Hitman: Contracts

Hitman: Contracts

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Hitman: Contracts - Perfect Silent Assassin Guide
By SilentCaay
This is a guide to obtaining all zeroes on your stats screen at the end of each mission on the Normal difficulty. While "Silent Assassin" is the highest rank, you are still allowed a few points in Kills, Shots Fired, and (I think) Close Encounters. But who wants to deal with extra wet work, loud, nasty weapons and leaving evidence lying around? Let's go for all zeroes which means: no guns, no wounding/killing non-targets and, most importantly, no saving.
   
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1 - Introduction/Before Starting
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Hitman: Contracts All Zeroes Walkthrough v1.01 (PC)
Last Update: June 13, 2014
Email: silentcaay *A*T* gmail *D*O*T* com
============================================================================

Preface: This guide was originally written for the GameFAQs website so formatting
may be funky. I have a few guides I'm porting over so I'm not going to spend a
lot of time reformatting them.



Welcome to my second "All Zero" Hitman walkthrough. Why Hitman:
Contracts when it was released about 6 years ago as of this writing? Well I
wrote an "All Zero" walkthrough for Hitman 2 since there was no complete "All
Zero" guide at that time. People, liked it, wrote to me and asked if I was
going to do guides in the same vein for the other Hitman games. Up until now I
didn't have the other games and had other things to do but I recently got, and
beat, this game and the first Hitman (which I'm not going to write a guide for,
for various reasons). Naturally, I wanted to go back and complete it all
perfectly, so that's how this guide came to be. I'm also going to try Blood
Money but the specs are borderline for this comp. That may have to wait until I
can get it for PS2 or until I get a new comp.

= What This Guide IS =

This is a guide to obtaining all zeroes on your stats screen at the end of each
mission on the Normal difficulty. While "Silent Assassin" is the highest rank,
you are still allowed a few points in Kills, Shots Fired, and (I think) Close
Encounters. But who wants to deal with extra wet work, loud, nasty weapons and
leaving evidence lying around? Let's go for all zeroes which means: no guns, no
wounding/killing non-targets and, most importantly, no saving. Saving is
alright on practice runs but after that do another run-through without saving
for a perfect score. Each method here was devised and tested by yours truly to
obtain all zeroes. If you're having trouble either you're not following along
in a timely fashion or maybe I made a typo, lol.

= What This Guide IS NOT =

This guide is not a complete walkthrough. Every time you complete a mission
your stats are saved. It doesn't matter if you do better or worse, the game
only saves your last stats. Because of this, it would be wise to finish the
game however you like and collect all the guns that aren't of the "Complete X
mission with a Silent Assassin rating" before you attempt all zeroes.
Collecting the weapons usually requires you to incapacitate extra people, go
out of your way or draw extra attention by carrying suspicious non-concealable
weapons. For that reason, weapon locations aren't included here. There is a
comprehensive Weapon Location FAQ available on GameFAQs already. This guide
also does not cover Professional or Expert difficulties at this time.

= Contacting Me =

If you'd like to contact me about anything regarding this guide, I can be
reached at the email at the top of this guide. I like to hear any questions or
comments you have regarding this guide, any mistakes that need fixing or
whatever. The only thing I don't want to do is add alternate strategies. I
don't really expect anything, anyway, since this game is getting old but just
so you know.
2 - Tricks of the Trade
If you mastered stealth in Hitman 2, you may have noticed a lot of subtle
changes to the AI, some for the better and some for the "worse". Not really
"worse" but more like "predictable". Due to the increased predictability of
the guards, you don't need many tricks and some of the old ones don't work,
anyway. I'm assuming you've got the basics down and know how to guage the
suspicion meter, use disguises and you know the proper distances to saftely
run, walk and sneak, among other things. Here are a few not-as-basic, but still
very important, tricks:

Using Syringes
--------------
This doesn't even need to be here. In Hitman 2 there was an issue with using
anesthetic but in Contracts it works fine. Just get behind a person and hit the
"fire" button. The only difference is that you can't split your doses this
time. One dose is about 7 minutes, maybe a little more. I haven't timed it.

Door Grab
---------
The door grab still works but is a bit trickier. Before you could wait behind a
door that your victim was about to pass through, weapon in hand, and grab them
as they pass by. This mostly works in Contracts but sometimes the sneaky AI
will pull a door open instead of push it. If you have your weapon ready then
they won't be happy. If they pull the door open they can also see you which
means they might not be happy to see you even if you DON'T have a weapon out,
depending on if/how you're disguised. Regardless, this trick works the vast
majority of the time.

Tap-Run
-------
Another trick that doesn't really need to be here. Guards are very rarely
suspicious of you when you're running this time. As long as you don't run right
up to them, you should be fine. If you find the guards are particularly wary,
tough, you can still tap the run button like once a second. This way you're
moving at almost running speed without raising any suspicions.

Turning Guards
--------------
This move isn't as systematic as before but still works sometimes. Also note
that in this game guards turn their heads a lot more than the previous game so
beware not only of the direction they're facing but also the movement of their
head. In order to turn a guard it first has to be 100% stationary. Then
position yourself in the direction you want the guard to face and make some
noise by running. Once he's turned, enter sneak mode and stay away from him. He
should remain facing the direction he last heard the noise.

A few notes: Due to guards not caring about you running in this game, you don't
have to do it while hidden. Also, guards have a routine where they might walk
toward you instead of just turning. If this is the case, let him walk up to you
until he stops. Then you walk away. The guard will only scratch his head and
return to his post. He will not be turned, though, so you'll have to try again.
Some guards also don't like to stay turned. Wait awhile to make sure they stay
facing the way you want them to. This is guard-dependent, though. If one guard
stays turned, he'll stay turned every time, so you don't have to check each and
every time.

Luring
------
Luring is part of a new AI routine not in the last game. Just as I mentioned in
the tactic above, if you walk up to certain guards you can capture their
attention so that they begin following you. They won't get increasingly
suspicious while they follow you, they simply follow their normal suspicion
guidelines which means you can lure them around for as long as you want. You
can't usually lure them too far, though. If you try to lure them too far, they
will return to their post. Also, if you stay stationary long enough they will
usually turn around and return to their post. Even if the guard is not the type
that returns to it's post when you're stationary, it will still turn around for
a second every once in awhile. This short window is your change to incapacitate
them.

Knives!
-------
You are no longer allowed to start with a knife, or any extra melee weapons for
that matter. Knives, as you probably know, are an instant-kill if you attack
without the victim knowing you're there. It's much quicker than the fiber wire.
If you find a knife that you can safely carry around, grab it. Note that other
melee weapons have intant-kill attacks if you sneak up on targets but they
aren't nearly as useful as they can't be concealed. (It is fun to ram a pool
cue through someone's back, though, even if it is one-time-use only)
3.0 - Perfect Silent Assassin Walkthrough
3.1 - Asylum Aftermath
Objectives: Escape from the sanitarium

First thing to do is grab the car keys from Orthmeyer's pocket. Now, getting
out of the basement should be a piece of cake. There's no way to get lost and
the route is painted with a bright green line on the map so just get to the
elevator, I'll wait here... Found it? Good, took you long enough. Ok, now
select the 2nd Floor. In the corner directly to you left a SWAT member was kind
enough to die right outside the elevator. Take his clothes and his Spas 12 if
you want to look the part.

SWAT teams Alpha, Bravo and Charlie are running around various parts of the
building. If you have to cross paths just give them plenty of space and they
won't worry about you.

Our main objective is the lab on the 2nd floor which can be accessed by the
door across from the lobby on the 1st floor. Go through the double doors to the
South into the large round operating theater and continue straight through.
There are a bunch of SWAT at the bottom of the stairs but if you keep walking
and don't push into anybody you'll be fine despite your suspicion meter going
crazy. Enter the left/East door to the office below the lab. There's a spiral
staircase up to the lab but there's a SWAT the patrols up and down the stairs.
Make sure you won't bump into him on the stairs or you might blow your cover in
the tight quarters. Now we're on the home stretch. Just head left/West through
a couple sets of doors and climb down the ladder to the car. Since you got the
keys earlier you can escape with the car in dramatic fashion.
3.2 - The Meat King's Party
Objectives: Kill the "Meat King", Campbell Sturrock
Kill the lawyer, Andrei Puscus
Obtain the "murder proof"
Escape the compound

Doors... Doors everywhere. This is a wordy walkthrough just because of all the
doors. First thing you want to do is deselect the guns at the weapon select
screen just so you don't have to drop them at the very start. The three
objectives can be done in any order and in a few ways. This seems to be a very
efficient method. No rushing should be needed but the positions of the people
will depend on how quickly you move. Once you begin, change into the butcher's
clothes and close the truck doors with the button on the outside. You can run
as much as you want in this mission just as long as you aren't smashing into
guards so no worries.

First we need a chicken. Head toward the front door and have your flesh felt by
the guard. Note the 'A' on the wall. I'm going to give some direction by these.
Once inside, go straight through A, then go right in the next door near the
stairs and guard, through B, straight through another B and enter the first set
of double doors on the left. You should be in the kitchen where you can grab a
chicken. Pick it up and then turn around and head out the same doors.

Time for the murder proof. Head right and go straight through B, B and A, then
take a left and to your right there is a set of stairs further into the room.
Not the ones near the door you just came out of (not that it really matters).
Head up those stairs and go through the door on your right at the top. If
you're making good time, Sturrock's brother should be heading to the room to
the SouthWest of you. Once he's in there, enter the next room and head to the
room with the Point of Interest to gather the murder proof. If you drop your
chicken just pick it up... Five second rule is still in effect!

Now it's time for a change of clothes. Head back the way you came, back down
the stairs, left at the end of the room, right through the door by the stairs
and guard, through B and enter the doors to your left into a locker room. Stand
between the sets of lockers and drop the chicken. If you're making good time,
the opium waiter should be on his way. When he walks past, pull out your
syringe and give him a dose. Change into his clothes and exit through the door
you came in. He'll be fine right where he is.

Time to off the lawyer. He should be waiting on a pipe if you're on time. Head
left down the hall and go straight through B, C and C to get to the den. Grab
an opium pipe from the bar and deliver it to the lawyer in the Southeast room.
"Place Opium Pipe" then wait for him to take a few hits and pass out. Then pull
out your meat hook and take him out. Make sure your status is updated! If it
doesn't tell you it's updated then he's not dead. Hit him again.

Ok, back to the locker room. Enter the door to the left of the bar and go
straight through B and B. The locker room is on your right. Before you pick up
the chicken, pull out your meat hook and "Place Meat Hook" into that bird. Now
change your clothes and head out the door you entered through. Head left and go
straight through B, C, C, straight through the den and then follow the next few
rooms around to a staircase near a dance floor. Go up the stairs and let the
guard check you. Though he doesn't find any weapons, he doesn't seem to mind
that you're "arm"ed. Haha, get it?! Oh, fine. Be that way. No sense of humor.
Anyway, head right and then left to Sturrock's room. He'll send the girls away
once you arrive. Close the curtains via the switch on the wall and retrieve
your weapon (47 automatically puts it away so you don't have to hide). Then
just give the king his final meal followed by his just desserts. Just make sure
you kill him before he finishes or the girls will come back.

Time to check out. Head back down the stairs you came up, follow the rooms back
around to the den, then straight through the doors ahead. There are two B doors
here. Go through the right one to the kitchen and go through the door ahead and
to the right. Go straight through to the parking lot and hop in one of the
trucks to complete the mission.
3.3 - The Bjarkhov Bomb
Objectives: Assassinate Fabian Fuchs
Assassinate Commander Bjarkhov
Destroy dirty bomb production capability
Escape via cargo plane

This mission requires a bit of luck which probably makes it the hardest mission
to get all zeroes on. There's also a lot of stuff to do and it's not like you
can move very far with a disguise and there really aren't any lying around
(save for the useless radiation suit) so this means we have to be pretty
speedy. For this mission you might want to save periodically and then go back
to do a perfect ran afterward.

At the start, wait for the guards to leave and for a civilian kitchen worker to
climb the ramp. He'll pause at the top and head for the groceries while turning
his head one more time. After he turns his head, walk out and toward him.
You'll probably have to sprint at the end to catch him before he starts down
the ramp but it's fine. Nobody should notice. Take his clothes and proceed down
the ramp, then turn right toward the mess hall. Enter via the left side
entrance and into the kitchen. A guard will walk through the mess hall and
become stationary by a stove in the back. First we need to turn him.

Stand near the back doors to the left of the guard and run toward him to make
him turn. Then sneak away and make your way over to Fabian. You can walk once
you're far enough that the guard won't turn back. Now one of Fabian's
bodyguards should be patrolling inside and outside the mess hall. Stay away
from Fabian while he's inside or he starts bugging you and it wastes a lot of
time. As soon as he heads outside, wire Fabian and drag him into the bathroom
before taking his clothes.

With that done, run out the kitchen exit and run left, straight into the
tunnel. Run through the tunnel and turn left as soon as you exit it. Head for
the gangway to the ship which is guarded by two soldiers that will only let you
in when you're dressed as Fabian. Once inside, enter the first door on the
right. Walk straight through this room, through the guards, and enter the next
door. Your suspicion meter will go nuts but you should be ok. Grab the bombs
here and check your meter. If you try to walk through the room before your
meter calms down your cover will be blown so give it a second if needed. Back
in the hall, enter the next door down and climb the stairs. Follow the hall
around until you get to a couple guards that frisk search you. Enter the next
door on the right to meet Bjarkhov. After some greetings, Bjarkhov will turn to
pour some vodka. Get a little bit closer but don't pull a weapon just yet.
He'll turn around when he reaches the table before turning back to the drinks.
Now you can wire him and then exit the ship the same way you came.

Head back in the direction of the tunnel and follow the left wall around to the
submarine. Run down the dock past two stationary guards and watch out for the
third patrolling guard. He shouldn't get too suspicious but it's best not to
have him following you as you drop off the end of the dock to plant the bombs.
You should already know where to plant them but if you don't, note how the ice
comes very close to or touches the sub. Plant the bombs where they meet the
2nd, 4th and 5th times. Then you have to go all the way back around to the
dock to get back up. Head for the tunnel back t the runway and somewhere along
the way you have to pull out the bomb remote and scuttle the sub. The remote
won't work once you enter the tunnel a little bit. Now run back to the plane as
fast as you can. Chances are good that the civilian woke up but that won't
count against you. If, by chance, the guards investigating the sub find one of
the bodies, though, that will count against you. Sad but true. So check your
stats at the end and make sure they're flawless. If so, good job!
3.4 - Beldingford Manor
Objectives: Assassinate Lord Winston Beldingford
Assassinate Alistor Beldingford
Rescue Giles Northcott
Escape Beldingford

This mission can be long but leisurely. There are a lot of people in any given
area so it can be hard to give specifics about locations, though, so be wary of
the guards and only move when it's safe. To start, turn 90 degrees directly to
your right and run along the lake's edge. Where teh path next to the lake turns
right, you can also turn right. Ahead, a guard should be standing right in
front of the North door to the hedge maze. He'll walk a little more to the
right in a second so just sneak in whenever you can. Follow the maze to the
Point of Interest in the Southwest corner. Open the door here and drop into the
basement.

Run straight down the hall to the door and wait for the guard in the next room
to go outside. Once he does, go straight through the next room and right at the
end of the room after that. Go up the stairs and wait behind the door at the
top. Open the map and switch to the first floor. The Southern-most door is the
main entrance and you're behind the Western door in this same room. It looks
like the door is connected to the stairs you're on but those are actually the
balcony stairs... not that it matters. Anyway, the goal is to get to the spiral
staircase at the Southeast corner of the map without being seen. It's pretty
easy if you're patient. Just wait until all three rooms are empty and then run
like mad. Note that there is a guard that seems to appear and disappear on the
East side of the main room. He's actually on the second floor and appears when
he comes out onto the balcony so be careful of him.

Did you make it? Nice... Ok, head upstairs to the second floor and go through
the door while sneaking. Change into the clothes next to the bed. These seem to
offer even greater protection than the indoor/outdoor guards' clothes if you're
familiar with them. In the hall outside this room you'll notice a stationary
guard and a patrolling guard. Make sure the bathroom just North of this room is
empty and then make your way over there. Wait in the shower until Mr.
Beldingford comes along to take care of business. He comes every two minutes or
so so it shouldn't be a long wait. When he comes in, wait for him to turn his
back then sneak out and wire him. Make sure his body won't be seen when you
open the door, then go back to the hidden stairwell and back down to the first
floor.

On the right side of the map you'll notice two stationary guards just to the
right of the generator icon. Make it to this room and on the West side of it
there are stairs. Climb the stairs and enter the second door on the right to
find a vial of poison on the dresser. Grab it and then head all the way back to
the hidden stairwell again. Now what we need is a dead Alistor and a knocked
out butler (not 100% sure he needs to be knocked out but I don't like him
wandering around since he's the only one that checks on Alistor). Now there is
a cask of whiskey in the basement connected to this stairwell so there are a
number of ways to accomplish this... You could:

Poison the cask, let the butler fill the carafe, then knock him out, take his
clothes and carafe and then pour it for Alistor or poison the cask, knock out
the butler, then fill the carafe or knock out the butler, fill the carafe, drop
it, then poison it or you could knock out the carafe, fill the cask, then
poison the butler... Wait. One of those doesn't sound right. Anyway, you get
the idea. You could also try just poisoning the cask and running away but,
again, I'm not sure if the butler will notice Alistor die so that's up to you.
Also note that his friend is way too wasted to care about him dying.

Once Alistor has taken his final drink and you're back in your hunting clothes,
assuming you changed at all, then we're ready to rescue Giles. You can exit the
building by the main doors or the door further to the West, near the generator.
Once outside, head to the rear entrance of the stables, all the way to the
West. Near the back entrance, wait for the guard patrolling the perimeter to
pass if need be, then disable the satellite dish at the control box. Enter the
stables and stay off to the side to avoid the guards as they pass through.
Once they're outside, go into the guard room and grab the stable key off the
wall. Then exit and go through the stables to free Giles in the Southern-most
stable. The horses shouldn't alert the guards since they should still be
outside. If they do, however, the guards shouldn't be worried about you when
they come.

Exit the stables through the front door and then head slightly to the left to
get to the tennis court. Then head left to make your way back to the boat. A
longish mission but not too tough, eh?
3.5 - Rendezvou in Rotterdam
Objectives: Assassinate Klaas Teller
Assassinate Rutgert Van Leuven
Retrieve the photograghs
Escape

If you move quickly, all the pieces are in place for this to be a very quick
mission. So starting out we're going to run out the door on our left (it will
be on the right after you turn away from the window =P). Run down the stairs
and you will see a lady and a biker heading into the print shop across the
street. Around the truck to the left is another biker. He's wearing our clothes
so run right up behind him (he doesn't turn around so don't worry about
spooking him) and as soon as his buddy is out of sight around the front of the
truck, pull out your syringe and stick it to him. Change your clothes and
follow the other guy into the shop.

Follow him into the right-hand door and then he turns left while you should
pick the lock on the door to your right. When it's open, turn left and run down
the alley. Slow down as you pass the biker, he's good at blowing your cover.
You want to take a right into the hole in the fence. (Note just for fun that
right here between the dumpsters by the back door is some rat poison not marked
on the map. It took me forever to find it while devising an all-zero strategy
but we won't need it. You can poison the tattoo ink we'll see in a minute.)
In the main lot, head straight across and into the open garage door to your
left. Once inside, turn to your right and on the wall is a control box for the
lights. Switch them off and then turn to your left. The guard by the North door
leaves his post to turn the lights on. Make your way to that door while keeping
the crates between you and him. Exit through the door and climb up the ladder
immediately to the right of the door to the roof.

Now, assuming your making great time there will be one biker int he next room
and Rutgert will be two rooms away. If so run into the next room and turn right
to exit to the second floor balcony/hallway. The guard may try to follow you
but once Rutgert sits down for a tattoo, the biker will teleport away. (This is
the ink I was talking about, by the way) In the hall, turn left and hide behind
the next door over. Rutgert will exit through this door after he's done with
his tattoo. Sneak behind him and wire him when you can. Pick up his VIP Keycard
and the safe combo. Now, if you WEREN'T making good time when you got to the
roof, you may have to wait outside the tattoo parlor if anyone is in there and
then you can nab Rutgert in his quarters when you get the chance.

Once you got the key and the combo, head to the Point of Interest on this floor
which happens to be the safe. Open it and retrieve the photos. Then head back
to the balcony/hall and turn left. The double doors down on the left lead to
the stairs. Take them all the way down to the basement. Most of the time when I
get down here the left hall is clear but sometimes it's not so there may be a
bit of randomness to the guard placement. Either way, there will be two
patrolling guards so watch out. Make your way to the Northwestern most room
using the side rooms to hide in if you need to. Once you get into the room with
Klaas, flip the circuit on via the control box and then just turn around and
leave. You won't get an alert if he's fried but stab him or otherwise kill him
and it counts against you. Now make your way back to the stairs you just came
from.

This time get off at the first floor and be careful because a lot of patrolling
bikers wander through this room. Just keep on your toes, stay away from them
and you're good. Go around the fence and exit through the left door. Then
straight through the next door to get outside. Now it's a simple matter of
getting to the Southeastern exit point the same way you came in. Through
the fence, left to get inside the building, left to get to the side door and
the fence on the right when you get outside again is the exit point.
3.6 - Deadly Cargo
Objectives: Assassinate Boris Ivanovich Deruzhka
Escape

This mission is easy as pie IF you avoid letting the SWAT assault the ship! My
first all zero attempt involved obtaining a SWAT uniform and posing as a member
of Charlie Team until the ship was devoid of bad guys, save for Boris. It's
loaded with glitches, though, that add Alerts and Close Encounters to your
stats for no reason. "Guards found a dead body" when I didn't kill anyone or
"You cover has been blown" when I haven't don't anything weird. I tried that
method a dozen times trying to find work arounds for the glitches but to no
avail. This method, I'm happy to report, is way faster, easier and is glitch
free, assuming the SWAT never assault the ship in your playthrough.

Start off by running straight to the police gate, skipping over the part where
you can place the GPS transmitter (it may be a big harbor, 47, but they have
limited places to store a full-size shipping container). As you approach the
gate, give a WIDE berth to the officer in the booth or you'll get his
attention. There's a door in the left side of the gate that can be opened. Once
you reach the door, beginning walking as you pass through it and go straight
into the police station. If you haven't attracted the attention of the booth
officer, your Suspicion Meter will be normal, if it's bouncing it means he's
following you but don't worry for now, just keeping walking. If your timing is
good, the officer behind the front desk will be just starting his sitting-down
animation. If you run past the window now, he won't see you. Again, your
Suspicion Meter will be bouncing just a little if saw you.

By now you've either done it perfectly or you have an officer or two following
you. Still running, you want to take a left after the door to the front desk
office and into the locker room. If someone is following, open the door, turn
around to get behind the door and hit Sneak Mode. Any officers following you
should stop in the doorway and not see you due to the door before they give up
and leave. Change into the officer's uniform here once the coast is clear.
Leave the locker room and head down the hall to the left toward the garage. If
you're doing perfectly the next officer to avoid will be just entering the
garage, if you had to wait for an officer to leave in the locker room, this
officer will be in the hallway so be careful.

Once you exit the garage via the right-side door, take a right and head for the
back door to the middle warehouse. If you're still going perfectly, the area
will be clear long enough to pick the lock right away, otherwise you might have
wait for a patrolling officer to clear out first. Once you're in the back room,
wait for the guard patrolling the next room to leave. He goes North to South
and then South to North so whichever door he leaves through is the one you want
to hide behind. Walk into the next room, hide behind that door and syringe him
when he comes back. Take his clothes and weapon before entering the warehouse
proper. Exit the warehouse through the Southwest entrance and make your way
toward the gangway to get on the ship. If Boris hasn't armed the nuke yet,
which he wouldn't have if you're making good time, then wait next to the ship
until the cutscene plays. If you don't wait, the cutscene will freeze you in
place and it will probably blow your cover since teh ship is crawling with
guards.

Once the nuke is armed, climb the gangway and take a right. Mind the guards as
they are VERY jumpy. You can walk by them but if you bump into them or pause
next to them for more than a second, you'll be toast. There is a door right in
front of you that will take you inside the ship, enter it and don't go down the
stairs, just follow the corridor around to the left until you get to a ladder.
Climb down while avoiding the guard and wait by the door. Boris and a biker
should be in the next room. Strangely enough Boris doesn't mind you any more
than his guards but the biker will start blasting you on sight so wait for them
to leave. Once they're gone, enter the next room and drop down to the cargo
hold. This room has two containers on the left that can possibly hold the car,
however, I've only even found it in the Northern of the two once out of maybe
20 playthroughs. Check them out but chances are they are empty so it's on to
the next room. There are four containers on the left side that can possibly
hold the car. Check them and once you find the car open the trunk and disarm
the nuke. Note that there's like a 99% change you'll get a notice that your
cover was blown even if nobody is around. Ignore it. It doesn't count against
you and doesn't make the guards any more suspicious of you.

With that done, head North and up the stairs in the next room. Turn right at
the top and back up the ladder. Turn right up the stairs in the next room and
out the door. Left around the corner and into the next door. There is a door on
your left into a small room with a computer. Enter this room and hide behind
the door since Boris is about to join you. If the biker is still following him,
don't worry since he never follows Boris into this room. Wire him and go back
out to the corridor.

Now just take a right out the door and drop down to the lower level where there
is a notch in the wall. Walk around to the gangway and go back to the middle
warehouse to retrieve your police uniform. Then you can simply make your way to
the exit without the messy SWAT teams ruining your perfect ranking. They seem
to begin their assault as I pass the strip bar which is still about a full
minute before the crappy glitches start popping up so it's all good.
3.7 - Traditions of the Trade
Objectives: Assassinate Franz Fuchs
Assassinate Fritz Fuchs
Retrieve the chemical bomb
Escape with the bomb

You can deselect your guns from the setup screen so you don't have to drop them
when you start. The guards at the entrance don't mind confiscating them but it
saves time. At the start, pick up the ID and drop your sniper case before
heading to the entrance. Enter the lobby and go into the double doors to the
right leading to the East Wing, just before the main stairs (not the doors
under the stairs). Give the patrolling officer here a little room. When he
leaves and the doors close, pick the lock on the next door. Head left through
the next double doors and follow the hallway around to room 108. Don't mind the
blood or ectoplasm, just pick the lock and then look through the keyhole. The
officer should be in the bathroom arguing in the mirror for a second before
walking to the right. When he does, enter the room and change into his clothes.
Now head back to the lobby the same way you came.

We've got some time to waste so we might as well grab a Master Key to pass the
time. Go up the main stairs and to the right. Another right after the metal
detector and straight down the hall. The bellboy should be entering room 210
right now if he isn't in there already. Once he's in the room and the door
closes, take the Master Key from the door. If a guest is in the hallway, don't
worry, he's cool. Now back to the lobby the same way you came.

Go to the doors under the left side of the stair that lead to the bath. If
you're making good time, the patrolling officer should be just turning away
from these doors so you can start picking right away, otherwise waiting until
it's clear. Head inside and stop right before the bath where Franz is soaking.
The officer in here is only as wary as the other officers but Franz will blow
your cover if he sees you. Keep an eye on him and he'll head for the steam room
in about 2 minutes, give or take (we should have popped up to the bar for a
quick drink, sheesh). Follow Franz into the next room and "Turn the Handle" on
the wall to take care of him. Pick up the X-Ray Room Key from his corpse and
return to the lobby.

Head up and to the right again, right after the metal detector again and follow
the hallway around to room 203, the room to the left of Fritz's room. Enter and
go out to the balcony to wait for Fritz's guard to come outside. As soon as
he's back inside, "Jump to the Balcony" and sneak inside. Give the guard a dose
of sleep juice before taking his clothes. Then sneak into the bathroom and wire
Fritz. Make sure to grab the bombcase before going back out to the balcony
(note that if you're dressed as an officer you can carry the bomb around
without the case without raising an alarm, for what that's worth, but it'll
make the next part a lot harder). Jump back to 203 and exit to the hall.

Take a right and then a left through the double doors. Go up the stairs to your
left a little up the hall and take a left at the top. Take another left at the
end and the first right out onto the rooftop. Climb into the window across the
roof and walk straight through these two rooms to reach the X-Ray Room in the
third room. The guards in these two rooms are a little more wary than the
officers were but keep your distance and you'll be fine. Pick up the bomb here
and head back to the rooftop. Enter the East Wing and go left, then right to
get back to the stairs. Go all the way down to the first floor and then follow
the hallway all the way around to the lobby. From here just make your way to
the exit point.
3.8 - Slaying a Dragon
Objectives: Assassinate Red Dragon negotiator
Blue Lotus negotiator must survive
Escape the area

This is a rather simple one objective mission that just required testing a few
available methods until one worked. Since bullets aren't an option, it's not a
case of figuring out what needs to be done, but what you can get away with.
First thing you want to do is drop your case and turn 90 degrees to your right.
Head down this alley and drop down the second sewer which has a Point of
Interest on it. Collect the poison here and climb back up. Turn left at the top
and follow the road East for a little bit. After you pass two guards on the
left, there is a lone guard ahead on the right.

What you want to do is run right up near him to get his attention. Once he's
started following you, walk toward the South, into the alley. Once you draw him
out of sight of his friends you can enter sneak mode and stare him down. Once
in awhile hell scratch his head. Sometimes after he scratches his head he'll
turn around as if he's about to return to his post. He'll only turn around for
a second, though, so you have to be quick in whipping out your syringe and
sticking him with it. If he doesn't turn around, just move a little and then
stop again. He'll turn around sooner or later. If you did all this correctly,
you won't get an alert or anything (despite how *crazy* shady you just acted,
lol).

Once you take his clothes, preparations are complete. Now just waltz in the
park via the South entrance and find the tea cart just a little ahead, near the
center. When the coast is clear (and watch that gardener, he's a tricky one),
just slip the poison into the tea. With that done, just make your way to an
exit point and wait it out. Easy peasy.
3.9 - The Wang Fou Incident
Objectives: Assassinate Blue Lotus Negotiator
Assassinate Blue Lotus Triad Member (x6)
Escape from the Area

This is a rather unrealistic mission to get an all-zero SA on... Anyway, before
we start you should be comfortable with luring and turning guards as this
method heavily hinges on those mechanics. Ok, from the start, head right down
the street and turn right down the next street. Straight ahead near the
swinging sign is a ladder you should climb. At the top enter Sneak Mode and
sneak over to the door to pick the lock. There's a guard who looks dangerously
far to the left but he won't see you. Once inside, grab the bomb, the remote
and the clothes before heading back down the same ladder.

Go straight across the street and right down the alley a little further ahead.
The driver of the limo should be coming back here in a minute to relieve
himself. Persuade him to lend you his clothes with a needle and then make sure
you drag him into the sewer! Then walk over to the limo and plant the bomb at
the driver's door. Once done, head back and change into your Red Dragon outfit
again. (Be happy that nobody is concerned about the 5' tall Asian driver
turning into a 6' tall Caucasian driver... Or the fact that he seemingly has
to take *another* leak. That's somewhat normal Hitman mechanics, though, but it
just gets more interesting...)

Enter the restaurant again through the same door on the balcony. To get to the
room outside the two Blue Lotus that don't leave go through the next door, then
take the first right, first right and first right, go downstairs. At the bottom
make a sharp left and there's a door on your right. Through that door and then
take the first left, go straight across the hall, through the bathroom and
turn right.

Along the way you should get a notice about "Target is escaping". Pull out the
bomb remote, open your map and switch to "Outside". Zoom in on the two targets
to the East. When the car is about to pass between them, close the map and hit
the bomb remote blowing up all five targets. (You may also notice that the
driver is still in the sewer while all three targets are in the back of the
limo without a driver. Also, if you don't drag the driver into the sewer, the
limo WILL NOT LEAVE. It will sit there until the driver wakes up which of
course adds an alert... But it leaves if he's in the sewer. Crazy)

But anyway, back to the remaining targets. There are two guards immediately
between you and the room with the Blue Lotus. Sneak around the left on while
hugging the wall. He will turn a bit but don't worry. Next move to the doorway
to the Blue Lotus but don't enter it straight away. Instead, pass infront of it
and enter from the right side. If done correctly, the Blue Lotus guard from
further back in the room should be standing and following you while the other
is still sitting. If both are standing then this part will be a LOT harder.
With one standing, lure him until he is standing directly behind the sitting
one and then stop. After a moment or two he should start scratching his head
and turning around at random. When he's turned around, take the short
opportunity to pull out your wire and nab him. Quickly turn and wire the
sitting guard. Even if the sitting guard pulls his gun and it gives you a "Your
cover is blown" notice, you can still manage all-zeroes as long as he doesn't
get off a shot or otherwise alarm the nearby guards. If you were unlucky enough
to have both guards standing then you can try luring them and getting them to
turn until you have a window of opportunity to wire them but it's hard. (And
strangling two guards right next to each other without raising any alarm makes
this a hat trick of oddness)

If you managed that then all you have to do is make your way out of the
building through the back door and then to the exit point. Congrats.
3.10 - The Seafood Massacre
Objectives: Assassinate the Red Dragon negotiator
Conceal the Red Dragon negotiator's body
Assassinate the Chief of Police
Place amulet at the restaurant
Escape the area

I had a horrible method I probably would have received nasty emails over but I
managed to make this one super simple, lol. Start by going straight down the
street and turning to the right. Ahead and to the left is a sewer that the Red
Dragon negotiator will relieve himself by in a few moments. First he will stop
near the street to scope the area. If he sees you at this time he will freeze
up and he won't turn toward the sewer until you're out of sight. Once he turns
toward the sewer, sneak up behind him and give him the wire routine. Then take
the amulet and his clothes before tossing him into the sewer. Civilians
shouldn't notice you kill him but their placement at the start of the mission
is random so I can't be 100% sure they will never notice. If they do, it's no
big deal to start over at this point.

Next head for the other open sewer to the South, in the alley. Drop down and
grab the poison here then go back up and enter the restaurant via the front
entrance. As usual, only stabby and boomy weapons will be taken while the
poison remains. Now we want to sneak into the kitchen. The officer inside won't
care if you enter and the chef has his back fully turned but the bartender is
packing and he's got an itchy trigger finger. Your best opportunity is when
he's talking to the officer but if he's at the bar it might be a long wait. You
can sneak in while he's at the bar but he turns his head frantically so you'll
have to be quick, yet careful. Once you make it inside, there's a good chance
the guard will follow you so wait to see if he opens the door. If he does, just
close it again and he'll stay outside.

Once you're in the kitchen safely, turn to the chef and knock him out. Then go
for the tray at the end of the counter and poison the drinks. Grab the serving
tray and "Place Serving Tray In Window" near the bar. Staying to the right of
the window and out of sight, next hit the kitchen bell to get the bartender's
attention. Once he passes the kitchen door, note if the guard will see the chef
when you open the door, move the chef if needed and then head upstairs to check
on your friends: the police chief and the Blue Lotus Negotiator. After they
take their drinks, walk over and "Place Amulet On Table". Now just exit through
the front door and head for the nearest exit point.
3.11 - The Lee Hong Assassination
Objective: Assassinate Triad leader
Obtain jade figurine
Escape from the area

Optionally, you can begin this mission by getting the safe combo by helping the
woman in the brothel escape and you can gain access to the brothel by talking
to the bartender to receive an invitation. Then take the invite to the guards
by the North door in the lobby. Hong as has the combo, though, so you can skip
that part. If you get the combo first, you might shave some time by being able
to run straight to the boat after killing Hong but most of the safes are sorta
close to the exits, anyway, you just spend time backtracking instead of saving
the woman. Six to one, half dozen of the other. I skip it but it doesn't
matter either way.

If you get the combo you end up at the service entrance of the restaurant
which, by the way, is where we want to start if we skipping getting the combo
so head over there. A Red Dragon patrols the back room and the outside lot.
When the lot is clear, run and hide behind the left side of the left-most door
to ambush him when he comes out. Take his clothes and then head in the door he
just came out of. Straight ahead and to the right are stairs to the basement.
Head down and go straight through one door, left and right through the next.
Follow the hall to the double doors next to the first elevator. Turn right as
soon as you're through the doors and enter a weapons store room. Behind the
curtains there is a somewhat hidden door not on the map, enter it. This hall
will be much faster since you can run without worrying about any guards except
for one.

Follow this hall and after you pass through the third door, take a left into a
door that leads back to the mapped area. In the next hall, enter the next room
to the right where the agent is to free him. If you obtained the combo you
could check your map and go back for the figurine if it isn't in Hong's room,
that way you can head straight for the boat when you're done. I'm continuing
on as if you don't have it, though.

With the agent free, re-enter the secret hallway the same way you came.
Continue to the left the same way you were heading before and be careful of the
guard around the first corner. Follow the hallway and then after the fourth
door you'll re-enter the mapped area between two guards and the second
elevator. Take the elevator up to Hong's mansion.

Go left around the guard at the top, then slightly right and into the double
doors to the left of the next guard in this room.Follow this hall around to the
stairs leading to the second floor. Don't mind the fat guy as he couldn't care
less about you, unlike the other guards. At the top of the stairs it's time to
take note of the patrol routes up here.

The fat guy should enter the door to the West wing, turn around and then head
downstairs where he'll patrol an area before heading back upstairs to start the
cycle over. Alternatively, if you bumped into him, he might enter the West wing
and stop permanently. Either way is fine. The guard here patrols near Hong,
North to South and spends about seven seconds outside on the balcony where he's
unable to see Hong. Hong remains stationary until you get close enough, at
which point he will just start automatically attacking you. He will notice you
even further away if you brandish an unusual weapon, say for instance, fiber
wire. Also of MAJOR importance is the fact that Hong will never raise an alarm,
making it quite easy to lure him.

Once you're comfortable with the routes, enter the room just North of Hong and
wait until the coast will be clear for a good 3-5 seconds. Brandish your fiber
wire and make sure Hong sees you (the doors should still be open from the
patrolling guard). If the fat guy is still patrolling, you want to lure Hong
into the West wing and behind the wall so that he won't be seen when the fat
guy returns. If the fat guy is stationary in the West wing already, lure Hong
onto the stairs. Avoid Hong's slashes as best you can as you try to get
yourself behind him to get him with your wire. Once you do, make sure he'll
stay out of sight before grabbing the combo, if you don't already have it.

Now, if you have the figurine simply head down to the boat to finish and if you
don't, then figure out the fastest route to the safe containing it and then
figure out the fastest way to the nearest exit point to finish the mission.
Even if the guard wakes up, you might still make all-zeroes after the notice if
you're not too far from an exit point.
3.12 - Hunter and Hunted
Objectives: Assassinate Inspector Albert Fournier
Escape to DeGaulle Airport

First... RUN! SWAT teams are about to enter both wings and make escaping your
room undetected completely impossible. Forget about the Hitman icon pickup (who
needs messy bullets, anyway?) and run out the door and into the hall. Turn
right down the hall and enter the first door on the left. Keep boogieing, run
over to the balcony and jump over to the roof. Run to the far side of the roof
and jump over to the Southwestern-most balcony. Once inside, walk instead of
run. Walk out the door, turn right and flip off the lights using the panel on
the wall. Now you can run and the SWAT won't see you. Run toward them and turn
left just before reaching them to drop down the elevator shaft to the second
floor. Exit the elevator shaft and turn left, then another left at the corner
to find a lone officer. Sneak up to him and knock him out. Pick the lock on the
door he is in front of and drag him all the way inside to the bathroom. Take
his clothes and make sure you grab the syringe near the bed on your way back
out to the hall.

Now take a left and run down the hall to the stairwell. If you're making good
time the SWAT are all still upstairs. If you're slacking, one of the teams will
be right in front of you. Wait until most of them enter a room before you try
to pass them. In the stairwell, go down and exit through the back door. Turn
right and carefully pass the SWAT team here. Take a right around the ambulance
and head straight down to the last intersection where you'll take a left and
head for our target. Stay to the left while passing the van and he won't see
you. Here is the good inspector being watched over by a couple SWAT and five
civilian... Well, four, if you don't count the mime (and, really, why would
you?). The crowd is none of our concern, though.

First you want to turn the officer on the left by walking near him to the right
and then running diagonally forward and to the left, into the corner where the
wall meats the barricade. Now sneak across the street until you're behind the
other officer. He doesn't like to turn until you get his attention so walk up
on his right side until he sees you, then turn and run back onto the corner to
the right this time. Now with both SWAT turned you COULD sneak up the center of
the street without turning either one back but it's very difficult. Instead,
sneak against the left wall and pass the SWAT on his left. He will turn but
only 90 degrees which leaves him facing the wall instead of the barricade. Same
difference. Now the Northern SWAT should be facing 3 o'clock and the Southern
one should be facing 6 o'clock on the map. After you pass the Southern SWAT,
keep sneaking forward until you're inline with the inspector, then cut North to
get behind him. Check that the SWAT are still turned and repeat the turning
process if need be. When you've got them turned properly, pull out your fiber
wire and share the business end with the inspector.

Now to make our escape. Start walking forward to the West. After the
intersection, as you approach the SWAT teams, move all the way to the left and
start sneaking as you pass them. Stay against the wall until you reach the far
barricade, then sneak to the right, behind the paramedic... At least he's
supposed to be a paramedic, I guess. Looks like a firefighter to me. Use your
second syringe on him and you only need to grab the PM key. Then head down the
alley to make your way to the ambulance. Try to avoid passing the officers back
here as they seem to be a bit jumpier than the others. They cross at the North
side of the block so that's a good time to avoid them. Then just use the keys
for the ambulance to make your escape.
4 - Legal
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

This guide is Copyright 2014 SilentCaay.

This may be not be reproduced under any circumstances except for personal or
freely public use. This guide is not to be used for profitable means by
selling it, including as an incentive "gift" with another purchase, by
including it in part of any premium service or by any other method.

If you see it hosted somewhere that violates these terms of use, please email
me with details at the email found at the top of this guide.

As always, the most up to date versions of my guides can be found where I
personally upload them: www.gamefaqs.com or the Steam Community Hub.
Thank you.
5 - Guide History
v1.00 - Walkthrough and following sections completed: Introduction, Tricks
of the Trade, Legal, Guide History, Thanks.

v1.01 - Minor formatting/text changes to make the guide compatible with the
Steam Community Hub "Guides" section.
6 - Thanks
- The developer: IO Interactive and the publisher: Eidos for making a great
game and bringing it to us.
- CJayC for making gamefaqs.com, the single greatest video game site online.
- Valve and the Almighty Gaben, the single greatest video game company of all
time.
- Anyone who writes in with corrections/additions to make the guide better.

==============================================================================
11 Comments
Big Mac 15 Feb, 2024 @ 11:14pm 
Loved this game when I was like 6, music scared the shit out of me. Can't believe this game is so old now
Vince 8 Jun, 2019 @ 3:08am 
on the asylum, (PROFESSIONAL difficulty) as soon as you approach the exit doorway, the 4 SWAT members instantly shoot you.
Meat-King, The Ultimate 7 Feb, 2019 @ 12:39pm 
I am the Meat-King, and this is my favourite guide for Hitman: Contracts. :Suit_Only:

Now get me some chicken! :GrilledChicken:
Cap'n Saccade 20 May, 2018 @ 5:54pm 
Also, three years later - you can only change your loadout if you've already finished the mission.
Going back to main menu and starting a "current" game using your saved progress will access the mission and allow you to edit loadouts.

Idk why to use a guide if it's the first time ever playing.

Thanks for the tip with deadly cargo - I forgot about the police uniform in the locker-room and was pistol-whipping a cop to get the uniform instead.
Cap'n Saccade 20 May, 2018 @ 5:50pm 
3.8, Slaying the Dragon - if you are fast, you can catch the gardener at the corner (the guards cannot see as you needle him), quickly nip down and grab the poison. Drop your pistols in here, if you have them, then back up and then sprint to the nearest gate - esc the cutscene, get searched, sprint in front of the Red Dragon guy and poison his tea before sprinting to the exit.

You might get a "guards are now looking for a suspicious bald person" and some shooting starts - but it doesn't count as an alert and, so long as you're on the way to the exit point as the Red Dragon and not in the garden - there is no cover blown.

What's weird is that there are bullets flying at you as you run away, but no indicator that you're in trouble - it's simply a case of speed before what (i guess is) a civ spots the body and alerts the guards.

Takes about 1 minute, this way.
SilentCaay  [author] 28 Aug, 2015 @ 11:27am 
@Rince, I meant it's best to just unselect the default loadout and start the mission without any weapons otherwise you have to manually drop them at the start of the mission anyway just to get into the club.
Rincewind 27 Aug, 2015 @ 5:44pm 
So im on the Meat King's party, and you said there is a way to deselect your guns before starting tso you dont have to frop them but I cant figure out how to do this
v00d00m4n 30 Jul, 2015 @ 8:04am 
Just tried as SWAT on highest difficulty, they start shooting at me when they see me from 2-3 meters, in some corridors where about 4 of them covering corners its impossible to go this route without blown cover. I think dressing as psycho and going to left room and then to second floor balcony is safer route, but whats bugging me or this game is the fact that sometimes swat team unpredictably run in from another room and start shooting at me when i did nothing wrong. Now i remember that this glitchy sudden AI behavior was the reason i disliked this comparing to Hitman 2.
Chick'n'Duck 9 Nov, 2014 @ 11:10am 
3.9 - The Wang Fou Incident: I didn't know how to kill the last two AND maintain all zeros so I tried to strangle them for the heck of it and it worked on the first try. I couldn't believe myself that the other one didn't notice anything:
http://cloud-2.steampowered.com/ugc/52117160289924840/A8660911B0950C5CE22317EEE89E46318D816658/
Moe Lester 16 Sep, 2014 @ 2:36am 
I don't know what the f#$k is wrong, but my setup screen is nowhere to be found. Does anybody knows WTF is happening?