Machinegun (SMG)    SMG
       -----------------------------------------------------------------------------------------------
       Description     : Delayed Blow-back Sub-Machine Gun
       Range           : Close/Medium
       Caliber         : 9mm Parabellum
       Clip            : 30
       Length          : 68cm
       Weight          : 2.55kg
       Concealable     : Yes
       Found           : Agency Drop, 1st Basement, Tubeway Torpedo
       Damage          : ***
       Extra Details   : Heckler and Koch MP5

       Silenced Sub-Machine Gun SMG-SD6
       -----------------------------------------------------------------------------------------------
       Description     : Silenced SMG
       Range           : Close/Medium
       Caliber         : 9mm
       Clip            : 30
       Length          : 75.5cm
       Weight          : 3.05kg
       Concealable     : No
       Found           : Hidden Valley, Cold-Weather Camouflage Ninjas
       Damage          : **
       Extra Details   : Heckler and Koch MP5

       Uzi
       -----------------------------------------------------------------------------------------------
       Description     : Rugged Sub-Machine Gun
       Range           : Close/Medium
       Caliber         : 9mm Parabellum
       Clip            : 30
       Length          : 47cm
       Weight          : 3.7kg
       Concealable     : Yes
       Found           : Terminal Hospitality, Cult Members
       Damage          : ***



 E4. *Rifles*
 -----------------------------------------------------------------------------------------------------
 Large and precise, the rifles are best used over distance. Hitman is only capable of carrying one rifle
 at a time and cannot be concealed. Note: while carrying a rifle, you can equip a one-handed weapon such
 as a pistol or knife and still be holding the rifle.

       AK 47 Assault Rifle     AK
       -----------------------------------------------------------------------------------------------
       Description     : Russian AK 47 Derivative
       Range           : Close/Medium/Long
       Caliber         : 7.62mm
       Clip            : 30
       Length          : 67.5cm
       Weight          : 3.1kg
       Concealable     : No
       Found           : Russian Soldiers, St. Petersburg Stakeout
       Damage          : ***  (*)

       M4 Rifle
       -----------------------------------------------------------------------------------------------
       Description     : Carbine Assault Rifle
       Range           : Close/Medium/Long
       Caliber         : 5.56mm
       Clip            : 30
       Length          : 84cm
       Weight          : 2.54kg
       Concealable     : No
       Found           : The Motorcade Interception, UN Soldier
       Damage          : *** (*)

       M60 Light Machine Gun
       -----------------------------------------------------------------------------------------------
       Description     : Light Machine Gun
       Range           : Close/Medium/Long
       Caliber         : 7.62mm
       Clip            : 100
       Length          : 110cm
       Weight          : 10.5kg
       Concealable     : No
       Found           : Tunnel Rat, Compound Soldier
       Damage          : ****(*)

 E5. *Shotguns*
 -----------------------------------------------------------------------------------------------------
 The shotgun can have a devastating effect at close range but accuracy and damage are severely reduced
 over longer distances.

       Double Barreled Shotgun
       -----------------------------------------------------------------------------------------------
       Description     : 12 gauge Double Barreled Shotgun
       Range           : Close/Medium
       Caliber         : 12 gauge
       Clip            : 2
       Length          : 115.7cm
       Weight          : 13.2kg
       Concealable     : No
       Found           : Lawyer, Bodyguard on front steps, Anathema
       Damage          : ****

       Sawn-Off Shotgun        Sawn-Off
       -----------------------------------------------------------------------------------------------
       Description     : Sawn-Off 12 gauge Double Barreled Shotgun
       Range           : Close
       Caliber         : 12 gauge
       Clip            : 2
       Length          : 65.4cm
       Weight          : 2.8kg
       Concealable     : Yes
       Found           : Awarded, 2nd Silent Assassin Rating
       Damage          : ****

       SP12 Shotgun (SPAS)     SP12
       -----------------------------------------------------------------------------------------------
       Description     : Fully-Automatic Combat Shotgun
       Range           : Close/Medium
       Caliber         : 12 gauge
       Clip            : 8
       Length          : 93cm
       Weight          : 4.2kg
       Concealable     : No
       Found           : Temple City Ambush, Southeastern Agency Drop
       Damage          : ****

 E6. *Sniper Rifles*
 -----------------------------------------------------------------------------------------------------
 Highly accurate and extremely powerful, the sniper rifle is the definitive long-range weapon. When its
 used in the hands of a skilled professional, targets can be eliminated in a split second. Positioning,
 patience and a steady hand are pre-requisites for the sniper's role. Note: You can crouch to reduce the
 bob effect on the sniper scope. You can also press in and hold the left analog to activate Precise Aiming.
 This will increase your accuracy by slowing down your movement.

       R93 Sniper
       -----------------------------------------------------------------------------------------------
       Description     : Sniper Rifle
       Range           : Medium/Long
       Caliber         : .308 Winchester
       Clip            : 6
       Length          : 119cm
       Weight          : 4.8kg
       Concealable     : No
       Found           : Garage, Anathema
       Damage          : **  (*)

       SVD Sniper
       -----------------------------------------------------------------------------------------------
       Description     : Russian Sniper's Rifle
       Range           : Medium/Long
       Caliber         : 7.62mm
       Clip            : 10
       Length          : 125.5cm
       Weight          : 4.31kg
       Concealable     : No
       Found           : Agency Drop, St. Petersburg Stakeout
       Damage          : **  (*)

       Hunting Crossbow
       -----------------------------------------------------------------------------------------------
       Description     : Compound Hunting Crossbow
       Range           : Medium/Long
       Caliber         : Crossbow Bolts
       Clip            : 1
       Length          : 124.8cm
       Weight          : 2.9kg
       Concealable     : No
       Found           : Agency Drop, Hidden Valley
       Damage          : *

       W2000 Custom Sniper
       -----------------------------------------------------------------------------------------------
       Description     : Custom Version of the W2000 Sniper's Rifle. Few Exist.
       Range           : Medium/Long
       Caliber         : .300 WinMag
       Clip            : 10
       Length          : 90.9cm
       Weight          : 8.6kg
       Concealable     : No
       Found           : At The Gates, Snipers
       Damage          : *** (*)

       Barret M195 Sniper
       -----------------------------------------------------------------------------------------------
       Description     : Cal .50 Anti-Vehicle Rifle
       Range           : Medium/Long
       Caliber         : .50
       Clip            : 6
       Length          : 114.3cm
       Weight          : 10kg
       Concealable     : No
       Found           : The Motorcade Interception, Agency Contact
       Damage          : ****(*)

       W2000 Sniper
       -----------------------------------------------------------------------------------------------
       Description     : Collectors Sniper Rifle
       Range           : Medium/Long
       Caliber         : .300 WinMag
       Clip            : 1
       Length          : 90.5cm
       Weight          : 8.31kg
       Concealable     : No
       Found           : St. Petersburg Revisited, Agent 17
       Damage          : *** (*)

 E7. *Gadgets*
 -----------------------------------------------------------------------------------------------------
 These are not weapons necessarily, but are useful during the course of the game. Sometimes you will only
 have access to these on certain missions when Agency includes them in the arsenal they drop for you at a
 designated area during the mission.

       Binoculars:
       An excellent tool for spotting targets and planning safe routes through the mission.

       Night Vision:
       The high-tech solution to darkness, although your field of view can be severely impaired.
       Night Vision can be equipped while still holding or aiming your weapon, unlike binoculars
       that hitman holds. This is because the goggles are strapped to his head.

       Special Items:
       Pieces of equipment included in this category include Car Bombs, cell phones, pagers, mini-bombs,
       bomb remotes and detonators, poison, etc. These are mission specific and will be explained within
       the mission walkthrough in which they pertain.

 F.
 =====================================================================================================
   :M I S S I O N   W A L K T H R O U G H S:
 =====================================================================================================

 Because of the way the game is designed to be played (what makes it so damn fun) is that you can
 tackle a mission in a variety of ways. Instead of being utterly long-winded and going through each
 mission step-by-step, I will give you a layout of your options during the mission, where key locations
 are, where weapons can be found, or people of special interest. It is truly often the case in this game
 that once you find a method of completing your objectives, its really up to you to decide how it is
 actually carried out. I believe you will find the information rather useful however, especially first
 time players, and players looking to strike down fools with great vengeance in new ways.

 Note: (!) Indicates "Point of interest", the same as stated in the legend for your satellite surveillance
 in game map. Look for the (!) on your map when the guide refers to an item with this symbol.

 Also, for the sections entitled "COMPLETION TIPS", well, don't take it for more than what it actually is.
 I didn't outline the grounds for silent assassin in these sections, unless it says "silent assassin
 walkthrough". In order to get the most important information about this game into a faq in a timely
 manner, I did not have the time to earn SA on every level. So unless the section specifically states
 that it is a silent assassin walkthrough, don't expect it to get you through the level without a couple
 minor bumps and bruises. I started playing the game again on the next difficulty setting (expert), and
 have been able to achieve silent assassin on every level so far (not an easy task on the harder settings
 either). So my advice (if anyone is actually reading this part), is to play through the game on Normal,
 and don't get frustrated if you can't complete a level and get SA on it. My first time through the game
 I wanted all of the weapons more than anything, and that didn't leave much room for SA's on every level.
 Once you've been through the game once and seen all the weapons, start over on a harder level, and then go
 for the glory of overall SA. You'll enjoy it a lot more, and by that time you won't need me to tell you
 how to earn SA on each level. I only say this because I get a lot of email from people saying "you forgot
 this" or, "this way works better". Yeah, of course. That's the beauty of the game. Its up to you how its
 carried out. But don't get me wrong, I take the time to read every email sent to me, and even more time
 to write back to all of them. So keep writing, your ideas for SA walkthroughs are more than welcome.

 F1. *Anathema*
 -----------------------------------------------------------------------------------------------------
 Father Vittorio has been kidnapped by a Mafia boss named Don Guilliani. Seeing how this is not an
 official agency sanctioned mission, you will not have access to photos, videos, or satellite
 surveillance previous to the mission.

 Target                : Don Guilliani
 Total Enemies         : 20 [17 Bodyguards, 1 Lawyer, 1 Son, 1 Driver]
 Total Innocents       : 4  [1 Maid, 1 Cook, 1 Postman, 1 Delivery Boy]
 Objective(s)          : Eliminate 'The Don', rescue the padre, get the funk out.
 Best Disguise         : Bodyguard
 Weapons Found         : 9mm, Deagle, Revolver, R93 Sniper, DBSG, Golf Club, Kitchen Knife, Spoon?

 [Enemy Desc]          [Weapon/Item]

 Bodyguards            9mm Pistol
 The Son               Deagle .50
 The Lawyer            Double Barreled Shotgun
 The Driver            Deagle .50/Car Keys
 Don Guilliani         Revolver/Golf Club

 [Disguises]           [Note/Item]

 Postman               Cannot carry weapons through front gate/Flowers
 Delivery Boy          Cannot go upstairs/Groceries
 Bodyguard             Other guards highly suspicious/9mm Pistol

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 The Don               Front Left balcony, 2nd floor 'boss's office'
 Postman               Front Gates
 Delivery Boy          Back Door
 Lawyer                Lawyers Office
 The Driver            1st Floor Left wing
 Deagle .50            In the study (1st floor), the driver/son.
 Golf Club             Front Balcony, Boss's Bedroom
 Revolver              2nd floor bedroom, The Don
 Kitchen Knife         Kitchen, the cook
 R93 Sniper            Garage
 Sniper Ammo           Garage, Lawyers office
 SG Ammo               Upper right wing, middle room
 Pistol Ammo           Everywhere

 ***Completion Tips***

 If you're going to use the postman disguise, stash your guns in the groceries that the delivery boy
 carries in. this will allow you to access them easily by heading into the basement and going into
 the kitchen. And you wont get smacked in the face by the guys at the front gate who will frisk you.

 There are really only 2 ways (generally) to complete this mission. Long range or close combat.
 Use the sniper rifle and get the don on the balcony from the hill, or use the ladder in back to
 utilize the roof and get in tight for a close up takedown. If you can get the car keys from the driver,
 it will make your getaway tons easier.

 Remember, if you take him out with the sniper rifle, you still have to make your way back inside to get
 the basement key off of him, and then back outside to the exit.

 ***Silent Assassin Walkthrough***

 We're going to be moving fast on this one. Your par completion time is around 7 minutes. I did it in
 6min5sec on Expert, so this shouldn't give you too many problems. From the start, run straight down
 the hill and stand behind the tree on the right, or up against the wall next to the door. The infamous
 pissing guard will be out shortly, take him down with the chloroform, grab his gun. Grab his body and
 open the door. Drag him through the door, and leave him there. If you're playing on normal you won't
 need to do this because there isn't a patroling guard outside the gates. Anyway, run directly to the
 garage and grab the R93 Sniper. Exit the garage via the back door, and run to your left behind the
 garage so that you can see the don on the balcony and take him down. Immediately drop your sniper and
 run towards the basement steps until your threat meter pulses slightly, then slow to a walk. Head into
 the basement and back up into the kitchen. Make a right and head down the hall. Make sure you talk the
 path that doesn't run into the guard who stands just inside the front door, you don't want anyone to see
 you yet. Once you make it all the way across the hall, you should be at a set of stairs that lead to the
 2nd floor. The guard will have his back to you. Sneak up the stairs and use the chloroform on him. Grab
 his gun and drag his body into the bosses bedroom. Run outside onto the balcony and grab the key/revolver
 from the don. Now, drop off of the balcony on the side with the gate that leads to the backyard. Check
 your map and wait for anyone in the back near the pool to go inside. Then run like mad all the way around
 to the door on the opposite side that comes out near the kitchen. Walk once again into the basement, discover
 that the padre isnt there and you're ready to exit. If you were fast enough, the guard you knocked out at
 the start should still be sleeping, or just now waking up. If you want (I didn't bother), grab your R93 before
 you leave. Run through the door and straight back up the hill. Walk far enough and you'll trigger the exit
 sequence. SA Achieved. You should now be the proud owner of dual silenced silverballer .45's. Weeeeeee.

 "I drug the Don onto the roof in Anathema and pretended I was Rose from Titanic and that he was Jack,
 I grabbed him by the hand and positioned myself to where he was hanging off the roof and only staying
 up cause of my hand, then to myself I said "Ill never let go jack, Ill never let go" then I dropped
 him and pretended 47 started to cry and I ran off the other end of the roof, killing myself..."

 - Munkey, GameFAQs msgbrds. If that doesn't make you laugh, you don't love this game yet.

 "hey, on the first mission, it is possible to shoot the target off teh balcony with the sniper rifle.
  the key is to run quickly, to get it, (killing the guy on the way and getting his clothes, etc.) then
  shooting as he is practicing his swing on the farside wall of the building. you should barely be able
  to see his back around the corner, the momentum will slump him overand his fatness will hang off the
  building and fall down, (quite fun to watch actually). i emailed another walkthru guy to tell  him to
  include this in his walkthru, and he claimed it couldn't be done, but I"VE DONE IT EVERY TIME I"VE
  COMPLETED THE MISSION. it's never failed me, as long as i've been quick and hit him as he was practicing
  the swing. anyways. it makes gettin his shit pretty fuckin easy."

 - contributed by Luke MacDonald [[email protected]]

 F2. *St. Petersburg Stakeout*
 -----------------------------------------------------------------------------------------------------
 The agency has assembled a meeting of four generals for the sole purpose of giving you the chance to
 take one of them out, an Ex-KGB officer. You have a photo of the building where the meeting will take
 place, and some footage (not very good) of your target officer.

 Target                : Ex-KGB Officer
 Total Enemies         : 35 [32 Soldiers, 3 Bodyguards]
 Total Innocents       : 3  [2 Civilians, 1 VIP]
 Objective(s)          : kill kill kill, and split.
 Best Disguise         : Russian Soldier
 Weapons Found         : 9mm, AK 47, 5.45mm Pistol
 Agency Supplies       : SVD Sniper, Sniper Ammo, 9mm Pistol SD, Night Vision, Pistol Ammo

 [Enemy Desc]          [Weapon/Item]

 Russian Soldiers      AK 47
 Bodyguards            9mm Pistol

 [Disguises]           [Note/Item]

 Russian Solider       Other guards highly suspicious
 Bodyguard             Good for moving around the Pushkin, nice brown suits
 Civilian              Pointless. No Civs allowed.

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 KGB Officer           Pushkin Building, 3rd Floor
 Russian Soldiers      Everywhere
 Civilians             Metro station
 Agency Supplies       Locker 137, Metro

 ***Completion Tips***

 Your best bet here is to get a uniform from one of the 2 Russian soldiers just outside of the metro
 in the first room at the top of the escalator. Go through the door in that room and follow the tunnel
 all the way through the sewers to a man hole that leads up to the streets, a short distance from the
 apartment building. Walk slowly. You wont come close enough to any soldiers to raise any suspicion.
 The best view of the meeting room is from the 4th floor, but be careful, as a soldier is lurking near
 by on that floor. Before you take the shot, pay close attention to the officers. Your target is bald,
 a non-smoker, right handed, and drinks a lot. He is usually sitting closest to the window. After you
 take the shot, walk back the way you came and its over. This is a terribly easy level.

 ***Silent Assassin Walkthrough***

 You can make it all the way up onto the streets without killing or knocking anyone out. Once up the stairs
 from the metro, just watch your map and be careful of timing and you can run past the guard in the room
 that leads into the sewers. Check your map once again, and exit the sewers from the manhole the opens up
 just southeast of the Pushkin building (its the one in between two buildings, and there is a guard standing
 directly west from the hole). Climb out of the hole and walk left between the buildings. There should be a
 guard standing around the corner with his back to you, knock him out with chloroform, and drag his body
 back near the manhole. Now make your way to the apt. building. Take out the general, go back to the man hole,
 evade theg guards again, exit. This one doesn't need anymore explanation.

 F3. *Kirov Park Meeting*
 -----------------------------------------------------------------------------------------------------
 General Marakov is meeting with a Russian connection, Igor Kubasko to possibly gain information about
 the St. Petersburg hit and to seek protection out of fear of impending assassination. The meeting takes
 place at 1400hours at Kirov Park. You are supplied with a video of the two in an earlier meeting, as
 well as pictures of each, so identifying targets should be no problem. They will be arriving at the
 park via armored limousine.

 Target                : General Marakov, Igor Kubasko
 Total Enemies         : 20 [13 Soldiers, 6 Bodyguards, 1 Officer]
 Total Innocents       : 2  [2 Limo drivers]
 Objective(s)          : Kill the general and his mafia connection and roll out.
 Best Disguise         : Any, even your own hitman duds.
 Weapons Found         : 9mm, AK 47
 Agency Supplies       : 2 car bombs, 9mm Pistol SD, Pistol Ammo, SVD Sniper, Sniper Ammo

 [Enemy Desc]          [Weapon/Item]

 Russian Soldiers      AK 47
 Russian Officer       9mm Pistol
 Bodyguards            9mm Pistol

 [Disguises]           [Note/Item]

 Russian Solider       It will get the job done
 Russian Officer       Soldiers less suspicious
 Bodyguard             You're lucky if you can get one
 You                   Works great too

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 General Marakov       Kirov Park, center street. Limo: can be tracked from start
 Igor Kubasko          Kirov Park, center street. Limo: North of park
 Russian Soldiers      Everywhere
 Limo Drivers          Uhmmm...
 Bodyguards            Next to limousines
 Agency Supplies       Behind the dumpsters at start

 ***Completion Tips***

 This one is a breeze. Stealth is rather easy, and you have multiple options as to what you can do.
 Use the sewers and place a car bomb on the generals limo from underneath. Make your way to either
 the radio tower or mausoleum and a give the mafia geek a shot to the dome. this will send the general
 running in fear back to his limo -- kab00m. Be careful of the mausoleum tower. There is a whistling
 guard atop, and if you are spotted taking the shot, be prepared to have kill everyone in the level.

 ***Silent Assassin Walkthrough***

 "Run over to the crates at the start, and hide behind the two that touch. The loot is in the corner
 they form. Hit sneak here so the soldier and limo won't see you. Start picking up whatever gear you
 want (sniper is mandatory) and keep the camera pointed at the soldier. Once the limo has gone, slowly
 back away from him, keeping the dumpster between you, then sidestep to the left behind this second dumpster.
 The instant he turns his back, bolt for the sewers. There is an entrance between your equipment and the
 pier. Check the map: you will have to run to the sewer entrance near the radio tower base. Go there,
 climb up to the street and check the guard patrolling tower base. When he's going backwards to the wall,
 pick lock tower fence door and climb the ladder to the top. Now pick your sniper and point it to the park.
 Wait until your both targets walk to the nearest side of the park from the tower. There's a moment they
 will get very close to each other that they form a line (in your point of view from tower). Snipe them
 exactly when they are together and you can hit both down with a single shot! Immediately go down to the
 tower base before the guy patrolling there catch you. You must be very fast from the moment you hit the
 sniper trigger and climb down the ladder or he will see you and start shooting you. Once you are on the
 ground again, go to the sewers where you came from and run all the way back you came from the pier.
 Job done: Silent Assassin."

 - contributed by CoelhoMD [[email protected]]

 My version of the SA walkthrough for this level differs slightly. All you need for for this one are
 the two car bombs. From the start, wait until the soldier isn't looking of course, walk to the dumpster
 and snag the car bombs. Immediately head into the sewers. RUN! Make your way to the manhole at the
 northwest side of the map that comes out behind a building near some dumbsters. The mafia boss parks his
 limo here, and if you were fast enough, by the time you are crawling out of the manhole, the driver should
 be coming by to take a piss. Knock him out with the chloroform and take his clothes. Walk around the corner
 of the building and plant the first car bomb. Walk away and go back behind the building. Grab your clothes</pre><pre id="faqspan-2">
 and head back down into the sewers. Now you are heading to the manhole on the southwest side of the map. Its
 the one where the car is parked directly over the manhole. Run to it and plant the bomb. Now run back and to
 the manhole you entered from the agency weapons drop. Take about 20 steps towards the boat dock and pull out
 your binoculars and witness the glory. The mafia boss already tried to leave in his limo and it exploded, so
 the general is running like mad to get to his. Its a beautiful sight, watching the limo explode and kill
 everyone within like a 20 ft radius. Now what do you do? Walk casually back to your boat (a whole 10 ft away
 from where you are standing probably). Brilliant. This is one of the most satisfying hits you can pull off.
 And what do you get, a lovely sawn-off double barreled shotgun. Boom. Speed is of the essence.

 F4. *Tubeway Torpedo*
 -----------------------------------------------------------------------------------------------------
 Agency has word that the one of the generals is interrogating/torturing prisoners in the basement of
 the HQ in (some city). You're given a somewhat shoddy video of the general and a layout of the grounds
 as always. After the briefing, your mission and objectives should be very clear, so I need not be
 extensive in the details.

 Target                : Mikhail Bardachenko
 Total Enemies         : 35 [33 Soldiers, 1 Officer, 1 General]
 Total Innocents       : 2  [2 VIPs]
 Objective(s)          : Rescue the agent from 2nd basement, blow through the wall, escape.
 Best Disguise         : Russian Officer
 Weapons Found         : 9mm, AK 47, Deagle .50
 Agency Supplies       : 9mm Pistol SD, Mini-bomb, Bomb remote, pager, cell phone, various ammo

 [Enemy Desc]          [Weapon/Item]

 Russian Soldiers      AK 47
 Russian Officer       9mm Pistol

 [Disguises]           [Note/Item]

 Russian Solider       It will get the job done
 Russian Officer       Slightly different treatment in disguise

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Mikhail Bardachenko   Military Headquarters, 2nd basement, interrogation room
 Surveillance System   1st Basement, Control Room
 Russian Soldiers      Everywhere
 Russian Officer       2nd Basement, guards quarters
 Agency Supplies       #1 Crates marked "FCK" at start, #2 1st basement
 Deagle .50            Upstairs, first room, HQ
 Sub-machine gun       1st Basement, Agency drop, HQ

 ***Completion Tips***

 This one shouldn't give you too many problems completing. You can very easily achieve the highest
 rating possible if you're careful like always. There is a soldier near the start to subdue and get
 you going quickly. pick up your supplies behind the crates and get into the truck. Once into the
 military headquarters, be careful of surveillance cameras. Running in the halls, and accosting anyone
 within view of the cameras will alert the guards. Do that and the agent dies. You can disable the
 security cameras by going into the server room and disabling the surveillance system. Don't access
 the server room by going through the control room. Being seen going into that room will alert the
 guards and they'll start shooting at you. Make your way down to the 2nd basement and rescue the agent
 from the general. Take him back up to the 1st basement and use the mini-bomb to blow through the wall...
 haul ass to the exit.

 "I found this out from the GAME FAQS board. Someone called IronMunkey provided me this tip. In the
 Tubeway Torpedo level, use the silenced gun to shoot the surveillance Server. Once you get to the
 second Basement, enter the Observation room, Drop the pager. Use the phone (it will call the pager)
 and the General, puzzled by the ringing, will walk right in!!! You can strangle him at this point and
 get out with the hostage."

 - Jose M. D. J. / IronMonkey GameFAQS message boards
 Thanks for the contribution guys (and everyone else who emailed me) -- i was totally baffled until now.

 ***Silent Assassin Walkthrough***

 Make your way out of the sewers and up the manhole that the agency has marked on your map. Use your
 fiber wire on the guard directly in front of you, take his clothes and his AK, and drag his body into
 the open door to your right. Collect your equipment from the drop and climb into the back of the truck.
 Be careful and walk slowly past the guards into the military head quarters. Take the elevator down into
 the 1st basement. From here walk through the hallways and into the control room. If you're playing on a
 difficulty other than normal, you'll need to use the south entrance into the control room, as a guard is
 blocking the door, and if you try to enter through there he will be alerted and bust a cap in your ass.
 Once into the control room, cut through the double doors and back out into the hallway, and make a right.
 The door now on your right is the entrance into the server room. Shoot the green panel on the server to
 kill the serveilance. Now you're heading to the elevator that takes you to the 2nd basement. This part is
 crucial. The guard sitting at the desk needs to be knocked out. If you don't, when you escape with the prisoner
 a guard from downstairs will alarm the guy at the desk that something is wrong while you're heading up in the
 elevator. Now remember, we're going for SA here, and you already killed one guard, so no more. The best way to
 take this guy down is to use the pager/cell phone. Walk behind the desk (wait until the guard that patrols this
 area is heading away from you before you do this), and drop the pager. Walk just out of his view and call the
 pager. He will get up out of his chair giving you your chance to make your move. Once he's knocked out, pick up
 your pager, and drag his body onto the elevator along with you and take him downstairs. Drop the pager in front
 of the interrogation room door, and once again call it. The general will come out to investigate and its up to
 you to take him down. You don't have to do it immediately because by him coming outside to check out what was
 up, the door is now unlocked permanently. Once he's dead, head back to the elevator and make your escape.
 All you to do is be patient and you can walk past all the guards and make it to the exit.

 F5. *Invitation to a Party*
 -----------------------------------------------------------------------------------------------------
 The last general is ready to take a scheisse in his pants (i love these Germans, they run around
 yelling scheisse, figure it out if you don't already know). You're suppose to infiltrate the party
 and take him out. Its up to you how you do it as always. Once the general is down, you are to secure
 the suitcase full of confidential info from the ambassador. There will be a spetznaz agent working the
 party too. He's either working against you, or for you. However you look at it I guess. I love this
 level simply for the fanatical behavior of the innocents if you go on a rampage.

 Target                : General Zupikov, Ambassador(?)
 Total Enemies         : 20 [19 Guards, 1 Spetznaz agent]
 Total Innocents       : 20  [5 maids, 4 waiters, 10 guests, 1 VIP(?)]
 Objective(s)          : Put the smack down on Zupikov, escape with the suitcase.
 Best Disguise         : Party Guest
 Weapons Found         : 9mm, 5.45mm Pistol, SMG
 Agency Supplies       : 9mm Pistol SD, Pistol Ammo, Poison

 [Enemy Desc]          [Weapon/Item]

 Bodyguards            9mm Pistol, SMG
 Ambassador            Safe Combination
 Spetznaz Agent        5.45mm Pistol

 [Disguises]           [Note/Item]

 Bodyguard             You know the drill
 Waiter                Can get you just about everywhere, except upstairs/Chocolate
 Party Guest           The best. Run around like a fool/Invitation
 Chef                  Great mass murderer outfit

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 General Zupikov       Ballroom, left wing (room with maid)
 Spetznaz Agent        Ballroom, upstairs with the ambassador
 Ambassador            2nd Floor Offices
 Bodyguards            Outside, Inside, Near the limo in the garage
 Waiter                Ballroom, kitchen, at start with back door key
 Chef                  Downstairs in the kitchen
 SMG                   Bottom floor, 2nd room
 5.45mm Pistol         Spetznaz Agent
 Waiter Uniform        Bottom floor, 1st room
 Agency Supplies       Look at your map, you know the drill sucka.
 Champagne Glasses     Kitchen counter

 ***Completion Tips***

 Lets see... this one is rather fun because there are so many ways of completing it. If you subdue the
 waiter at the beginning and take his door key, you'll be off to an easy start. You can use the poison
 with the champagne glasses and give it the general. There is a party guest that comes along to the front
 gate from the far left. Guests are great and if you're lucky, you'll just have to flash your invitation
 and won't get frisked. Then you can follow the general into the left wing and wrap him up in fiber wire
 when he enters the room with the maid. If you go the bodyguard route, walk around outside until he comes
 out with the case and blast on him. If anyone finds the body of the ambassador, they will be alerted and
 you'll have a chance to make it to the garage and take him down before he leaves. Basically all you really
 need to do is get inside and take out the general. What else is there to explain? Its up to you. Be the man.
 Rock some socks and leave a nasty mess.

 ***Silent Assassin Walkthrough***

 "Ok, first off you can run straight down the middle of the road while heading towards the party as fast
 as you can. You're more than welcome to pick up the poison along the way, but this method doesn't involve
 the use of it. Keep going all the way west until you're past the building. You come across a party guest
 in a tuxedo. This part is a bit tricky, but possible. Walk past him and immediately turn around and chloroform him.
 Grab his suit, the invitation, and then pull his body around the corner. You can either go in the front entrance
 or pick the lock on the west side to get into the estate. Once you're in the gates, make sure you have the invitation
 in hand at all times just for precaution and looks. As you enter the front door, take an immediate left and go down
 the hallway and north. Your main target will either be in the room with a maid, or in the ballroom. Wait for him in
 the room next to maid's room and when he walks past, open the door and cap him in the head with the Silenced 9mm.
 Drag his body into that room. Put your gun away and have invitation in hand and head towards the ballroom. The VIP
 will be in there or on his way towards the safe.  Follow him (but not too close, he's a suspicious little man)
 and when he gets in the safe room chloroform him, grab the combination, open the safe, and get the briefcase.
 With the briefcase in hand walk straight out the front door and out the gates (sometimes the guard will ask for the
 invitation on the way out, make sure you drop the briefcase and show it to him). Once a bit away from the gates,
 just run towards the exit and thats it!"

 - contributed by Matt Douglas, known to us irc hax0rs as ice-man [[email protected]]
   the ice-man cometh? or something. I wish my nick was ice-man, it would make being a hitman 100x cooler.

 F6. *Tracking Hayamoto*
 -----------------------------------------------------------------------------------------------------
 Agency has sent you after Masahiro Hayamoto Jr. You are to kill him, and place a transmitter on him
 so that Agency can track his father, Hayamoto Sr., via the corpse. Hayamoto Jr. is having a meeting
 with a yakuza member at his house, and it's up to you to infiltrate and carry out the mission.

 Target                : Masahiro Hayamoto Jr.
 Total Enemies         : 18 [12 Guards, 6 Yoyimbos]
 Total Innocents       : 1  [1 Female House Member]
 Objective(s)          : Knock Jr's lights out, bug him, peel.
 Best Disguise         : Bodyguard/None
 Weapons Found         : 9mm Pistol, SMG
 Agency Supplies       : Nada

 [Enemy Desc]          [Weapon/Item]

 Bodyguards            9mm Pistol
 Yoyimbos              SMG
 Servant/Cook          9mm Pistol

 [Disguises]           [Note/Item]

 Bodyguard             You know the drill
 Yoyimbo               You don't have the 'tats or skin tone for this one
 Servant/Cook          Jr will spot the fake a mile away

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Hayamoto Jr.          Master Bedroom
 Servant/Cook          Kitchen/North Entrance
 Poisoned Fugu Fish    Point of Interest/East Entrance
 SMG                   Point of Interest/Back Entrance
 Car (Car Horn)        Garage

 ***Completion Tips***

 Lets see. Be stealthy. You don't even need a disguise if you move around well enough in this place.
 If you need a quick disguise, run into the garage and honk the horn in the car. The nearby guard will
 come in and face his back to you, allowing you to make a move (chloroform always works for me, kill
 as a last resort in this one). If you want to get Hayamoto safely, place the transmitter and fugu fish
 in the sushi platter in the kitchen and let the servant deliver the death. You can be well on your way
 out by that time. Like I said earlier, avoid killing on this level as much as possible. I got my first
 SA ranking on Anathema, and my second SA ranking on this one. So if you're in need of a nice sidearm,
 and as of yet do not have the sawn-off, do your best here and pick it up. There isn't much else to mention.
 There might be a servant's robe laying around in one of the rooms, but it isn't much use to you.

 F7. *Hidden Valley*
 -----------------------------------------------------------------------------------------------------
 With your fine work on the previous mission, Agency has been able to track Hayamoto Jr's corpse and pin-
 point a location on Hayamoto Sr. He's hiding out in some old-school castle type shiznit with all kinds
 of security. You'll have find a secret passage (an underground tunnel) to the gates leading up to the
 castle. And yes, security is tighter than a... well its pretty populated. hehe.

 Target                : None
 Total Enemies         : 68 [8 Snipers, 60 Guards]
 Total Innocents       : 0  [Too Bad]
 Objective(s)          : Find the secret passage
 Best Disguise         : Night-Ops Ninja
 Weapons Found         : SMG-SD6
 Agency Supplies       : Crossbow, Crossbow Bolts, Night Vision

 [Enemy Desc]          [Weapon/Item]

 CWC Ninja             SMG-SD6
 CWC Sniper            W2000 Custom Sniper
 Night-Ops Ninja       SMG-SD6

 [Disguises]           [Note/Item]

 CWC Ninja             Night-Ops Ninja's will be suspicious of you being in the tunnel
 Night-Ops Ninja       Will get you pretty far on foot through the tunnel

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 SMG-SD6               Everywhere
 Night-Ops Uniform     Point of Interest, Mid-Tunnel

 ***Completion Tips***

 Use your binoculars to scope out the sniper at start. Weave in and out of the trees to avoid him
 acquiring a target lock on you. Climb into the back of moving trucks to advance you into the
 tunnel. But be warned, the trucks will stop and be inspected by the Night-Ops Ninja's and will not
 continue moving until the guards are no longer suspicious of the cargo being carried. If you are having
 problems, hop out of the truck before it gets to the guards, and when it starts up again, hop back in
 and you're already past the guards. This mission is easier than your girlfriend. KEEP YOUR CROSSBOW!
 It will help you out a lot next mission.

 F8. *At The Gates*
 -----------------------------------------------------------------------------------------------------
 Ok, you've made it through the tunnel, and now its time to head into the castle. You have to make it
 past several snipers and guards, without alerting anyone, or Hayamoto will split leaving you with a
 failed mission. Once you make it close enough to the castle, you will get a briefing from Agency about
 the Alarm Power Grid. You must disable 3 Generators before entry.

 Target                : None
 Total Enemies         : 40 [30 Guards, 6 "Real Ninja's", 4 Snipers]
 Total Innocents       : 0  [Just Say No]
 Objective(s)          : Make it to the castle undetected, disable the alarm
 Best Disguise         : Cold-Weather Camouflage Ninja
 Weapons Found         : Katana, 9mm Pistol, SMG, W2000 Custom Sniper, SMG-SD6
 Agency Supplies       : Jack

 [Enemy Desc]          [Weapon/Item]

 CWC Ninja             SMG-SD6
 CWC Sniper            W2000 Custom Sniper
 "Real" Ninja          Japanese Katana

 [Disguises]           [Note/Item]

 CWC Ninja             Just like butter
 "Real" Ninja          All the other "real" ninjas will slice you up, not a good idea
 Arctic Camo Ninja     This one seems to be a little off too, maybe thats why there is only one

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Grid Generator #3     The other two are marked on your map, after you disable the second generator
                       from inside the castle walls, turn directly around and go up the ramp. Walk
                       down the hall and it will be at the end up against the wall, you can't miss it.
 SMG-SD6               W.O.C. of the CWC and Arctic Camo spooks
 Japanese Katana       Beat up a "real" Ninja and take one
 W2000 Custom Sniper   Get one of the snipers in the towers to start shooting at you first, and then
                       shoot them in the head. If you do it right, they will toss the wonderful weapon
                       out the window as they meet their doom.

 ***Completion Tips***

 As long as you kept your crossbow, and you don't have any problems killing like say, 15 people, this
 should be yet another flawless mission. Take out snipers when needed, and if you're lucky you can get
 a W2000 and make your sniping experience tons easier. Once again, you'll know what to do when the time
 comes. Oh yeah, don't try to climb up the rocks that lead into the 2nd level of the castle, you'll get
 shot in the face most likely. Hold off on taking a Katana or SMG-SD6 with you. The W2000 is a treasure,
 and you'll have plenty of opportunities in shogun showdown (the next level) to get you one.

 F9. *Shogun Showdown*
 -----------------------------------------------------------------------------------------------------
 This is it. You're inside the castle and its time to go after Hayamoto Sr, the man himself :\ Its not
 going to be easy. Lots of ninjas hiding in the rafters, plenty of SMG-SD6 fire going through paper
 walls, and oh yeah, you have to steal a missile guidance system while you're at it. Kill 'moto, snag
 the loot, and make like a tree. Have fun with this one, an excellent mission.

 Target                : Masahiro Hayamoto Sr.
 Total Enemies         : ? [? Night-Ops Ninja, ? CWC Ninja, ? NINJA]
 Total Innocents       : 1  [Female Occupant]
 Objective(s)          : Shank Hayamoto, steal his toys, run home to mama.
 Best Disguise         : Night-Ops Ninja
 Weapons Found         : .22 SD, Katana, Deagle .50, SMG-SD6, Bomb, Bomb Remote
 Agency Supplies       : Nothing

 [Enemy Desc]          [Weapon/Item]

 Hayamoto Sr.          Japanese Katana
 Night-Ops Ninja       SMG-SD6
 Sleeping Night-Ops    Deagle .50
 NINJA's               Japanese Katana
 CWC Ninja             SMG-SD6

 [Disguises]           [Note/Item]

 Night-Ops Ninja       Thats the ticket.
 NINJA's               Are you kidding me?
 CWC Ninja             Not exactly the stealthiest look to go with color scheme inside

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 SMG-SD6               Ninja's, Wings Level (point of interest, bottom middle of the map)
 Bomb                  Wings Level (!), where all the SD6's are lined up)
 Bomb Remote           Found with the bomb
 Deagle .50            On the 4th level, where the security room is. The sleeping ninjas
                       in that room are all carrying Deagle's
 2nd Level Key Card    Wings, Top right hand corner (!)
 Hayamoto Sr.          6th Floor
 Familiar Woman        5th Floor, she has the keycard to the 6th floor
 Guidance System       Museum, Top-Middle
 .22 Silenced          Museum, Top-Right
 Japanese Katana       Stop it, right now.

 ***Completion Tips***

 Whoa. This level exceeds any of the previous levels I would say in number of options. Lets see...
 I don't want to be too extensive on this, because it's one of the funnest levels to play, so lets
 get started: Get the bomb from the Wings and plant it on the helicopter, or use the helicopter as
 an escape. It makes a nice boom, and a great distraction. You probably still have that nice old
 custom sniper rile. There are a few good spots outside Hayamoto's 6th room window for excellent
 sniper shots. Want the real shogun showdown? Beat up one of the NINJA's and snag his katana. If you
 make it to Hayamoto completely undetected, he won't flee, yet challenge you to a duel. Of course his
 NINJA friends are going to help him along. He's kind of girly like that. Oh yeah, before I forget...
 Don't find out the hard way that the wooden floor in the first room makes a lot of noise. Besides the
 hit itself, I guess I should tell you how to get there. Make it to the wings and snag the keycard to
 the 2nd level. Go back in to the first room you should have gone into at the start (the one with the
 squeaky floors. Check the levels, keep heading up. Get the keycard for the 6th floor. Kill the target.
 Take his card. Go back to the very start of the level. Go back into the squeaky room and head downstairs
 instead of up this time. The museum contains the guidance system and a brand spankin' new weapon,
 the .22 SD pistola, sexy. Now, get out of my house. If you didn't blow up the chopper, go grab the girl
 and take her for a ride in it. Mission complete.

 F10. *Basement Killing*
 -----------------------------------------------------------------------------------------------------
 Oh yeah, what fun. We're off to Kuala Lumpur Malaysia. Your target is some comp-u-geek that has stolen
 some important security software. His name is Charlie Sidjan, and for his no-good-deeds, he deserves the
 axe (literally if you wish). The video of your target a little dated, and other info is also a bit sketchy
 but you are to disarm the security system for the elevator in the 1st basement before leaving.

 Target                : Charlie Sidjan
 Total Enemies         : 22 [Security Guards]
 Total Innocents       : 30 [2 Pizza guys, 6 Firemen, 22 Office Workers]
 Objective(s)          : Kill Charlie in the final basement, disable security on elevator
 Best Disguise         : Fireman
 Weapons Found         : 9mm Pistol SD, Deagle .50, Fireman's Axe, Smoke Bomb
 Agency Supplies       : Smoke Bomb, 9mm Pistol SD, Pistol Ammo

 [Enemy Desc]          [Weapon/Item]

 Security Guard        9mm Pistol

 [Disguises]           [Note/Item]

 Security Guard        Surprisingly, it will work
 Pizza Guy             Now were talking/Pizza
 Fireman               Oh yeah!/Fireman's Axe
 You                   Its an office, only the black gloves are a little odd (wont get you downstairs)

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Charlie Sidjan        Lower Basement
 Surveillance Computer Basement, Next to the 'Direct Elevator' (before lower basement stairs)
 Deagle .50            Found in the room directly across from the Agency drop
 Smoke Bomb            Agency Drop
 9mm Pistol SD         Agency Drop
 Pistol Ammo           Agency Drop
 Laundry Chute         Upper Right Wing (!)
 Fireman's Suit        Upper Left Wing (!)
 Pizza Delivery Boy    Lower Left Wing (!)
 Fireman's Axe         Same as Fireman's suit
 9mm Pistol            Lock box -- near direct elevator, 1st basement

 ***Completion Tips***

 Are we ready to have some fun? Basically three different routes to choose from. I want to be a little
 less extensive on this one, as its not terribly difficult. Getting your guns past security: you can either
 subdue the guard who is lingering near the weapons drop and take his clothes. This will allow you to pass
 through the metal detectors with your guns, or, drop the smoke bomb into the laundry chute, and snag a
 fireman's suit and an axe and run, yes run, down the FIRE STAIRS (no elevators during a fire). Its an
 emergency, and yes the fireman run. Follow them down into the basement. Head directly for the office
 with the surveillance system and elevator. Shoot the computer and disable the cameras. Head immediately
 down into the basement and take out Sidjan. If you are fast enough from the time you drop the smoke bomb,
 get downstairs and kill him, you can run right into the elevator for the escape. Another easy Silent Assassin
 rating. Another option is to subdue the pizza delivery boy and wait for Sidjan to order a pizza. Drop your guns
 down the laundry chute and then carry the pizza through the metal detectors. And pick up your guns once downstairs.
 They don't like you hanging around much though down there, so you gotta move fast. And before I forget, be
 careful when sneaking up on Sidjan, if you step on the boxes or potato chips scattered all over the floor, you
 will make noise and alert Sidjan.

 F11. *The Graveyard Shift*
 -----------------------------------------------------------------------------------------------------
 They're up late, probably coding, probably playing games or looking at porn. You've entered the scene
 to place a hacking device on the main server cpu, so that an ally can gain access to secure information.
 Are you beginning to feel like an errand boy? Well, if you're paying any attention to the story line, you
 might be catching up on a few things. Some familiar faces are appearing, but why? Hmmm... anyway, its simple
 gain access to the room that contains the server, plant the device, and leave undetected (or leave behind a
 trail of dead, whatever suits your style)

 Target                : None
 Total Enemies         : 12 [Security Guards]
 Total Innocents       : 5 [4 Office Workers, 1 System Administrator]
 Objective(s)          : Plant the hacking device, find an escape
 Best Disguise         : Security Guard
 Weapons Found         : 9mm Pistol SD, 9mm Pistol
 Agency Supplies       : Nothing

 [Enemy Desc]          [Weapon/Item]

 Security Guard        9mm Pistol

 [Disguises]           [Note/Item]

 Security Guard        Dimly lit hallways, stupid guards, thats your ticket
 System Administrator  Just one of the guys

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 System Administrator  Sys. Admin office
 Coffee Surveillance   Kitchen (aka, the webcam)
 Pistol Ammo           Sys. Admin office
 Server Room Keycard   Sys. Admin office
 Night Vision          Northern lock-box in hall (locked)
 Pistol Ammo           Both north side/south side lock boxes
 9mm Pistol SD         Southern lock-box (unlocked)
 Server Room           Marked on map, easy find


 ***Completion Tips***

 Are your sneaking skills sharp enough yet? There isn't much of a trick to this one. Head straight into
 the kitchen and shoot the camera facing the coffee pot. This will grab the curiosity of the paranoid
 system admin (he likes his folgers urine free), and force him to leave his office. You can either take
 your chances and try to make it past the guards on your own, or wait for him there in the kitchen, hiding
 to the right of the door and subdue him on his way in. Take his clothes and make way for his office. Snag
 the keycard and go to the server room. Plant the device, wait for a debriefing, and then its off to the sky
 bridge. That's all there is to it. If you get into a shootout, use the cubicle dividers to your advantage.
 Not only can you hide behind them, but you can blast the guards through them as well. Just make sure you
 have a gun equipped that will penetrate walls/doors. If you're not sure, the weapons list shows all weapons
 that can penetrate objects, they are listed with an asterisk inside of parenthesis (*). Just a little FYI,
 because I know some of you don't like to read everything and you go straight to the walkthrough section
 and miss a lot of info :P

 F12. *The Jacuzzi Job*
 -----------------------------------------------------------------------------------------------------
 Finally, you've made it to the top of the Carniwarez towers (yeah, thats the name of the place you've
 been terrorizing the past 2 levels. Its time to take out the other Sidjan, Charlies twin. Except this twin
 is no geek, well, he is, except it appears that he may get a little more action than his aesthetically
 equal dead brother. Soon, they both will be dead. They want it to look like a robbery gone sour, so you're
 after money and a 16th Century statue as well as blood. Dig in.

 Target                : The Sidjan Twin
 Total Enemies         : 6 [4 Armed Hookers, 2 Security Guards]
 Total Innocents       : 2 [1 Office worker, 1 Repair technician]
 Objective(s)          : Kill the twin, steal the money/statue/exit stage left
 Best Disguise         : Not even a cloaking device would help you here, you're on your own
 Weapons Found         : Revolver, 9mm Pistol
 Agency Supplies       : Nothing

 [Enemy Desc]          [Weapon/Item]

 Angry Prostitute      Revolver
 Security Guard        9mm Pistol

 [Disguises]           [Note/Item]

 Security Guard        Not useful unless you set off the alarm

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 The Twin              He's on your map!@#$
 Money                 Behind painting, N. Eastern room (!) [the office]
 Statue                In hallway, hard to miss (!)
 Fuse Box              Room directly across from the office
 Night Vision          On the living room table
 Revolver              In the room where the fuse box is

 ***Completion Tips***

 If you got the night vision last level, get ready to have some killer fun, if not, you'll be ok. Anyhow,
 Make your way around the outside of the house and get to the room with the fuse box in it. Kill the power
 and the lights. If you don't do this, when you try to steal the money or statue, the guards will be alerted
 and call for additional security aside from the 2 present guards. But beware of the technician that comes
 to fix the power outage. With the lights out, snag the loot. Watch out for the girls, they're packing
 magnum revolvers and will shoot at you on sight. The money is behind the painting in the office, and the
 statue is in the hall, both marked on your map. Its up to you to carry out the hit. You've been playing
 long enough now, by this level, you should already have that fiery desire to make each hit something beautiful
 and painful. Watch as he tries to hold his breath underwater to escape his d00m.

 F13. *Murder at the Bazaar*
 -----------------------------------------------------------------------------------------------------
 Lieutenant Ahmed Zahir has stolen and hidden some cargo as Agency likes to call it, but they're dealing
 with nuclear warheads, and our client wants them back. Somewhere in all this, Colonel Mohammad Amin got
 himself mixed in with the wrong crowd, so he has to die also. Zahir is carrying a map with coordinates to
 locate the warheads, and the Colonel, a key. Take out the two targets, retrieve the loot, and escape.

 Target                : Lieutenant Ahmed Zahir, Colonel Mohammad Amin
 Total Enemies         : 13 [Soldiers]
 Total Innocents       : 7 [Civilians]
 Objective(s)          : Eliminate the two targets, recover the map/key
 Best Disguise         : Soldier
 Weapons Found         : 9mm Pistol, SVD Sniper, Revolver
 Agency Supplies       : Nothing

 [Enemy Desc]          [Weapon/Item]

 Soldier               AK 47
 Ahmed Zahir           9mm Pistol/Coordinates
 Mohammad Amin         Revolver/Key

 [Disguises]           [Note/Item]

 Soldiers              These guys are stupid, truly
 The Colonel           I don't see why not
 The Lieutenant        Better than nothing
 Civilian              Better off dead

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 SVD Sniper            Guards Quarters (!)
 Sniper Ammo           Guards Quarters
 Coordinates/9mm       The Lieutenant, His quarters
 Key/Revolver          The Colonel, at The Bazaar

 ***Completion Tips***

 If you have problems with this one, go call the French Army, I believe they are steadily looking for
 giant weenies to recruit. Agency tells you that the lieutenant is weak and goes for prayer each after
 noon, and thats a good time to strike, actually, anytime is a good time to strike. Get yourself some
 soldier gear and head into the bazaar. Nothing tricky here. Next is the lieutenant, he's in his quarters
 with 4 guards out front. Head up to the guards quarters and grab the SVD sniper. You should have no
 problems finding a spot for an easy shot. I'm not sure if you can snipe the colonel, as I took him out
 too fast to see if he ever left the bazaar. Anyhow, this one is cake, not even terribly entertaining either
 except for maybe the fact that Zahir looks like Bin Laden. He's not a very smart enemy either, I snuck up
 on him and gave him some golf club action.

 F14. *The Motorcade Interception*
 -----------------------------------------------------------------------------------------------------
 Hmmm. The last two dead guards were hiding the warheads, now this tough guy is selling them, Bismallah
 Malik, the local Kahn. You are to rendezvous with an Agency contact with the town to collect your weapons,
 intercept the Kahn inside of his armored vehicle, avoid killing any UN troops, and escape.

 Target                : Bismallah Malik
 Total Enemies         : 26 [20 Soldiers, 6 UN Troops]
 Total Innocents       : 2 [Civilians]
 Objective(s)          : Get weapons, intercept the motorcade
 Best Disguise         : Soldier
 Weapons Found         : Barret M195, M4 Carbine, AK 47
 Agency Supplies       : Barret M195, Pistol Ammo, .50 Cal Ammo

 [Enemy Desc]          [Weapon/Item]

 Soldier               AK 47
 UN Troops             M4 Carbine
 UN LMG Trooper        M60

 [Disguises]           [Note/Item]

 Soldiers              We're off to see the wizard
 UN Troop              Up there with the best of 'em
 Civilian              Armed Civs are for the birds


 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Bismallah Malik       Motorcade, black limo, in the back seat on the right (comes from the east)
 Barret M195 Sniper    Agency Contact
 .50 Cal Ammo          Agency Contact
 Pistol Ammo           Agency Contact
 M4 Carbine            UN Troops

 ***Completion Tips***

 Once you've met up with your contact, now would be a good time to find a disguise. Try out one of the
 local soldiers. I think they enjoy being dead and naked in the sand. The best position to take the shot
 from is the building closest to the angency drop (just a little to the east). Its the only one close by with
 a ladder, and you have to go up some steps first before getting on the roof. This is a great spot because
 you're practically going to have a straight shot at him through the windshield as the motorcade approaches
 the gates. Kill. Leave. And you've got a nifty M195 to hang in your shed. But don' continue with the next mission
 yet. Click on the missions icon and go back into this level (don't load a game, just go back). This time, once you
 take down the Kahn, hide out until all the Locals are dead (the M60 should rock them all with LMG fire).
 Pick out a UN geek that you can take your fiber wire to without anyone seeing, steal his clothes and gun.
 Make your way to the exit. Now you have 2 new sexy weapons to hang up in the old shed.

 F15. *Tunnel Rat*
 -----------------------------------------------------------------------------------------------------
 You've made it to the base where the cargo is. Now its time to actually grab the gold. You're on a
 mission to infiltrate the base, kill the residing officer. The unfortunate victim this time is
 Lieutenant Tuseff Hussein. Once his lights are out, you are to safely transport the cargo to the
 surface.

 Target                : Lieutenant Yuseff Hussein
 Total Enemies         : 20 [20 Soldiers]
 Total Innocents       : 1 [Pisoner]
 Objective(s)          : Access the base, kill Hussein, escort the cargo
 Best Disguise         : Soldier
 Weapons Found         : AK 47, M60
 Agency Supplies       : Nothing

 [Enemy Desc]          [Weapon/Item]

 Soldier               AK 47
 LMG Soldier           M60

 [Disguises]           [Note/Item]

 Soldier               Clever one, aren't you?
 Yuseff Hussein        I suppose you could do that too

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Yuseff Hussein        Circular room
 LMG Soldier           Look around
 Power Generator       Near night vision (!)
 Night Vision          Opposite cargo (!)
 Cargo                 A no brainer (!)
 Prisoner              Northern entrance
 Chloroform            Next to Hussein, on the table

 ***Completion Tips***

 Entry to the compound is rather simple. Six guards are on patrol on the surface level. There are two
 entrances, one is locked and needs to be picked, the other is a little further north next to the heli-
 pad. Use this one, as you can rescue the prisoner a little easier from this entrance. If you free the
 prisoner, he will tell you the location of your target. You can make your way to the generator and cut
 the power, but make sure to grab the night vision. Its best to take out Hussein first, because you can
 grab three more bottles of chloroform, and make your dancing in the dark a little more... sedating. If
 you turned off the power generator, you'll need to turn it back on before heading up to the surface with
 the cargo. No power, no lights, no exit. Have fun with this one folks, and don't leave without picking up
 the M60 LMG. 100 round clip. That's all I'm saying.

 F16. *Temple City Ambush*
 -----------------------------------------------------------------------------------------------------
 Hey, gimmie back my nuclear warheads or I'm telling! Crazy cultists. You don't know much, but you've
 seen the video feeds. Someone has jacked the cargo, and you're to meet with an allied agent for more
 information on their operations and the cult leader. Good luck.

 Target                : None
 Total Enemies         : 14 [10 Cult Members, 4 Contract Killers]
 Total Innocents       : 22 [Civilians]
 Objective(s)          : Meet with your agency contact
 Best Disguise         : Cult Member
 Weapons Found         : R93 Sniper, Revolver, Deagle .50, SMG-SD6, SMG, SP12
 Agency Supplies       : SP12, Deagle .50

 [Enemy Desc]          [Weapon/Item]

 Cult Member           Revolver
 Assassin              SMG/Deagle/R93 Sniper

 [Disguises]           [Note/Item]

 Cult Member           Only carry concealed weapons
 Civilian              Not truly the most effective
 You                   Worked for the last guy

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Agency Contacts       Look at your map (!)
 SMG-SD6               A Cult Member is carrying one
 SP12                  Southeastern Agency contact
 Deagle .50            Main Agency Contact/Assassin
 R93 Sniper            The 2 Sniper assassins
 SMG                   An assassin is carrying one
 SMG Ammo              Check in shops
 7.62mm Ammo           Check in shops
 Revolver              Those zany cultists

 ***Completion Tips***

 Once you've met up with your contact you should have a little better idea of what's going on. He gives
 you word of the assassin's and he wants you to kill them and photograph the bodies. There are 2 at first,
 one can be found wandering the grounds in the market, the other in a window somewhere nearby (he moves
 around). Kill them and snap some photo's and then head back to your contact. He tells you where the entrance
 to the cult HQ is. By this time there are 2 more assassins in town. One with an SMG another with an R93.
 They can be seen on your map to the west (they're yellow enemies like the other guys, gotta love the NYY
 hats too). There is a ladder on the side of the building that will allow you up onto the second story where
 you can assimilate these dorks from a short distance. Don't forget to pick up the SP12, a great shotgun,
 before heading to the exit. Next please.

 F17. *The Death of Hannelore*
 -----------------------------------------------------------------------------------------------------
 Full of nutcases, and sickly people, the hospital island is the setting for your next two ventures.
 You're sent out to kill the cult leader's personal physician, Dr. Von Kamprad, hide her body in a
 designated hiding place, and escape. It looks like this doctor has no tolerance for flowers and
 chocolates when it comes to her most important patients (whatever that's supposed to mean. watch the
 video... 'NO CANDY FOR JOO')... Oh yeah, you can't kill any of the patients either, or you fail the
 mission.

 Target                : Dr. Von Kamprad
 Total Enemies         : 18 [Bodyguards]
 Total Innocents       : 10 [Hospital Patients]
 Objective(s)          : Kill the Dr., hide her body, escape.
 Best Disguise         : "Privileged" Patient (white gown)
 Weapons Found         : AK 47, 9mm Pistol SD, 9mm Pistol
 Agency Supplies       : AK 47, 9mm Pistol SD, Poison

 [Enemy Desc]          [Weapon/Item]

 Bodyguard             9mm Pistol

 [Disguises]           [Note/Item]

 Sick Cult Member      Good, but won't get you upstairs
 Bodyguard             Won't get you up there either
 Patient               Your all access pass [white gown]
                       47 looks super cool walking around
                       like this with his. This is not the
                       face of sanity.

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Poison                Agency Drop, also, NE of right stairwell in the circular waiting room
 AK 47                 Agency Drop
 9mm Pistol SD         Agency Drop
 Dr. Von Kamprand      2nd Floor, her office
 Hiding Place Key      Agency Drop, on the wall
 Cult Member Gown      2nd, 3rd room on left with (!)
 Patient Gown          Top right hand (NE) room, (!)

 ***Completion Tips***

 This should be no problem getting the rank of silent assassin on. Here's how I did it. Subdue the
 first guard you come across in the front yard, and do your usual deed (steal his clothes and hide
 the body). Walk up and to the left to where the two bodyguards stand. Enter the door, and head for
 the room on your left with the (!), it contains the white gown worn by Von Kamprad's more 'wealthier'
 patients. This will allow you to get upstairs to see the doc, but not yet. Check your map for the
 location of the agency supply drop. You'll find an AK 47, 9mm Pistol SD, poison, and the key to the
 hiding spot where you need to stash the body. Getting into the weapons drop is a matter of waiting
 for the single guard to walk into the bath room. When he's in there, fiber wire him or use your chloroform.
 Make sure you hide the body, because the guy next door wanders around a lot and will probably see. The
 guns are useless, so snag the poison and the key and make your way towards the circular waiting room
 that has the two sets of stairs leading to the 2nd floor. Walk up casually and enter the Doctors office.
 After she greets you as being some other poor schmuck, she will turn her back to you. When she does walk
 slowly over to her glass and drop some poison in. Listen to her mindless blabber for a few seconds longer,
 and she will then take a drink of her water (the timing is perfect too, you would have been exposed as being
 a fake if she continued any further). Once she's dead, you're almost into the clear. A patient will come
 wandering upstairs. Give him a chloroform face mask or make use of the handy-dandy fiber wire and shut
 his lights out as he enters the room. Stash the body and be gone. You're off to the exit.

 F18. *Terminal Hospitality*
 -----------------------------------------------------------------------------------------------------
 The cult leader is set to undergo heart surgery (I guess he needs a pacemaker after stealing all those
 nuclear warheads). Guess what? Yeah, its up to you to make the doc's take a seat and let your surgical
 abilities get the job done, hitman style. The hospital is actually a Shiva Temple for the cult members
 as you will learn within your briefing. There is an important package for you in Dr. Chakran's office,
 so make a stop on the 2nd floor before heading down into the basement.  This level is huge, and its a
 lot of fun, my favorite in fact. Down with Deewanna Ji.

 Target                : Deewanna Ji
 Total Enemies         : 33 [Bodyguards, Cult Members]
 Total Innocents       : 13 [Nurses, Patients]
 Objective(s)          : Collect the package, kill DJ, escape
 Best Disguise         : Doctor's clothing
 Weapons Found         : Deagle .50, Uzi, Scalpel, 9mm Pistol, SMG, R93 Sniper
 Agency Supplies       : Night Vision, 9mm Pistol SD, Anaesthetic, Doctor's clothing

 [Enemy Desc]          [Weapon/Item]

 Bodyguard             9mm Pistol/Deagle .50
 Cult Member           Uzi/SMG

 [Disguises]           [Note/Item]

 Cult Member           Orange isn't that bad of a color. They're bald too!
 Bodyguard             Pale skin and a turban, what a winner!
 Patient               Some limitations to where you can travel
 Doctor                Dr. Death (HAR) is in the house, this is your ticket

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 5.45mm Ammo           One of the cult members in the basement is carrying it
                       and he doesn't even have a rus. service pistol on him. ?
 Uzi                   Found on most Cult Members
 SMG                   A bodyguards have them
 Deagle .50            The bodyguards all pack the heat
 R93 Sniper            In the temple on the hill (!)
 AK 47 (x2)            Same as above (!)
 Cult Member (clothes) Outside of the temple on the hill (!)
 Night Vision          Agency Drop
 Door Key              Agency Drop, to get into the "next room" heh
 Doctor's Clothing     Agency Drop, the next room
 Anaesthetic           Agency Drop, the next room
 Scalpel               Basement, consult's office, and anesthetist's office

 ***Completion Tips***

 I'll say it again, this level is huge. Maybe even more abundant than the rooms and guards populating
 this area, are the numerous ways to carry out your mission. I'll quickly outline what's in store for you.
 Be patient at the start, the guard at the top of the steps will move around and eventually turn his back
 to you. Take the opportunity to take him out and get a disguise, or make your way past him. The temple
 on the hill contains a couple of AK 47's, an R93 Sniper, and a Cult Members outfit. The window (marked
 with a (!) on your map) on the SouthWest side of the building is open, and will give you easy access into
 the hospital. Make your way up onto the 2nd floor, and on to the agency supply drop. You'll need to go
 outside and drop down into a hole to enter the room undetected. Inside the supply box is a set of Night
 Vision goggles, and a key that opens the door to the next room, where you will find some doctor's clothing
 and some anaesthetic. Now its off to the basement. The basement contains a few items you might find interest
 in. If you like killing/creeping/'whatever it is you like to do' in the dark, there is a power generator
 located in the most southern room of the basement, its marked on your map. Kill the power and equip your goggles.
 This is really useful if you don't go the doctor route and need some cover to move around without being detected.
 There are scalpels located in two rooms down here, the consultants office and the anesthetist's office. The
 room where Deewanna Ji will be having his surgery on is the NE surgery room in the basement. Have fun with
 this one. There is access to the ventillation shafts from the basement in various areas, all marked with (!)
 on your map. When it's time to escape the vents and the roof will be extremely beneficial. There are more guards
 lurking around than it seems. Now for the biggest surprise. When you make it to the dock's, you'll be greeting
 by a man who looks uncannily like Mr. 47. Actually is Agent 17. He'll pop off a few rounds at you, and then take
 off running. Don't follow him unless you like blowing yourself up. You'll get to have more fun with him
 in the next level. Don't leave without an Uzi and a scalpel. Your weapon's collection should almost be
 complete by now.

 F19. *St. Petersburg Revisited*
 -----------------------------------------------------------------------------------------------------
 Hmmm. Who stole what? Nuclear warheads? It turns out Sergei is the bad guy after all. And you've got
 to take him down. Agency says its now common to perform a hit on a former customer, but assure you
 that pressure is coming from all the right places so its ok. Just like before. Make your way to the
 Apt. Building. Take out Sergei in the office this time, and escape. Crazy Russians.

 Target                : Sergei Zavarotko
 Total Enemies         : 20 [Bodyguards]
 Total Innocents       : 12 [4 Red Jump suits, 8 Regular Russian Civilians]
 Objective(s)          : Kill Sergei Zavarotko
 Best Disguise         : Any
 Weapons Found         : Deagle .50, SP12, W2000 Sniper (collectors verison)
 Agency Supplies       : SVD Sniper, Sniper Ammo (blanks)

 [Enemy Desc]          [Weapon/Item]

 Bodyguard             Deagle .50, SP12
 Agent 17              W2000 Sniper/Deagle .50

 [Disguises]           [Note/Item]

 Civilian              Nice Hat
 Red Jump-Suit         Nice day for a jog
 Bodyguard             Nice Sunglasses
 Yourself              Nice Bald Head

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 W2000 Sniper          Agent 17 , Pushkin Building, 2nd Floor
 Deagle .50            Bodyguards, Agent 17
 Agency Drop           Locker #137, Secondary Drop: Next to Apt. Building
 Agent 17              2nd Floor Pushkin building, the room opposite the meeting room
                       If you enter the Apt. building he will be in the meeting room

 ***Completion Tips***

 Ok, if you trust me, and want to get through this level without pulling your hair out, listen up.
 Throw everything you have heard from agency about this mission out the window. Its a set up. Not
 only is the sniper ammo supplied to you 'blanks', but the target you are sent to shoot at is a
 cardboard cut-out! Even better, when you go to take the shot from the apt. building just like before,
 Agent 17 is waiting in the window (to the far right if you're in the apt. building) with his Collectors
 edition W2000 Sniper ready to pop you in the head. Are you angry yet? I hope so. So here's the deal.
 You don't get to take anything with you except for binoculars, anaesthetic, and fiber wire. Walk out
 of the metro, don't grab the sniper. Make your way to the Pushkin building. When you reach the stairs
 inside, start sneaking. Open up the double doors that lead into the room opposite of the meeting room
 Continue sneaking and pull out your fiber wire. Head into the room on the right, and as  soon as the door
 is open, make a move on Agent 17, he will be standing looking out one of the windows. Strangle his cloned
 unoriginal dirty ass and pick up his sniper [cut scene]. Now its time to leave. If you alerted any guards,
 be ready to start spraying lead (in this case, make sure to pick up the Deagle .50 from 17 before leaving).
 Armed bodyguards will be all over you from here, all the way up until you enter the train. Shame on them.
 If you did this without any alerts. Stash 17's body in a safe place, take his clothes, and walk calmly
 to the exit. Yet another victim falls prey to yet another Silent Assassin.
</pre><pre id="faqspan-3">
 F20. *Redemption at Gontranno*
 -----------------------------------------------------------------------------------------------------
 Sergei has the padre. What a loser. Him and all of his thugs are at the sanctuary, and there are plenty
 of them. 20 Total, not counting Sergei himself. This is your turf, its not going to be easy, but you have
 to show them how it's done.

 Target                : Sergei Zavarotko
 Total Enemies         : 21 [Bodyguards]
 Total Innocents       : 1 [Father Vittorio]
 Objective(s)          : Kill Sergei Zavarotko, rescue The Padre
 Best Disguise         : Bodyguard
 Weapons Found         : 9mm Pistol, SMG, SP12, SVD Sniper, W2000 Custom Sniper
 Agency Supplies       : Nothing, but you have access to your weapons shed

 [Enemy Desc]          [Weapon/Item]

 Bodyguard             SVD Sniper (x6), 9mm Pistol (x5), SMG (x6), W2000 Custom Sniper (x4)
 Sergei Zavarotko      SP12 Shotgun
 [Disguises]           [Note/Item]

 Bodyguard             Last call for a suit and cool sunglasses

 Target/Objective/Weapon/Ammo Locations:

 [What]                [Where]

 Sergei Zavarotko      Church, confessional booth
 The Padre             Church, confessional booth
 Church Key            Basement, 2nd room

 ***Completion Tips***

 Ok, here it is. You have two choices. Run like mad to your shed and grab a choice weapon very quickly.
 (SP12, M4, M60, these are ideal if you have them). Kill the 5 guards outside. Make your way to the church
 and take out the remaining 16 guards. Once all the guards are dead The Padre will give you a hint dealing
 with something like "The Heart". It varies each time, but the hint is the same, aim for the heart in the
 confessional booth where Sergei is holding Vittorio hostage. It's wise to grab up one of the sniper rifles,
 and find some decent cover where you can still take the shot from. After you shoot Sergei through the spot in
 the booth, he will come storming out mad with a SPAS-12; you'll die if he sees you. If he doesn't see you,
 he'll be waiting up on the balcony above the confessional booth. Head shot. Game over... But... do this
 level trying to be stealthy, its a task, but can be done. If you go the stealth route, the church key down
 in the basement might be of some help. All the cut scenes in this level are awesome. If you've played the game
 in the same manner as I have, you should feel very satisfied right now. What a great game. But now its time
 to start in on getting Silent Assassin on every level! Maybe then we can find out what the crucifix is
 all about.

 G.
 =====================================================================================================
   :F A Q S:
 =====================================================================================================

 Q: How do I get more weapons in my shed?
 A: You have to collect weapons during a mission and finish that mission with them in your
    inventory. In the case of a rifle/shotgun of some sort that you can not conceal, you
    must have it in your hands as you hit the exit. Then they will be in your shed for good.

 Q: Can I go back to collect weapons in a previous level after I have progressed so far and still
    use them in my current game.
 A: Yes! Here's how to do it. Load up your most recent saved game. Make sure its a save that
    shows the hitman logo and not an in game save. At the briefing screen, go to the missions
    button and choose the mission that contains the weapon you wish to retrieve. Play the
    mission, collect the weapon and make sure you complete all objectives and end the mission
    with the weapon you wish to keep in your inventory (if its a rifle, you have to be holding
    it). Now that the mission is complete, continue your game in the shed and go back the mission
    briefing screen. Go to the mission button on your screen once again, and go back to the last
    mission you had progressed to. Your new weapon should now be available and will stay in your
    shed for the rest of the game.

 Q: How do I get the 'Silent Assassin' rating?
 A: Complete all objectives and eliminate all targets without being seen or alerting guards.
    No one other than the intended target may be killed, which means you're going to have to
    make use of chloroform and knocking people out with handguns. This formula remains solid
    throughout all levels, there are no special requirements for any of the levels to do this.
 *  However, people have informed me that a single shot to the head, knife, or fiber wire on
    a single enemy will not prevent you from getting the SA rating.

 Q: How do I get the Silverballers .45 SD?
 A: They are awarded to you when you receive your first 'Silent Assassin' rating.
    Despite popular belief, you don't have to achieve the SA rating on any specific
    level to receive a weapon award. You get the ballers SD for the 1st time, the Sawn-Off SG
    for your 2nd SA rating, and the M4 Assault rifle for your 5th SA rating.

 Q: How do I get the Custom Rifle Sniper early in the game?
 A: 'At the gates'. Shoot the sniper in the first tower with your crossbow (if you kept it along
    from 'Hidden Valley') in the head and he will cough it up out the window. Make sure that the
    sniper sees you before you kill him, otherwise he won't drop the rifle. Snatch it up and
    drool.

 Q: How do I use the fiber wire effectively?
 A: Fiber wire? Well, equip it and hold in your right trigger. In some cases you will need to sneak
    up on them slowly without being heard. this is only the case when they have their backs to you
    for an extended time. In other cases you need to be at a full sprint. In either case, as soon as
    you are close enough, release the trigger and BEWM. Game over.

 Q: How do I knock someone out without killing them?
 A: Chloroform. Make sure you hold it over their mouth until all 5 bottles of your ammo are gone.
    A full dose will keep an enemy unconscious for exactly 300 seconds. You can also smack someone
    on the head with a pistol and get the same effect.

 Q: How do I use the mini-bomb to blow the wall on 'Tubeway Torpedo'?
 A: You have to equip the bomb first, then press your [R] Trigger to arm it. Then you simply
    press (B) Button to drop it near the wall and then equip the remote to detonate. The weak
    part of the wall is back up on the 1st basement, lower left hand corner of the headquarters.

 Q: How do I use the poison in 'Invitation to a Party'?
 A: Make your way down to the kitchen disguised as a bus boy and pickup the champagne glasses
    that sit on the counter top. Equip a glass and then equip the poison. He will pour it into
    the glass. Now just equip the glass and walk up to the general, and he's toast. :\

 Q: How do I steady the aiming during the sniper zoom?
 A: Crouch and click in and hold your left analog. If you've ever played Dead to Rights, then
    you should know that you adjust according to his heartbeat and breathing. Its a rhythm. up, up,
    down, down; repeat. The more shots you take at the same target, the more erratic the bounce
    becomes. Patience is key.

 Q: Do I get to kill Osama Bin Laden in this game?
 A: No.

 Q: Are you sure?
 A: You can pretend, the lieutenant in 'Murder at the Bazaar' looks suspiciously like him,
    and all the soldiers in Nuristan are huge idiots. Easy pickin' if you know what I mean.
    But thats just an opinion. It could be Bin Laden if you so wished it to be, heh.

 Q: What types of ammo will penetrate doors?
 A: .45 ACP, 7.62mm, .357 (Magnum), .50, and all sniper rounds, excluding the crossbow bolts.
    The SMG-SD6 has slight penetration capabilities, mostly only useful on shogun showdown on
    tracking hayamoto.

 Q: What goes on the hooks above the fiber wire in the shed?
 A: A rosary. That's all the info I have as of yet.

 Q: How do I get the M4 Carbine Assault Rifle?
 A: On the level, 'The Motorcade Interception', wait until after you have shot the Kahn and let the
    UN troops come after you. Wait until one of them is in an area where you can kill him with fiber
    wire and not be seen. This will not cause your mission to fail and you can walk away with a nice
    new, and sexy, M4 Carbine. Rooled.

 H.
 =====================================================================================================
   :C H E A T S  A N D  S E C R E T S:
 =====================================================================================================

 *Cheats*
 -----------------------------------------------------------------------------------------------------

 God Mode      - R,L,Up,Down,A,R,L,Black, White
 All Weapons   - R,L,Up,Down,A,Up,X,A
 Slomotion     - R,L,Up,Down,A,Up,L
 Full Heal     - R,L,Up,Down,A,Up,Down
 Punch Mode    - R,L,Up,Down,A,Up,Up
 Gravity       - R,L,Up,Down,A,L,L
 Lethal Charge - R,L,Up,Down,A,Black,Black
 Bomb Mode     - R,L,Up,Down,A,Up,White
 Megaforce     - R,L,Up,Down,A,R,R
 Nailgun Mode  - R,L,Up,Down,A,White, White

 I'm not into cheats so you're on your own as to what some of these do exactly.
  -Contributed By: Jack Merridew, Source: Self [http://www.gamefaqs.com/]

 *Secrets !/Extras */Strange things ?*
 -----------------------------------------------------------------------------------------------------
 ! Achieve Silent Assassin Rating (1st time): Reward, Silverballers .45 SD
 ! Achieve Silent Assassin Rating (2nd time): Reward, Sawn-Off 12g DB SG
 ! Achieve Silent Assassin Rating (5th time): Reward, M4 Carbine Assualt Rifle
 ? If you use the binoculars in the first level to look at the pissing guard, you can see his... dingy :(
 ? The second twin in basement killing is naked. Pull him out of the tub and take a look. Nasty.
 ? You can kill a UN Soldier with fiber wire to snag an M4 Carbine and not fail the mission
 ? The pizza boxes lying around in Basement killing has a Danish text in
   red on it saying "Ægte pizza med lort på" which means "Real pizza with shit on it"
       - contributed by Frederik Grahndin
 ? There is a second VIP in the Tubeway Torpedo mission, can't get to him though. See for yourself.
 * The custom rifle (sniper) can be attained early by taking out the first sniper you come across in
   'shogun showdown'. Give him a headshot with a crossbow and he'll cough it up 9/10 and drop it out
   the window. Must have had sweaty palms.
 * You can pick locks with great speed. All you have to do is begin to pick a lock and then look at your
   map. Exit, and go back to your game and the lock is picked. This also works when "arming" the Anaesthetic.
   If you need to pick a lock or ready your chloroform in a pinch, the works wonders.

 I.
 =====================================================================================================
   :C R E D I T S:
 =====================================================================================================

 Portions of this FAQ, (Introduction, Default Controls, Mission Elements) taken from the official
 'Hitman 2: Silent Assassin' instruction manual. (C) 2001-2002 IO Interactive, Eidos Interactive U.K.
 For the XBOX Game Console (C) 2001-2002 Microsoft Corp.

 All other works contained herein are original ideas by Timothy [timbob] Harewood.
 (C) 2002 Timothy L. Harewood -- Back up off my shiz.

 This guide is available at the following authorized locations:

       http://www.e-lite.org/~timbob/hitman2.txt       my personal spot
       http://www.gamefaqs.com                         we all love gamefaqs
       http://www.cheatcc.com                          kab00m.
       http://www.cheathappens.com                     we know it does
       http://www.pregaming.com                        ready for war
       http://faqs.ign.com                             brandon justice forever
       http://www.a2zcheats.com                        and then some
       http://www.neoseeker.com                        something like the bomb
       http://www.cheatplanet.com                      a world of cheating

 Special Thanks:

       Everyone who writes me to contribute/and or ask questions. It makes writing this a whole lot
       more than just a guide to a bunch of anonymous gamers. I humbly appreciate every moment.

       Contributors:

       CoelhoMD                Kirov Park - Silent Assassin Walkthrough
       IronMonkey              Tubeway Torpedo - Cell phone/pager Usage
       ice-man                 Invitation to a Party - Silent Assassin Walkthrough

       My Friends:

       Ashley Rhude            Two words... NAKED ROBBER. One of the coolest mofo's on the planet.
                               I can't count the times, or the hours we've spent playing video
                               games and laughing uncontrollably. Priceless.
       Nathan Garman           You know why you rock so hard, and soon everyone else will too.
                               That is of course, once you take over the world. DOMINATION!@#$
       Dave Francis            One of the few people I think could challenge me in Halo for rights to
                               the title of 'Master Cheif'. (yeah, I'm the self-proclaimed MC, come
                               get some if you got beef). hehe.
       Robb Smith              Rocks the dank like no other. He Packs the bongs and humps your mother.
       Steve and Paul          The Hippies, they'll try to get you to go camping -- don't do it.

       Of course I have a million other things I could say to all the people I actually know in real
       life, but I know you guys like seeing your name and stuff. In the ghetto sense, ya'll gn0 that
       i gotz much luv for muh homeez, or something like that. My ebonics is a little rusty. Huh?

       And once again, thanks to you guys for reading my stuff. What really posses a person to write
       a 50 page guide for no reason? You're the reason.

 Contact: [email protected]