Asylum Aftermath - SA Walkthrough Ah, the memories! At the start of this mission you get to meet your maker - Professor Ortmeyer - right where you left him at the end of 'Hitman: Codename 47': lying in a puddle of his own blood! Meanwhile, the police have the sanatorium surrounded and are only after one thing - YOU! Escape the mental institution and avoid all police and personnel... -------------------------------------------------------------------------------- Mission objectives - Escape sanitarium -------------------------------------------------------------------------------- Weapons / Items to bring with you - Fibre wire -------------------------------------------------------------------------------- Reward: If you complete this mission with a 'Silent Assassin' status you will be awarded the dual CZ 2000 pistols -------------------------------------------------------------------------------- Meet your maker You start off in a rather curious, all-white, room. In front of you lies Professor Ortmeyer, the man who started it all. Walk over him and then take his car keys. Exit the room. After exiting the room, you will see a grisly scene (be prepared to see a lot of these) - a great number of cloned assassins lying dead on the floor. Go to the one nearest the door ahead of you and take his CZ2000 pistol and the pistol ammo so you can have it in your armory when you start your current game and select a mission. Open the door and continue, while using your map, to the circled "!". There are four syringes. Take these aswell. Proceed to follow the green line on the map until you get to a room where there is a table with lots of ammo on it. You might want to stock up, just in case. Keep moving along untill you reach the elevator. Open the elevator using the pannel on the wall, step inside, and then press the button to get to the first floor. You may come across one of the patients carrying a stun gun. If he gives you a hard time, just pull a weapon on him (any weapon will do the trick). He will get scared and run off. Use the map to find the nearest point marked ' [!]'. It's a room that looks like a cell, and it is actually unlocked (Hint: Unlocked doors have green instead of red lights) Take the clothes and put them on.Soon you'll be wearing a nightgown with slippers. Feel the breeze? Oh yeah. Get back to the elevator and through the doors. Move straight through the fountain room and you will see a team of four SWAT guys that have the room covered. One of them will tell you to "Go to the lab and wait there." The lab is right behind the SWAT team, and to the left. Go through the double doors. Inside there will be another looney, only this one's got himself a gun. Since you don't want to be around when this guy starts losing it, make your way upstairs. The great escape I know they told you to wait in the lab, but screw the establishment. Make your way upstairs, but use your map wisely. There is one SWAT agent upstairs, randomly patrolling the rooms and then making his way downstairs for a second or two. Wait until he comes downstairs and goes up the spiral staircase and as soon as he's about to enter the doorway upstairs, rush upstairs and start to sneak behind him when you get close Strangle him with the fibre wire, or take him down with a syringe, then drag his body to a small door in the room. The door is locked, so you'll need to pick the lock. Drag the dead SWAT guy in there, change clothes with him, and strip him of his machine gun and ammo. Leave the small room. There is a glass doorway that leads to the outside. Open the door and step onto the patio. The floor looks like its broken, and there is a ladder leading down. Climb down the ladder, and you will see a black sedan with one SWAT guy near it. Walk up to the car, and press the 'use' button to Escape. A clip will play showing you speeding off in SWAT uniform, crashing into two "Politia" cars and leaving. If you're lucky, you might hit a couple SWAT guys on your way out. Buen Trabajo amigo. You're home free, and have earned yourself the Dual CZ2000 Semi-Automatic Pistols! Get a disguise on the 1st floor Escape from the lab ~ by bluesphereX13 & Mr. Grey -------------------------------------------------------------------------------- Tip: Secret area There is secret laboratory hidden in the facility. You can find it in the South-East corner of the basement (take a look at the map), South of the elevator. If you look at your map you will be able to see it.To be able to enter this room you need to be in possession of Dr. Ortmeyer's personal keycard, which can be obtained in mission 9 - "The Wang Fou Incident". Though you might mistake it for some abandoned corridor, it is actually a storage room where live clones are being held. Each of the clones has his own cryo-chamber, with a (how convenient) name tag on it. The names of the clones are as follows: - Janos Flosser - Daniel Windfeld - Michael Heilmann - Jacob Andersen - Tore Blystad - Jamie Benson - Frantz Fuchs - Otto Ort-Meyer - Pablo Ochoa - Lee Hong - Arkadij Jegorov. The names of the clones are not all that mysterious - the first set of names are developers at IO Interactive (easter egg!), the second group of clones go by the names of each of 47's fathers. There's also a new weapon for you to collect in this room: The dual gold-plated Desert Eagles. The Meat King's Party - SA Walkthroughs Meet the 'Meat King' and his psychotic blade-slinging brother, two of the most ruthless criminals in the Romanian underworld. They are responsible for the disappearance of a young lady, and you have been hired to get her back at all costs. The Meat King is throwing a special fetish party tonight, and we're inviting ourselves in... -------------------------------------------------------------------------------- Mission objectives - Kill Fatty Man "The Meat King" Sturrock - Kill Sturrock's lawyer. - Return the client's daughter. - Escape the Meat King's Party. -------------------------------------------------------------------------------- Weapons / Items to bring with you - ALL YOU NEED IS LOVE!!! (God bless Paul McCartney) In other words, if you have a choice, you only have to bring a silenced silverballer. -------------------------------------------------------------------------------- Reward: If you complete this mission with a 'Silent Assassin' status you will be awarded the dual micro uzi submachine guns The Target: -------------------------------------------------------------------------------- Approach 1: Serving up the Meat King's last meal! At the start of the level you find yourself in the van, holding a meat hook. There is an unconscious butcher on the floor. Take the butcher's clothes, head outside and hit the flashing red button on the side of the vehicle to close the back doors. This will keep the now naked butcher from waking up and running around in his boxers. You'd think with a party like this that he'd just be pounced on by the leather girls, but no... they tend to get upset. Drop your weapons by the ramp of the truck and remember where they are, you'll be needing them later. The only weapon you can get in the front door with is the meat hook, but since we won't be using it, and you can't get past a later checkpoint with it, you might as well drop it here. Head inside after the pat down. Oh Brother, where art thou? You should be able to see a red carpet with a whole bunch of weirdo fetish party goers and two guards. The guards are dressed in a blue-gray long-sleeve shirt, wearing costume party masks, and with ponytails. Before you advance them to get frisked, make sure you dropped your weapons back at the van. Then procede to the guards. The first one will frisk you, after bantering about "feeling your flesh" in Romanian, or some other Atlantic state dialect. You'll be clear, so enter the building. Once inside, open up the map. You'll notice that there are two [!] points on your map at this time. One is the locker room with a spare opium waiter uniform, and the other is the opium bar. You'll be playing with these later on, but ignore them for now. Head up the stairs at the top part of the map. This will take you into the domain of the meat king's brother. Wait until he's left the northern room and is hanging around in the southern one. Then quickly head into the room, find the dead girl, take her arm, and get the hell out of there before he returns. Stuff that chick Head back downstairs and open up your map. By now there should be a new [!] between the other two. This represents a plate with a chicken on it. If there is no chicken to be found, head into the kitchen and wait. Eventually the moving [!] on the map (a currently empty plate) will make its way into the kitchen. A guy with a weird accent will tell you to bring the meal to Mr. Sturrock - the Meat King - and place a fresh chicken on the plate. An information button flashes, informing you that the chicken can be stuffed. I know when I first played the level, I was really confused, but this is where the fun actually begins. Go back the way you came, all the way outside, to the van where you stashed your guns. Drop the plate of chicken, pick up the silenced silverballer (equip it first) and then press the 'use' button selection the "Place silverballer S." option. Agent 47 will pick up the chicken, and stuff the silenced silverballer in there. You'll now be holding a very high lead content stuffed chicken. Head back in. Now it's time to take the chicken to the Meat King's room. Head through the party and the hallways to get to the stairway leading up the the King's part of the upstairs. Go through the check point, and into his room. Make sure you hit the glowing red light on the wall next to the windows to close the curtains to the room. We don't want any pesky guards seeing you murder their boss afterall. For now, drop the chicken and leave. Now you've got a silenced pistol placed in your target's room. Time to go lawyer hunting. Drugs are bad, hmmkay? This part of the mission requires some perfect timing, so it might take a few tries. First of all, the lawyer takes a little tour of the place every now and then, stopping at the bathroom (don't even think about it. He has a guard that checks every corner of the room) and heading to the dance floor near the Meat King's stairs before returning to his private opium room. Assuming that the lawyer is actually in his room, head into the locker room, change into the opium waiter's uniform, and wait near the door to the outside. (Note: not the hallway, the outside... where it's raining) Check your map. The opium waiter will be the only innocent to start to head up the hallway from the main party. Once you see him start to head into the hallway, it's time to go outside. Cut through the entrance through the kitchen and into the party. You'll be warned that you're not supposed to be in the kitchen, but they'll let you pass by anyway. Now this part must be done quickly, since you only have as long as it takes for the opium waiter to get his groove on with the prostitute. Grab a pipe from the bar, and head to the South-East (on the map) opium room. Lawyer man with a mask on that makes him look like the devil incarnate will be lying on the bed. There will be a brown nightstand to the left of him with a lamp on it. Walk over to it, and "Place opium pipe.". After taking a deep puff, the lawyer will lie back down, and look like he collapsed unconscious. Grab his VIP pass (not sure if you actually need this right now, but it doesn't hurt) and his silenced baller. Pop him in the head and drop the gun. He'll be dead like what happened to that guy after John Travolta made a boo boo in Pulp Fiction (buy or rent that movie, it rules). Pick up the pipe and head out. By now, the other opium waiter is on his way back to the party. This is bad, since there can only be one of you wandering around. Quickly head towards the Meat King's room. After you make it into the hallways, you won't be noticed as an extra waiter. For now your timing doesn't have to be quite as perfect. Head upstairs with the pipe. Make sure the girls notice you, then head around the wall behind the Meat King. One will come over to you and tell you to drop the pipe. Do so, then follow her back to the bed. After she drops the pipe and passes out, wash rinse and repeat for the other girl. Now, you have 2 passed out prostitutes, closed blinds, and a chicken with a gun on it laying on the floor. Retrieve your gun, pop the "king"in the head, and then head outside through the locker room again. NOTE: You'll have to wait until the waiter is delivering a pipe to one of the smoking rooms before passing through the party to get out. The Bjarkhov Bomb - SA Walkthrough Visit the Siberian no-man's-land, the perfect place for a terrorist to plot and plan without being disturbed by anyone. At least that's what Fabian Fuchs had in mind. Your mission is to assassinate Fuchs and his associate, rebel Commander Bjarkhov, to save the world from a nuclear disaster. Siberia can be a cold and lonely place. But the action about to go down in the lavatory is sure to leave you with a warm fuzzy feeling inside... -------------------------------------------------------------------------------- Mission objectives - Assassinate Fabian Fuchs - Assassinate Commander Bjarkhov - Destroy bomb-production facility - Escape on the cargo plane -------------------------------------------------------------------------------- Weapons / Items to bring with you - Fibre Wire / Knife - Syringe -------------------------------------------------------------------------------- Reward: If you complete this mission with a 'Silent Assassin' status you will be awarded the Silverballer silenced dual pistols -------------------------------------------------------------------------------- Welcome to Siberia When you start off, you�re hiding behind a large roll of cable in the belly of a cargo plane. A guard is just leaving the cargo hold and soon a delivery boy will be making his way up the ramp to pick up a crate of groceries. When he stops walking and looks to his right, start creeping up to him, hugging the right wall. Sneak up and give him some injected sleepy juice and then drag him behind the crates in the front of the plane, just in case that same guard comes back. Swipe his clothes, pick up the crate and begin making your way to Fabian Fuchs in the mess hall to the north. Ignore the guards, carry the groceries inside and set them in the kitchen. Finishing off Fabian Fuchs Once inside, check the Map, and head to the kitchen - marked with a ' [!]' on the map. Wait for the Chef to come in and talk to him. This is Yurishka, the operative who will tell you all you need to know. Gather all the information you need and wait for him to leave the kitchen. If you check the by the stove area, you'll see a tiny bottle. Approach it to obtain the "Laxatives". Wait for the Chef to leave the kitchen and pour it in the soup. Wait around for a short while. Fuchs will get up, walk over to Yurishka and demand some soup, then return to his table. Yurishka will bring him some of the fresh batch and he will happily eat away. A few seconds later, the shit train will be barreling down the tracks and he�ll be compelled to walk into the bathroom, clutching his abdomen. Hit sneak mode and follow him as closely as possible. He wont notice; he�s just trying not to squeeze out a crap in his good pants. The moment you�re both in the bathroom and the door closes, whip out your fiber wire and garrote the little bastard BEFORE he gets to the stall.If he's already sitting down, wait for him to finish up with his business(which takes a long while), and then wire him. After the assassination, take his clothes and walk outside. a Guard will approach you. After the conversation, follow the guard to the next destination. Bjarkhov's Demise The guard will escort you to the marine base. Now this parts a bit tricky cause you can�t get too far away or he�ll get suspicious and if you follow him too close, he�ll get suspicious. Try to keep yourself just out of range of his bubble-of-suspicion without stepping beyond his barrier-of-suspicion the entire way from the mess hall to the tunnel. Obviously, do not run or sneak. Walk onto the platform on the tracks and keep as close to the back of it as possible. Start the motor and prepare to be stared at for about 30 seconds. At this point, the man you knocked out at the start of the mission will have woken up naked and started whining about that whole �stealing his clothes� thing. The guards are now looking for a suspicious civilian. This means jack shit to you. You are not a civilian anymore. You are Fabian Fuchs. When the train stops, get off and head south. Ignore the guards and head to the entrance of this point. They will briefly welcome you, and allow you to enter the transport Ship. Once on board, head to the 2nd door on your right, and go up the stairs. Move through the next couple of rooms to find yourself at the balcony. A couple of guards will want to frisk you. Nothing to worry about, they will just strip you of your guns, but they will not open fire on you. Proceed onward, onto the balcony. About halfway, there will be a door on your right. The Commander will be waiting on the inside. Walk in and go through the introduction scene. After the main cutscene, wait for the Commander to walk toward his Vodka bottle. When he first gets there, he will turn around and make a gesture. Just ignore this since its more of a ploy to see if you can resist not killing him yet. When he turns back around, enter sneak mode and put the wire on him. Before you leave make sure to take the Master Key from the Desk. Spike Fabians soup... ...impersonate him... ...and get close to Bjarkhov. Obtain a radiation suit Head to the door on the northwest corner, and down the stairway. This will lead you back to the long tunnel of the Transport Ship. Go through the tunnel, and enter the door. When you check your Map, you will notice a few guards in the first room. Run in, passing the guards, and move into the next room. You will find be a stock of AK-47's and 3 bombs. Collect the bombs and run back outside to the Marine Base. Your next destination is the Warehouse, which is located on the northwest side of the Map. Run down there and enter the Warehouse. There should be a lone civilian, but ignore him. When you walk in, before moving on, walk to the VERY FIRST stall thats on your right. Its VERY hard to miss if you just scan through quickly. In that stall you'll find the radiation suit. Obtain the suit and walk back out. Submerging Head south(on the Map), toward the Submarine. Remember you little chat with the Chef, he should have dropped you some clues on the weak points of the Submarine, which will be marked [!] on the map. (Just for information, there are also three more bombs INSIDE the submarine, so get them if you forgot to get the other bombs from the Transport Ship. otherwise you can just ignore them.) Head to the weak points of the Submarine, and when you get there, you should get the choice to plant the bomb (instead of dropping them). Do this for all three bomb, then head back. Step away from the bridge, and near the ladder by the ice banks. You should be in front of the Submarine. Wait for the patrolling guard that patrols to the bridge, and away from the bridge, to patrol to bridge and right by the two guards. Pull out the detonator and set it off once the guard is near the two guards. After the scene, you might want to approach the bodies. If done right, the patrolling guard will either be very injured, to the point where he can not move, or dead. If he was not by the bridge, say hello to an alert, and bye bye to your All Zero SA. Ignore the guards that went to check out the commotion also, since they'll leave immediately. The Escape Not much explanation here. Make sure you head back to the Warehouse and disguise yourself as Fabian again, since you will not be allowed to leave the Marine Base area in the radiation suit. From this point on, head back to the train station, ride the train/run on the tracks, and head back to the back of the Cargo Plane, where you'll make your escape. Find the radiation suit. Place the bombs here. Beldingford Manor - SA Walkthrough How the other half live! The filthy rich Beldingfords obviously feel that they're above the law, as the man you're sent to rescue will testify. The elder Beldingford on your hit list may be prone to a drop of whisky, but his hunting skills are as sharp as ever! The sprawling mansion takes in gardens,a maze, numerous out-houses and the central building where you targets are holed up. -------------------------------------------------------------------------------- Mission objectives - Assassinate Lord Beldingford - Assassinate his son, Allistair Beldingford - Rescue the hostage - Escape -------------------------------------------------------------------------------- Weapons / Items to bring with you - Syringe - Poison (on-site procurement) - Pillow (on-site procurement) -------------------------------------------------------------------------------- Reward: If you complete this mission with a 'Silent Assassin' status you will be awarded the dual Magnum 500 revolvers Allistair Beldingford Winston Beldingford -------------------------------------------------------------------------------- The Butler did it! This mission will test your patience, as there is much sitting and waiting involved. Get your ninja on. At the start of the level, turn right and run along down the shore. Ignore the two guards chatting. You could listen in, but don't expect to be invited for tea and biscuits if you're spotted. When you reach the tree, run past it and hide behind the other tree. Wait for the patrolling outside guard to turn around and head left of the maze door. Once in the maze, follow the lights to find the right path. Near the maze exit, there is a trap door that goes to the basement. On the last light, instead of turning left, go just up ahead and take that left turn. Drop down and keep running down the hall and go through the door. By now, there should be a patrolling guard that has just left the hall (he turns right, and heads up the stairs outside). Go straight past the door, and turn right to go up the stairs. You're now in the first floor of the house. Outdoors: path to the secret hatch... Indoors: sneaking upstairs... Start sneaking. Go out the basement door, and immediately turn left to take the double doors into the backroom. Walk forward and unlock the leftmost backdoor (this would be rightmost, if you were to face the house from the rear). Sneak out and watch out for the patrolling guard. He frequents his patrol by heading up and down the stairs. As soon as you get out the backdoor, he should be heading down. Sneak across to the rightmost door (check on your map), and unlock the door. Look through the keyhole. There is roughly a 50/50 chance that there will be a stationary guard inside blocking your path. Hide outside in the corner just around the set of steps. Be patient; he will get bored and eventually leave the room. Now, once you're back in the house and in that room, head left to the third corner. There is a door that opens to the spiralling steps. Walk all the way the up to the third floor. Note that I say walk instead of run. If you run, there is a chance that you will wake one of the hunting party guests on the second floor. You need their clothes, but more on that later. Sweet dreams are made of this... From the third floor, locate the ladder that leads down back to the second floor and head down. Check your map to observe your first target. He's having trouble sleeping, and he frequently visits the loo for a piss. The door from which you enter his office is a hidden door (behind the bookcase), so turn around and see it to remember which door it is. Use the changing wall to hide, if he's entering the room. Sneak up, grab the pillow, and let God and a bright light interrupt his sweet dreams. Once your first objective is completed, head back up to the third floor using the hidden door you came through, and make your way down to the second floor. Go back to the office and into the secret door you came in through.The passage is straightforward (ladder, then through the chimney room, then through two doors, and into a spiral staircase). Go down to the first landing (Second floor) on the spiral staircase that you come to. Open this door and proceed through the passage. Sneak through the second door into a room where one of the guests is sleeping. Steal his clothes (which are beside his bed), but not his gun. Sneak back to the spiral staircase and down to the first floor (the bottom). Your ninja escapade is now over. Invisibility is no longer crucial to completing your second objective. Poisoning Allistair You will need to obtain the vial of poison in order to give Allistair's whiskey a little zing. The man loves his whiskey. Now that you are wearing your guests disguise you can walk around most of the house freely. Just make sure to stroll seemingly carelessly past the guards. Do not run, and keep your distance. To get the vial of poison, walk to the first floor and then make your way to the West wing of the castle. In fact, it is in one of the guards' quarters, the West-most room that you can see on your map. Ignore the guards sitting around in the breakroom and keep walking untill you reach a small set of stairs. Up the stairs you go, and into one of the three rooms you will find the poison. Make sure not to 'accidentally' walk into maid's shower. Now go back to the main lobby (Remember when you first came up from the basement and went through the double doors? That's the lobby). Navigate through the first floor of the house avoiding guards, and especially, the butler. The butler is more familiar with the house guests. Needless to say, you should try to stay away from him. Find the South-Easternmost spiral staircase, and walk past the guards in the kitchen. Head down this staircase to the basement and thus to the Whiskey cask. Making sure no one is around to see you, poison the Whiskey cask, and then head back up the staircase to the 1st floor. The butler, the next time he is summoned, will unwittingly poison his own master. Make the Butler "Do it"! The Escape Find the front door (check map), and walk past the two posted guards. Turn right and run towards the stables. On the map the left portion of the stable is where a couple of guards are watching TV, and is also where the stablekeeper's place is (his bed is on the second floor). From the outside, run around to the left side to the doors, and watch for the stablekeeper. He feeds the horses with the hay from the second level (the loft) of the stables. On the left of the doors is the satellite circuit box. When the stablekeeper comes downstairs and goes through the inside doors, go up into the loft and wait for him to come back. Make sure you're hiding. Knock him out using the syringe , take his clothes, take the key. Take the stable key and his clothes. Now you sabotage the satellite signal. Watch out for a patrolling guard - he makes counter-clockwise patrols around the stable, and if he just so happens to turn right around the corner as your pulling the wires, prepare to have a mealful of buckshot. Go around the top (looking from the map), and back into the stable through the door on the top portion of the stable. Don't worry about scaring the horses; you're disguised as the stablekeeper, remember? You bring food to the horses, and they love you for that! Run straight down to the door, and go the other side of the stable. Use your map to find the hostage (he's in the stable all the way down and to the right). After the hostage goes from begging for his life to wishing God's blessing upon you, run back out through the doors outside the stable (above the stable, according to the map). The escape is simple. Stay near the wooden fence to find the set of steps that leads to the tennis court. Run down the court to the door. Go through avoiding the patrol (you can use the thick bushes to hide), and run back down to the swampy shore. Make the final stride to your boat. Free the hostage Rendezvous in Rotterdam - SA Walkthrough Take on the gait of a Journalist and sneak into the headquarters of the 'Flamin Rotterdam' (AKA "the flamin' w'mills") biker gang. Your job is to retrieve encriminating photos of the city's mayor from the club house and dispose of those who simply know too much - the Gang leader, and the pesky private eye who's being kept in the basement. -------------------------------------------------------------------------------- Mission objectives - Assassinate Klaas Teller - Assassinate Rutgert Van Leuven - Recover photographs -------------------------------------------------------------------------------- Weapons / Items to bring with you - Fibre Wire - Syringe -------------------------------------------------------------------------------- Reward: If you complete this mission with a 'Silent Assassin' status you will be awarded the dual Sawn-off shotguns -------------------------------------------------------------------------------- Welcome to Rotterdam Your targets include the president of a biker club the a private-eye whom he has captured. The first target we�ll focus on is the president - and how to recover the photographs. You start in an apartment in Rotterdam after a brief cut scene showing Van Leuven on the outside. First thing after the cut scene is head out the door to your right, through the next door, and then down the fire escape. Once you're outside, you�ll see you can go two ways down a street: left or right. Head right. Actually, run to the right until you�re by the chain-link fence near the end. Then turn left, and run down the alley. If you were quick enough, the journalist (man in the pin-striped suit) should still be there, smoking a cigarette. If so, sneak up behind him, and use the syringe on him. Do not use the fibre wire. If you kill him, you will lose your Silent Assassin rating. The syringe should knock him out long enough. Now that the journalist is unconscious, drag him a little out of sight into the alley, pick up the envelope and change into his clothes. Also, be sure you drop your .45s, as you cannot enter the clubhouse with them. If you missed the journalist standing around smoking, it goes without saying that you should run after him, knock him out and drag him back to the alley and follow the prior instructions. Once in his clothes, turn left out of the alley and run to the gated entrance. After a few moments, the gate should open. Walk forward and you will be halted and frisked by a guard. After you have cleared the search, head forward a little bit and then turn left. You should see two buildings, one with a short flight of stairs to walk up. Walk up them, and enter the bar. You have now gained entrance to the building in which to kill your first target. Retiring Rutgert After your frisk, you should have been given a hint - to talk to the bartender. Enter the bar and do so. Talk to him while he�s behind the table, and he will tell you to follow him. Wait for a short a moment, and he will meet up with you and give you a keycard. After this, just follow him to a set of double-doors guarded by a single person. He will frisk you, and the two of you will be allowed to move through the double doors, and up a flight of steps. Just keep following. I had a strange glitch a few times where he stopped moving after that point, if that�s the case, then just follow the map. The bartender will guide you to your first target, Rutgert van Leuven. After the bartender leaves, a cut scene will run, and Rutgert will head to the safe. You may want to save before this point, but if you think you can pull it off like I did, go ahead. As Rutgert has his back to you opening the safe, use your fibre wire and eliminate him. Pick up the safe combination, and take the photographs. The first hald of the mission is now complete. All that remains is to kill Klaas Teller and escape. Killing Klaas This part of the mission requires many references to the map or, if you�re playing on the hardest difficulty, just the use of stealth and dodging your enemies. After you�ve taken the photos and killed Rutgert, head out the way that you came until you reach the double doors that you first entered after being frisked in the bar. Do not go through them again. Instead, make sure no guards are coming up at the moment from the basement stairwell, go in sneak, and head down them in your journalist disguise. From here, you have to be careful. You can dodge the guards and head to the target room, but you must absolutely be sure that the guard in the room is not leaving as you�re walking in. If he is, you�re dead, and so is your SA ranking. When you get there, you�ll want to fibre-wire the guard and then dispose of Klaas however you please. If you�d rather not take the risk of being caught, have no fear - there is another way. In the room on the farthest right of the basement floor there are three dead bodies. One of them has clothes on that match those of the biker gang. Change into these clothes, and then dispose of Klaas. If you have one more save left, you could use it here. At this point, Klaas and Rutgert are dead, and you have the photographs. It�s about time you make your exit. The Escape This last part of the hit can require a lot of timing. If you�ve ran when you can afford it and haven�t made any detours, you should have enough time to escape before the journalist wakes up, or at least make it out as he�s running. If you changed into gang clothes, dodge guards, and change back into the journalist disguise. Dodge the guards and run, not walk, back up the flight of stairs and out the double doors. From here, make your way out of the bar, and back to the gated entrance that you came in. After the gate opens, run out to the chain link fence. Hopefully by this point the journalist is either still knocked out, or is waking up just as you�re escaping. However, if he wakes up before you can escape, you may want to consider switching back to a gang member�s clothing and try to escape that way. After you reach the chain link fence, you�ve escaped, and voila, you have a Silent Assassin rating. Enjoy your prize.