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Invitation To A Party
by: The Button Man | December 7, 2002

[Jump to: St. Petersburg Stakeout | Kirov Park Meeting | Tubeway Torpedo | Invitation To A Party]

Oh dear. We all know that mixing 47 with the rich socialites of this world is a bad idea. Just remember the last time he went to a half decent hotel. Nonetheless, this combination of people is required for the next mission, since 47's next target, General Vladimir Zhupikov, has defected from Russia, and is currently holed up in the German Embassy in St. Petersburg requesting asylum. He has with him a suitcase containing a missile guidance system, which he wants to peddle to the highest bidder, and the client wants this retrieved with great urgency. No doubt, due to the sensitivity of the briefcase contents, the General will have given the suitcase to the German Ambassador to retain for safe keeping.

As if it wasn't hard enough to break onto German sovereign land, infiltrate it's embassy during a party, evade security, and make off with a secured briefcase, the Russian secret services aren't that happy about letting this item leave their turf. They have managed to get a Spetznaz agent into the party, so you'll have to deal with him as well. Can't you see the foreign diplomat expulsions already? So your overall mission is - get the briefcase, assassinate the General, and deal with the Spetznaz agent. Time to find a tux...

Load-Out

Once again, you don't have a choice with your starting materials, since you start with whatever took from the last level. There is a weapons stash located on the level, and you can get the most vital tools you need there.

Walkthrough

This is the first mission where there you may have to take multiple pathways to finish the mission. If you look at your map, you'll see why - inside the embassy, there are four main POIs, each of which is the location of a safe, and guess what - you don't know which one the ambassador has stashed the case in! More on that later. Another note - if you are following this initial pathway, you want to be quick until you get inside the embassy, since it will help you avoid any potential confrontation with guards, and generally makes things easier when you hit the embassy basement.

You start at a small dock on the eastern most side of the map. Quickly drop/hide any weapons you are carrying, and run up the steps to ground level. Ignore the smoking waiter for the moment, about turn, and run south west, towards the gap between the nearby building and the bridge. Still running (it won't raise suspicions - it's a main road after all) head west, and when you reach the first gates, cross the road. Check your map, and you will see a small weapons stash behind some more green dustbins. Pick up everything you need (especially the poison - could be useful!), and run back to your starting point.

When you near the steps, walk around the far side of the pillar, go into sneak mode, round the far side, and shoot the waiter. Drag him back, and take his keys and clothes. Run west (between the two buildings), and you should see a security guard heading south. When he is out of view, run to the door in the eastern wall of the compound, and pick the lock. Checking there is no one past the door, run directly west, drop down to the service road, and run to the nearby underground carport doorway.

[Save Game]

Check your map. If you've been fast enough, there will be a guard who is slowly walking away from the door, and the rest of the guards in the basement will be in static positions (well, most of them will be). Let the guard get a little distance away from the door, open it, and walk in. Without getting too close, ready your silenced pistol, and put a bullet in his head. You could hide the body right here (in the small room with the barrels), but if you don't deal with other guards in the area, the body will be found. Instead, drag the body down the corridor to the west (top right of the room as you are looking), and into the first door on the left (first POI).

If you look at your map, there should be no guards nearby. In fact, they should still be in their guard room. Wait here, and shortly, the guards will start to leave, and patrol the basement level. The actual order in which they leave, and the rooms that they travel to, are a bit random, so take a chance to watch what they are doing. Usually, two guards will head towards the kitchen, and one will head to the carport, shortly followed by another guard who was patrolling the kitchen.

You may feel it's wise to reduce the number of guards down here, so you can always kill the second of the two guards heading for the carport after he passes the room you are in. Just wait, go into sneak mode, and come out after him. Use your knife, and quickly drag him back to the first room. The other guard will never know. This will mean that the room off the kitchen is never entered, which can be handy.

Note: All the way through this level, the ambassador will go to his safe (usually in about 2-3 minute intervals). While you are in this room, it may be a good point to find out which safe contains the briefcase. Keep an eye on the white circle (VIP) on the map. You don't have to follow him all the way to the safe, just find out one thing - which direction does he go when he is in the main entrance hallway? Two things need to be observed to find this out - does he go left/right and does he use the stairs/ground floor doors. When you have seen these things, you can start planning your attack route.

Follow the corridor to the kitchen, and pick up a champagne glass. Check your map to ascertain which of the kitchen doors is unguarded (the two guards move from door to door), and exit, going up the nearest flight of stairs. Your first target should be the safe, since this objective is time limited. Your time is almost up when you see the message "The Spetznaz Agent is holding up the Ambassador." After that, you have around one minute to get into position, otherwise things can get really hairy!

Whatever happens, it is advisable at this point to get hold of a tuxedo. When you come up the stairs from the basement, head to the door on the western side of the ground floor, underneath the stairs. This is a toilet, and guess what? A guest will occasionally use it. Wait here (in the main part of the room) until the guest comes in. The moment he has his back turned, go into sneak mode, arm a knife, and sneak up on him. Unlike bladder problems you may have seen before, this guy is closer to a babbling brook than the Niagara Falls, and is pretty quick at finishing his business. Kill him, and you now have access to his clothes.

You now need to decide on your method of attack - the next section of the walkthrough is divided into two sections - a) The safe is downstairs and b) The safe is upstairs.

a) Alright! You really have got it easy. Well, fairly easy. It's also probably worth while staying in your waiters outfit for the moment. You now know that the safe is on the ground floor, and you should know which side it is on. From the main hallway, enter the ballroom, moving straight to the centre of the room, and survey the situation: lots of guests, a few security guards, a pianist, a few busy waiters, and an ill-dressed gun-toting Spetznaz agent (is that shoulder holster, or are you just pleased to see me?). As you will have noticed, he doesn't immediately come running at you. In fact, unless you grab the briefcase before he does, he will never know you were there, and this is your major advantage over him.

You will now need to head towards the relevant office where the correct safe is. There are two further exits out of the ballroom, each watched over by one security guard. Head to the correct door, and walk straight through (you might like to keep to the far wall from the guard). This will alert the guard, but he will quickly become calm after the door behind you has shut. Head around the corridor until you reach the office.

b) Ah. You need to get upstairs. This is going to be a little trickier. hired staff (waiters) are not allowed upstairs in the embassy, and if you are seen trying, it will alert the guards, who will try to stop you. There are two ways to do this. If you want to get up there in your waiters uniform without harming anyone else, you will have to use the servant's stairs. To get to these, go to the ballroom, and leave via the eastern doors. The second door on the right is the servant's stairwell. Remember that upstairs you will be stopped by any guards, so you must avoid them. There are two of them, patrolling in opposite directions around the corridors. Getting to the south western office is much harder this way, since you will have to cross the main entrance upper floor, hugging the wall, and it's pretty easy to get caught trying.

So, a far more sensible way to do this is to get into your recently acquired tuxedo. As a guest, you now have free reign over the upper floors, and will rarely even cause the guards to look twice. As you will see, it is also wise to have this disguise for your escape. You can now head for the relevant office. Checking your map, you will see that there are two doors into the office, one from the corridor, and one from the adjoining room. Head for that room, walk up to the double doors into the office, and wait, keeping an eye on your map. If the ambassador comes in alone, leave him, since merely creates problems later (besides, you're meant to keep VIPs unharmed).

[Save Game]

When the Spetznaz agent detains the ambassador, he follows him to the office. As they enter, the agent will threaten the ambassador with a gun, and he will begin to open the safe. You can see this on the map, since both will be facing away from the door you are standing at. Go into sneak mode, arm your silenced pistol, and open the door.

Watch the scene carefully, and when the safe begins to open, put a bullet in the agent's head. You really must get him with a single shot, since any more, and he will begin firing, alerting the guards. When he is dead, leave the briefcase, and return to the adjoining room. Don't worry about the ambassador - he won't cause you any trouble, and, almost as a sign of thanks, he doesn't alert the guards. In fact, he cowers in the corner for the rest of the level.

Make sure you are in your waiters outfit, and go to a secluded place. Equip the champagne glass, and then equip the poison; you will see 47 lace the glass with powder. Return to the ballroom, and when you see the general, walk towards him. He will take the glass from you, and drink from it. Hang around for a minute or two [or follow him to the restroom and watch him puke his guts out! - Ed.], and when you are informed that the general is dead, head to your tuxedo, change, and return to the office. Pick up the briefcase, walk to the front door, and leave. The gate guard may give you a bit of trouble, but just ignore him and walk to the exit point. You'll even get a nice little plot twist. Done - told you it would be easy.

Recommended Saves: 2
Rating: Shadow
Time: 26:34

Items Available For Collection

  • 9mm Pistol SD [In Weapons Stash]
  • Poison [In Weapons Stash]
  • SMG [On Guards]
  • 9mm Pistol [On Guards]
  • .54 Pistol [On Spetznaz Agent]
  • W2000 Sniper Rifle [On Embassy Balcony]

Points Of Interest

There's fashionably late, and there's plain late.





A well run house always have spares.





They really are organised. Spare tuxedos as well!





I wonder what this is.



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