Mission twelve: Hunter and Hunted. Wounded, out-gunned and trapped; the situation looks bleak for 47 as a well-informed detective closes in on the assassin. With the hotel being assaulted by heavily-armed SWAT teams, the question is whether 47 can escape the onslaught and still complete his original mission. This seems like it's only the beginning of something much bigger.
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This was always going to be a tight mission to narrate given that it needs to extol how it lies in both Contracts and Blood Money's chronology as well as detailing the possible ways to go about achieving the mission. I do use "mission" at the beginning of the narration quite a number of times, primarily because I was trying to get through a lot of content in a short amount of time but it does come off as a little dense. There is an awkward pause towards the end when I was going to describe why I headed towards a different exit before settling on the one I used but time constraints once again had snuck up on me.
Play time: 3:14
Rating: Silent Assassin
Shots fired: 0
There is nothing complex about this mission and only the first section needs to be done with any speed; as mentioned, if you don't want to circle around using the roof and balcony hopping method then you can drop down the lift shaft however your timing needs to be impeccable from the get-go to do that. If you use the roof then killing the lights is the only neat way to get off the third floor and means that you can run past the SWAT team without worrying about them noticing you; if you have a shoddy monitor then you may want to slip the night-vision goggles on until you reach the floor below.
The police officer on the second floor is shouting for a drug-user to come out of his room; if you keep your distance from him it's possible for the officer to ignore you and ask you to leave the hotel, get any closer however and he'll recognise you and start shooting you. He does have quite good hearing so don't run or walk too closely to him. If you pick the lock of the door, there is a gun and an extra syringe in that room and the drug user is either dead or comatose so don't worry about him.
Once in the police officer disguise, just make sure not to get in anyone's face and you should be fine. You can navigate using the sewers if you really want to avoid second glances but the overland isn't very expansive and is easy to avoid getting spotted. One of the three exits, the ambulance, requires you to have the car keys from a wandering paramedic before escaping which is where the second syringe comes in handy. You can use the paramedic's disguise if you choose but there is no golden disguise for this level, everyone is on edge; apparently using the paramedic's disguise nets you a different ending than if you simply drive away in the ambulance.
The detective will open fire on you if you sneak too closely too him which I almost did and is what made him drop the megaphone and catch the attention of the SWAT member I was trying to turn away. It is possible to shoot your car (the fortysevenmobile) and start a car-alarm to distract the SWAT team however on an all-zero run that's a bullet too many. Turning the SWAT's attention isn't precise and you can do it any number of ways, just remember not to get too close and not to pull out any weapons. Also remember to sneak away so as not to cause the SWAT's attention to return and see the body of the detective.
My escape route was incorrect as it took me past too many police officer to be viable which is why I then switched to the remaining exit with lighter police presence around it; the only other choice would have been to go find the paramedic which I knew wasn't necessary.