HitmanHQ - Header
HitmanHQ
HitmanHQ - Left Menu



    -Current
    -Archive
    -Submit




    -Profile
    -Press
    -Cheats/Bugs
    -Files


    -Walkthrough




    -Profile
    -Screenshots
    -Press
    -Cheats/Bugs
    -Files


    -Walkthrough




    -Profile
    -Screenshots
    -Press
    -Cheats/Bugs
    -Files


    -Strategy Guide
    -Weapon Guide
    -Item Guide
    -Performance Guide
    -Walkthrough
    -Player Strategy



St. Petersburg Revisited
by: The Button Man | March 7, 2003

[Jump to: St. Petersburg Revisited | Redemption At Gontranno]

Something's up! Well, you knew that. Despite the fact that it is against Agency policy to assassinate former employers, and the fact that the UN seems to have suddenly lost any semblance of morality, you're being sent back to St. Petersburg to deal with Sergei Zavorotko once and for all. He's still holed up in his office in the Putkin building, but due to recent attention, has understandably increased security. The building is, in fact, bristling with guards, so this may well be a tough job. Hmm. We've been in a situation like this before, haven't we? They never learn...

Load-Out

With no chance to choose your weapons, you're left with the just what's in Locker 137, at the Agency drop off point, and the ever trusty fiber wire which never leaves your side.

Walkthrough

If this is your first run through this level - don't read this yet. You know the city, you know the routes - just go do the hit. Just stop reading now!
...
...
...
...
...
...
...
...
...
...
...
...

Right, so you've gathered your weapons, sneaked through the city, gone to the trouble of carefully gathering your ammo, got to your vantage point, shot at your target, sworn like hell at the game for being buggy, and then got shot at long range by someone you never saw. Typical, eh? If you haven't realized yet, this is a setup. "Someone" doesn't like you any more, and wants rid of you. In fact, "someone" has gone to a hell of a lot of trouble to make sure that you don't leave St. Petersburg alive. I guess it's time to disappoint him.

To start with, ignore locker 137. For one thing, the rifle has no bullets in it, and the only available ammunition for the weapon consists entirely of blanks. That leaves you with the fiber wire - not much, but easily enough. Your first job is to identify the position of a very familiar face. Nine times out of ten, he is looking out of the eastern window of the Putkin building.

Leave the metro building, ignoring your usual route, heading straight out the front door. Go directly across the street (north), through the old street block, and continue north around the next building, heading west whilst hugging its northern wall. Continue west towards the gate, but keep the upper floor of the Pushkin building out of sight. Approach the gateway, and peer around.

If you see the familiar face in the upper floor window ahead, you're in for a fairly easy ride. If not, he is facing out of the front side of the Pushkin building. Before you head on in, there is a small side task you might like to do. 17 is extremely alert - after all he, like 47, is wired to kill, so unsurprisingly, sneaking up on him is hard! I have never actually seen him in the front-facing room, but having seen the way he reacts in the side-facing room, I would imagine sneaking up on him there would be even harder than it is here. So you might like to get a gun.

[Save Game]

There is one easy opportunity to get a gun from this point. Return back down the slope from the gateway, and head north again round the next building. Whichever room 17 is in, he can not see you from here. Head west to the "vantage point" apartment building, and head in there. If you check your map, you will see three guards out the back of this building; one patrolling the south of the courtyard, one patrolling the northern side, and one conveniently standing with his back to the northern most door. Wait until the northern patroller leaves his partner, sneak out behind him, wire him and drag his body back into the building. You now have a Desert Eagle to play with.

The remaining walkthrough assumes 17 is in the side-facing room. The same rules apply for tackling the front-facing room, but you will need to make a few alterations (like perhaps using the gun!). Return to the Pushkin building. Hug the walls, and head in through the front door. Enter sneak mode, and climb the left hand stairwell. Walk through the room at the top (sneaking), turning back on yourself and heading eastward along the front rooms of the building. You will go through four sets of doors before you encounter the side-facing room (or three before the front-facing room).

[Save Game]

Still in sneak mode, open the door and enter. 17 will be facing away from you, but being extremely alert; he can detect you sneaking towards him from a great distance. Basically, the second you step onto the carpet, he will drop his rifle, draw a Desert Eagle, and start filling you with holes. To wire him, stay low, prime the fibre wire (hold the fire), hold run, then dash towards him, letting go of fire as you reach his back. 17 should never have a chance to react. If you are having trouble with this, reload and put a bullet in his head (he is as vulnerable as anyone else). Just be careful, since he is fast, and accurate.

[Save Game]

Approach the body, and you're treated to a little cutscene - a vision of heaven, and proof of betrayal. Why save before? There are people who say that the cutscenes take up game time, and you'll need all you can get - worth saving just in case! Immediately change into 17's clothes. The orange tie is everything - with it you can, for the moment, waltz past the now alerted guards. If you check the map, you will see that all of the guards who were in the Putkin building are now forming a cordon around it. If you want, grab the sniper rifle, and run down the stairs, out of the front door, and head down towards the river. When you reach the road, you should get a warning informing you that 17's body has been found. At this point, guards become a serious problem. Not only are they hunting you down (actively), but there are guards at the metro entrance, and in the sewers.

Keep running eastward along the river, and hop down into the manhole in the center of the road. This will put the now pursuing guards off the trail. Check your map, and you will see some guards at strategic points along the sewers. Head north up the passageway, entering sneak mode as you near the top of the tunnel. There is a single guard facing away from you at the top of the tunnel. Wire him and take his clothes. Now, walk along the right hand side of the sewer until you reach the relevant tunnel, and head down it. There are two guards near here, but they should ignore you.

Pick the lock at the top of the passageway, enter sneak mode, and head through to the locker room, then round to the top of the stairs. Check your map. There are two guards here, one of whom patrols the top of the passage. When he returns to his friend, sneak down the escalator, then walk to freedom. Incidentally, this is a very good level for a fire fight, especially after they have found 17's body. If you wait above ground, you will see a team of bodyguards, all armed with Desert Eagles, heading to your position. Careful positioning, and reckless 'run and gunning' can bag you the SP17 easily, and a free bodyguard disguise. At last, a chance to wear that brown polo neck.

Recommended Saves: 3
Rating: Silent Assassin
Time: 20:48

Items Available For Collection

  • SVD Sniper Rifle [In Locker 137]
  • W2000 Sniper Rifle [On 17]
  • Desert Eagle [On Bodyguards]
  • SP12 Shotgun [On Bodyguards]

Points Of Interest

Since it's all tied up in the plot twist, it's all already there! Other than the fact that 17 doesn't actually start at his sniping point - he moves there during the course of the level.

Next

-Return to HitmanHQ-

HitmanHQ - Right Menu




    -Articles
    -Interviews
    -Mailbag
    -Piece of the Action
    -Fan Fiction
    -Poll Archive
    -Comic Archive
    -Screenplay Archive


    -Forums
    -Staff
    -Contact
    -Help Wanted


   GameSpy:
   -GameSpy.com
   -Founder's Club
   -GameSpy Arcade
   -GameSpy 3D
   -GameSpy Store
   Services:
   -FilePlanet
   -ForumPlanet
   Action:
   -3DActionPlanet



Three men. Three guns. Only one will live to kill another day. Check out the final installment of Excal's Hitman: The Agency screenplay. [click]

More Episodes



"The Hitman uses all manner of wit, charm, and needless violence in his quest to escape the Sanitarium." [click]

More Comics


HitmanHQ - Footer Copyright 2000 - 2007 HitmanHQ. [Contact]
A 3DActionPlanet hosted site.