u/Weird-Definition-961

▲ 13 r/HiTMAN

SA/SO/No-Firearms freelancer mission where fruits came in clutch. Demonstration of how to use soft throwable objects to lead into accident-push kills.

u/Weird-Definition-961 — 3 hours ago
▲ 17 r/HiTMAN

Random assortment of Freelancer trivia, part 3.

Click here for part 1. Click here for part 2.

  1. You can actually lure any guard or civilian NPC who has a disguise to a secluded area by knocking them out (or sedating) and stealing their disguise and NOT hiding them. Once some NPC wakes them up, they will regain consciousness say "I didn't get a good look at the perpetrator" and then run extremely fast to the designated closet area to dress-up, which is where you can knock them out (or kill) and hide their body. For example guards knocked out in Janus Residence will run to the basement closet, which only has a single guard (2 in alerted), which is easy to clear.

  2. Warehouse worker/Ark Custodian/Welder etc disguises allow you to break crates with crowbar (containing items) right in front of everyone without it being a suspicious action. Remember next time you go to loot that sawed-off shotgun, katana or knives.

  3. Many water sources naturally spawning on the level can be electrified, but none do it better than EMP charge. NPCs are naturally drawn to pick it up, as if it were a coin, which pairs extremely well with electrocution kill as you can detonate it when they reach for it. Miami fountain (with dolphins), Chongqing street puddles and Ambrose island puddles work best from my observations. My full post about EMP charge can be found here.

  4. Ideal syndicate leader arrangement place ideas: Any secluded area with closets, Schmidt house basement (can use explosives and unsilenced guns), Hokkaido morgue (incinerators for infinite body dump), Any area with ventilation system that can be poisoned (sedative gas OP), Sapienza tower (literally just hippie and nobody else there), Santa Fortuna jungles (tall grass and river to hide bodies in) or Hippo enclosure (infinite body dump), 47's hotel suite (Bangkok, Hokkaido and Haven), Biker hangout rooftops (0 NPCs there) or forest path leading to the club, Staff hallways in Dubai (infinite body dump in elevator shaft or if thrown out of the window), Sewers in Isle of Sgail (or the castle top with helipad), Miami parking lot or small grassy area with shredder near Ted Mendez (infinite body dump) etc.

  5. Using EMP charge to hack an electronic door doesn't void "doors stay locked" task, because it doesn't automatically open the door, but simply removes the "requires keycard" flag.

  6. If you've isolated a suspect (for example with sieker shot) but aren't 100% sure that they're the syndicate leader - shoot the floor beneath them. If it is your target then Diana will say "47, your target is trying to escape". If it isn't your target then just knock them out and find the next best match. If you're quick to knock them out, you will not lose silent assassin either.

  7. By bringing a grape knife from the safehouse to Mendoza, you can get dozens of grapes to create accident pacifications for free in the grape fields.

  8. On a related note, if you have a "make target slip" task and already poisoned target with emetic, but didn't get there fast enough to put the banana/grape in front of the toilet, you can simply place it at the doorway and shoot the floor. Target will attempt to run away and slip. Beats waiting for a minute until they finish vomiting.

  9. You can purposely drop sieker and kalmer on the floor during the penultimate mission to buy them back from the supplier during the showdown. This allows you to circumvent 15 carry capacity restriction and only costs 7700 merces. You can fill the rest of your loadout with other gear, including collector's edition sieker/kalmer.

  10. You can quickly finish "collateral kill: explosion" prestige objective by using a makeshift explosive and a briefcase. If your target is a civilian, place it in front of them and wait until they approach the guard to handover the briefcase, which is when you detonate it. If your target is a guard, either set the briefcase at the closest civilian (so they bring it to him) or simply let them carry the explosive briefcase into the security room and detonate it when they're next to other guards. As a bonus you can automatically wipe surveillance records if you time it well.

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u/Weird-Definition-961 — 7 hours ago
▲ 47 r/HiTMAN

Random assortment of Freelancer trivia, part 2.

Click here for part 1.

  1. You can complete the "push kill" objective even if your target is on the first floor as long as the level has manholes (Whittleton Creek, Chongqing). Just remember to bring a crowbar. You can make the target slip on a banana peel and fall into the manhole too, which counts for silent assassin accident kill. Dumping them into water also counts for a push kill.

  2. Remember to make use of the ventilation poisoning. Many levels have areas which can be gassed with sedatives or lethal fumes: Nolan Cassidy Residence in Whittleton Creek, Security room in New York, Mendoza Wine Cellar, Himmapan Hotel Lobby, Haven Island secret laboratory. They are also perfect for arranging syndicate leader meetings, because you can sedate everyone in the room.

  3. While story missions are irrelevant as you don't get the main targets assigned in Freelancer mode, many are still useful because they create opportunities to assassinate others. Car Bomb that Robert Knox prepared is a fully functional remote explosive; Fuse cell can be used in art installation of Marcus Stuyvesant to kill other visitors (which can be targets); that fugu fish poison is conveniently close to an easy chef disguise in Hokkaido and you can poison NPCs that normally don't eat by blending in at the serving station; Letterbomb parcel meant for Andrea Martinez is also a powerful remote explosive that can kill through certain walls etc.

  4. Instead of awkwardly trying to throw car battery into a puddle that has an NPC (which keeps locking onto their head), you can drop it over water and then shoot the battery from a moderate distance away.

  5. For generators that are ON by default: you can throw a propane flask besides them and the next NPC who will come over to turn the generator on will release sparks and explode in an accident.

  6. Unless you specifically have tasks like "silent assassin", "don't blow your cover" or "do not get spotted" - you don't need to bother with waiter/chef disguises to poison food/drinks. Also if it is a showdown, just make sure that the suspects or lookouts aren't observing you. NPCs will spot you and get suspicious, following you for a bit (but it is easy to run away), though they will quickly abandon the pursuit. They don't immediately get hostile and will resume their usual loop.

  7. Certain level exits, such as cars, can be destroyed (either ahead of time or in the moment) to re-route syndicate leader escape to another exit. This is especially relevant on levels where the alternative exit is a fair distance away, for example the car in Sapienza being destroyed means the leader needs to run all the way to the lower streets, pier or ruins.

  8. Similarly to point #7, you can leave a remote explosive ahead of time at the exit that the syndicate leader is likely to run towards (always the closest one to them) and detonate it when they approach it. It also takes out all their guards. You can instead use a concussive bomb for "knock out 3 guards with concussive explosion" task, or if your syndicate leader needs to be killed with a specific weapon like sniper, lethal melee weapon throw, shotgun, fire canister trap etc.

  9. You can put nitroglycerin, octane booster, ICA impact explosive, explosive golfball/baseball or other similar items on door handles (exercise caution) to set-up a trap. The next NPC to open the door will die from an explosion. That being said, it is a meme strategy at best and many assassins died due to the glitch of those explosives phasing through the handle, leading to instant death.

  10. The entire fountain in the upper level of Dubai (you know the one which can be walked on, with tree in the middle) can be electrified. Have fun committing war crimes.

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u/Weird-Definition-961 — 15 hours ago
▲ 81 r/HiTMAN

Random assortment of Freelancer trivia, part 1.

  1. You can put a bag of gunpowder near a syndicate member (or leader) who smokes and they will trigger the explosion when they throw the cigarette away. Doesn't count as SA, but it's free, not suspicious to place and many maps have a dozen of them spawning naturally.

  2. Starfish from maps like Miami, Haven, Ambrose and Sgail, count for the prestige objective "Shuriken kill".

  3. You can sedate and kill supplier NPCs, though there's no reason for it, as you cannot steal their disguises. It does come in useful when you need to do a collateral kill objective, but there's no shortage of NPCs for that.

  4. Changing back into your starting disguise resets the timer of the "timed: disguises" prestige objective.

  5. If you spawn on top of the Dartmoor Manor and your target is an npc near water, you can lure them to the edge with 1 shot and then land a second shot on their ankle to drop them into water for a Silent Assassin kill that also counts for "hide target bodies". Same applies to fishermen NPCs in Sapienza from 47's apartment and various villages in Ambrose from their own huts (or rope bridge); though the latter doesn't count as hidden body.

  6. You can easily snag a guard disguise even if there is no guard in a convenient spot by placing a gun in a secluded area and tossing an object to lure any NPC. The civilian NPC will fetch a guard, whom you can knock out in that very secluded area. Very convenient for elite guard disguises.

  7. Ambrose Islands is actually one of the easiest maps to pull off a SA/SO on if you remember the durian tree spawn locations. You can easily obtain upwards to 6-10 durians (depending on your luck as they yield them in various quantities), which can be used to pass guard checkpoints, lure npcs to toilet and just remove enforcer status on pesky lookouts. If by some miracle you run out, you can also craft an emetic gas bomb via biologist by giving him a poisonous frog. There are several banana spawns on the map too, which you can use to intercept couriers or sedate guards without losing SA. The map has a lot of shallow waters where you can lure an NPC and shoot their ankle for a free accident kill. Both guard disguses can also openly carry sniper rifle. There are 2 bone lockpick spawns and a bunch of poisonous frogs with an easy chef disguise to obtain (he is alone in his room, which also contains yet another durian spawn).

  8. You don't necessarily need emetic poison to drown someone. You can lure them to the toilet with a coin, or push them into water; for instance the ponds and river in Dartmoor. Paradoxically, drowning someone in concrete at Dawood's Tower construction site doesn't count (#sadge).

  9. "The big one" throw (from loot crate) can set off a propane explosion or oil leak without being a suspicious action.

  10. On several maps (such as New York, Miami and few others), you can destroy video recorder by putting a makeshift explosive in a briefcase and letting the guard carry it into the security room. Similar can be done with EMP charge while preserving SA.

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▲ 28 r/HiTMAN

"Just prestiged not long ago and didn't get a sniper yet; hope I don't get any sniper missions right away haha..."

▲ 38 r/HiTMAN

Just finished a 4 target Haven Island mission that was more difficult that SA/SO

It was alerted Maldives level, default spawn. I had 2 targets in the restaurant area and 2 targets in Tyson Williams' mansion.

The first target was a guard patrolling between the pool and restaurant. I simply turned on the tap and he went to investigate, at which point I shot the lighting fixture and he was electrocuted.

The second target was a waitress in the restaurant, going between the bar and the open buffet areas. I lured her to the edge with a coin and then spam-called explosive phone, luring her under a coconut palm (which I shot with ICA19 from afar) for an easy "falling object" accident kill.

The third target was a female researcher near Tyson Williams' mansion pool. I found a car battery in a loot crate along the way and it came in clutch. I turned on the tap to create a water puddle and immediately turned it off before anyone noticed. I then tossed the car battery to the puddle and it simultaneously electrified the water and lured her to her death.

The fourth target was a security guard indoors, in the living room near the aquarium, reading his book. I waited for the male researcher who was manning the grill to turn away and snuck past him to the living room via the backdoor. I then tossed an EMP charge down by the aquarium, which lured the guard. When he went to pick it up, I activated it remotely and shot the aquarium for yet another electrocution.

I retraced my steps and exited via the motorboat. It was a fun puzzle to tackle, as I am currently doing no dart gun runs to practice for post-prestige missions.

▲ 18 r/HiTMAN

Here are some training runs that you could do to improve your freelancer performance:

Aimed for beginner and intermediate players. Share it with your beginner friend(s)! Focus is on becoming able to execute effortlessly even without tools. All of those are to be done in the main game, not freelancer mode, having access to restart and re-load map.

  1. Start various missions with just wrench + screwdriver loadout (you can get various ones from challenges or as twitch drop) or just no-loadout and find them on map. Proceed to make as many gas/electricity/tech accident kills as you can without being suspected. Ideally use a map with technician/maintenance-crew disguise. This will give you a perspective on just how many freelancer mode targets are in kill-range of a very convenient accident waiting to happen. Don't forget exposed wire plugs, water coolers, chandeliers with release switch or random water puddles with electric lamp near.
  2. Start a mission without a lockpick. In 8 times out of 10, there WILL be an agility shortcut somewhere leading to your target area, be it a water pipe, a ledge you didn't notice before, a vine you can climb or just a vault spot. This reinforces map shortcut-learning and removes the crutch on always relying on a lockpick which you might not always have. You can complete any freelancer mission without a lockpick.
  3. Start a mission on the map with a lot of cars (whittleton creek, paris, sapienza) and practice exploding cars with bullets and remote explosives. Do it in such a way that the explosion is accidental (it will say in the score counter). This will teach you to reliably and consistently pull off Silent Assassin kills on maps with vehicles (of which there are many) and perceive them as kill opportunity too, not just "a random hiding spot I can occasionally use".
  4. Start a mission with only a suppressed pistol and get as many "falling object" accidents. They are mostly chandeliers, but you should also keep an eye out for objects like stalactites, icicles, coconut/durian trees etc. This is a rarer, but more useful when it comes up. Many players forget to look up (with instinct enabled) when looking whether their target paths around a conveniently placed chandelier. There are a lot of those in Hokkaido sushi bar, Berlin (including disco ball) and Dartmoor manor.
  5. Start a mission with only a remote explosive (and oil canister if you have it). Practice a few attempts at detonating a propane flask (or oil canister) with the remote explosive, in such a way that it kills the npc with accidental explosive and not the remote explosive. It comes up clutch when you unlock "makeshift explosive" in the garage, as it is free to craft and 0-carry capacity requirement. You can detonate flasks through doors and thin walls. You can also disable security systems with them too. Also, another good thing to practice is to gauge at which range propane flasks knock out npcs without killing them, for the "concussion knockout" mercer task.
  6. Start a mission with Kalmer (Ambrose, Haven, Sapienza, or other maps with deep waters) and practice dart shots in such way that would drop bodies into the water for instant accidental (drowning/push) kill. It comes up occasionally for a relatively safe accident. You can get a similar result by using light throwables that don't knock out (apples, bananas, muffins, pretzels etc), as no body is ever found and as long as nobody saw you throwing (even if they saw the target falling) it would be SA kill. This gives you a good idea of which npcs are susceptible to being drowned in water and at what opportune times to do it.
  7. Start a mission with just 3 coins and see how many npcs you can lure in secluded rooms + pacify and stash into the closets, without being spotted. While easy on paper, and relatively low-difficulty, the matter is in the consistency. Remembering the NPC behavior on hearing sounds, spotting coins, delays in movement, length of animation on whether it is enough time to choke them out before someone walks in.
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u/Weird-Definition-961 — 3 days ago
▲ 1 r/HiTMAN

Mod to swap rifles?

Hi, do you know if there's a mod (or a tool to make one) that would swap some "meh" sniper rifles in freelancer mode with cooler, more-unique ones such as "the golden dragon" or "the majestic"?

I saw several pistol-swap mods, but none for rifles. I suspect it involves a lot of hassle and stat swapping and whatnot, but maybe I'm wrong.

Same question for melees. Would be nice to see Black Almond's Dagger in legendary melee slot, which actually has a unique mechanic, instead of the antique carved knife.

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u/Weird-Definition-961 — 3 days ago
▲ 27 r/HiTMAN

Ideas to buff/revamp some "useless" unlockable gear.

Some items could receive useful functionality without becoming overpowered. Let's get right into it:

  1. Cocktail shaker - give it a functionality to "mix drinks" (storing poison within shaker), which you can then add to any that is already on the map without it being a suspicious action regardless of your disguise. They would have a prompt to mix-in item, similar to how you can store items in briefcases within inventory interface (G by default if I'm not mistaken), except you add poison instead. This action is illegal, so do it outside of NPC view, unless you're waiter/chef.

  2. Burj Al-Ghazali Snowglobe - make it so that when the object is thrown and broken, it creates an interactable water puddle, similar to one left by water canister. Essentially a set-up for electrocution kills. Throwing it would be a suspicious action, similar to how throwing a car battery is.

  3. Soap - makes targets slip, similar to banana. When paired with water puddles (including entry #2) will make a slippery surface similar to those in New York or Dubai.

  4. Pinot noir - similar interaction to snowglobe. Several wine barrels (when punctured) leave a surface that can be electrified (for example in Isle of Sgail) - this would simply be continuing that trend.

  5. Aztec necklace - not a rebalance per se, but a proposal to add it as an unlockable gear. It is arguably the coolest, or at least most unique-looking fiber wire.

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u/Weird-Definition-961 — 9 days ago
▲ 2 r/HiTMAN

Freelancer crate loot pool rework proposal...Or mod idea (if you're a modder and reading this)

Freelancer loot crates have a mix of good items that create memorable runs and inconsequential fillers that doesn't impact the gameplay in any meaningful way...so I went out of my way to compile a list of changes to make it more entertaining and memorable.

Right now there are a lot of interchangeable blunt objects. While those serve a purpose, maps already provide a bunch of pipes, bricks and so on. In my opinion the crates should either include items that serve a unique purpose, create otherwise difficult opportunities or at the very least introduce new and returning players to some unique items, making them think "wow, I wonder how I unlock this in the main game mode?"

Some items in the existing pool are already good at that:

  • Magnesium pouch + Lil’ Flashy, both useful for sneaking through chokepoints, blinding tasks, all without neither sedating nor killing. Also a throwback to Paris Xmas and Escalation contracts (track 2) missions, where you unlock them.
  • Banana, which creates slippery trap (without breaking silent assassin). Nice for tackling that "make target slip" task and intercepting couriers.
  • Shaman powder, distinct-looking concussion explosive that fits in the pocket, knocks out NPCs in an AoE, opens safes, and can trigger other explosives. Players will notice that you can unlock it from Santa Fortuna, encouraging exploration of this mission.
  • Propane flask, fire extinguisher and car battery, which encourage environmental accident setups but require you to openly carry them, because they're heavy items.
  • Emetic gas grenade, the uncontested MVP of the loot pool, moving targets (or guards) away from crowded areas. Makes players notice the utility and find out that you can unlock it from Ambrose islands, rerouting players to other content within the game.
  • Iconator / Blownaparte / explosive baseball / nitroglycerin / bag of gunpowder, lethal explosives that encourage trap setups, panic manipulation, chain detonations (though there are arguably too many in this category). Throwback to Escalations (track 1), Paris, Whittleton Creek, Elusive target arcade, where you unlock them from.
  • Fishing line + headphones, small but distinct enough fiber wire for garotte tasks. Also a throwback to Miami mission and escalation contracts respectively. Makes newer players think "how do I unlock this?" and sends them to an escalation contract rabbit hole.
  • Rusty crowbar + wrench, kind of bland, but still more useful than an average item you can find on the map. Though I would argue they can be safely removed from the pool.
  • Fugu Fish poison, which is functionally the same as any other consumed lethal pills or vial, but has a unique appearance and serves as a throwback to that Hokkaido mission when you poison Yuki Yamazaki with sushi.
  • The big one, which apart from creating distractions can set off propane explosions and ignite oil puddles without being an illegal action.

The common thread is that these items serve a unique purpose or serve as a throwback to content from older missions.

That being said, below is a list of items that I think would be an amazing fit for the loot crate:

  • Bubble Queen Gum Pack A unique sedative item that NPCs instinctively pick up and consume. It attracts NPCs (can substitute a coin in some scenarios), knocks them out without raising suspicion and unlike Kalmer (which is illegal) it isn't suspicious to throw/place it. You can place it on the route of a patrolling guard or a courier to intercept his package. Also it introduces players to the 7-deadly sins DLC, where they can unlock it from.
  • Durian An AoE emetic item with legal carry status. A more "whimsical" version of emetic gas grenade. Also a throwback to players to the Ambrose mission and an encouragement to unlock it from that one achievement.
  • Doubloon A coin-type distraction item that is visually memorable and is a throwback to Haven Island mission. Encourages people to explore that mission in the main game and find the buried chest easter egg.
  • Bone Lockpick A permanent lockpick without rarity attached, so players cannot keep it. Power creeps the rusty nail, but also yet another throwback to that Hitman 2 mission.
  • Guru’s Emetic Pen A disguised emetic injector hidden inside a fountain pen. Perfect fit, while also introducing players to that Guru escalation from the Hitman 3 DLC, encouraging exploration of side content.
  • Remote Breaching Charge (Not the MK3 variant, but the one you unlock from Sapienza) A utility explosive useful for getting access and safe opening without raising too much ruckus. Also a throwback to Hitman 1 mission in Sapienza. Importantly, it has no rarity, so players are encouraged to use it because they can't keep it after mission.
  • Molotov Cocktail An underutilized but extremely unique explosive. Could replace one of the explosives that is already in the original pool. The immediate explosive area kills npcs while the extended AoE creates burning kills. It also encourages practicing the throws, because you can set off fire traps over fences or ballistic trajectory (like open window).
  • Taunton Dart Gun Essentially a Kalmer equivalent without rarity, so players can't keep it after mission. A temporary dart gun and a throwback to that DLC escalation mission in Berlin from Hitman 3.
  • Jade Dagger A visually distinct melee weapon from the Bruce Lee DLC, but functionally still a knife. It looks memorable and seeing that other celeb DLC items are in the freelancer already, I don't see why our boy Bruce Lee got the short end of the stick.
  • Combat Knife Simple, sleek "agency knife" vibe. Having ICA field equipment occasionally appear in Freelancer crates makes it feel more like an agency pickup stash and grounds the otherwise chaotic feel.
  • The Ducky gun A custom 5mm silenced firearm without rarity, which can come in clutch on the missions after prestige or if you need something to break cameras and land distraction shots. The ducky print is also a throwback to the classic rubber ducks that agent 47 is known for using. Players will notice that you can unlock it in the main game by grinding elusive target arcade, pushing them to try more side content and grind the acheivements.

Some items currently in the pool could be removed or reduced in frequency due to redundancy:

  • Apple
  • Blueberry muffin
  • Pipe
  • Iron (for ironing clothes)
  • Scissors
  • Gold idol
  • Crystal ball
  • Pool ball
  • Rusty nail
  • Baseball
  • Red-tie kiwi / squeaky toy
  • Emetic rat poison (maps already provide a lot of those)

They rarely create any meaningful or memorable missions. The bottom line is that it isn't about making Freelancer mode easier, but to spice up the gameplay and make each mission more unique.

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u/Weird-Definition-961 — 14 days ago
▲ 51 r/HiTMAN

How do you feel about the panic shots?

For those unfamiliar, it is a mechanic whereby you purposely shoot near a civilian, to make them panic, "blind" to 47's presence, as they run towards a guard. Another iteration is shooting a guard in the body without killing them and swiftly leaving the area you shot from, because guards will blindly charge towards your last known location that you shot from. Both are utilized by speedrunners and they don't void the "Silent assassin" rating.

Mechanically, it checks all the boxes when it comes to never being seen, suspected or noticed; you still get the Silent Assassin rating in the end. Narratively? It breaks the immersion of how 47 operates.

A common point that people bring up in defense of panic shots is that "nobody knows whether it was specifically 47 shooting or a random mugger", but the game doesn't operate on "lack of proof" basis in most cases. For example if they find a knocked out NPC, they're not going to wonder whether it was a bald man with a crowbar or someone else, it voids your Silent Assassin rating immediately.

Narratively, 47 operates like a ghost, so that the world didn't even know that he was there or that a murder took place. Random bullet impact being noticed (or worse, NPCs getting gunshot wounds) isn't exactly screaming "silent assassin".

Another thing is panic explosions. It is completely justified to create panic via fire alarm or an accidental explosion (caused by propane leak or fuel tank). But if people notice a random duck exploding in a sandy beach or a block of C4 going off, narratively guards shouldn't go "Alright, 40 seconds passed, everybody calm down, it was probably the wind".

I personally never utilize it, because the game would become too easy, but I have nothing against people using panic shots. I'm not calling for the removal of those mechanics or downgrading completions that utilized them, but if there was a hypothetical rating above "silent assassin", where no panic was created (and certainly no bodies "hidden" by chain explosions launching a corpse into the stratosphere), it would be something for purists to consider.

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u/Weird-Definition-961 — 14 days ago
▲ 10 r/HiTMAN

  1. Dartmoor consumed poison run - Poison as many NPCs without being spotted as you can. On Dartmoor map you can access a chemical station where you're able to distill any emetic poison (poisonous plant: emetic, rat poison, emetic vial/pills, mushroom) into a lethal poison. You can find quite a bit of the poisonous flowers in the greenhouse and Emma Carlisle carries one as well, alongside many rat poison spawns across the manor. You can also bring along a few poisons. Wearing servant outfit is suggested, as they can poison without suspicion. You can do a similar challenge in Whittleton creek, Ambrose islands or Santa Fortuna to a lesser extent, as they have a lot of poisonous flowers and frogs spawning on the level.

  2. Wrench + Screwdriver loadout - create as many tech/gas accidents as you can without being spotted. I suggest a map with a technician/maintenance crew disguise, such as Paris, Berlin, though you can do any map you like. It broadens your perspective on which npcs are vulnerable and which are smokers, which is particularly useful for later freelancer reference.

  3. Sedate as many people as you can - pick a map with an area where you can poison the ventillation (Whittleton Creek's Cassidy residence, New York security room, Mendoza Winery etc). The challenge is to sedate as many as you can without being spotted or losing silent assassin.

  4. Colorado gun collection - pacify as many guard NPCs as you can without raising alarm, while periodically dropping off their guns on visible spots. You will quickly notice that the weapon crates across map will run out of space. Plus, the image of the main targets being the only conscious npcs left on the map is kinda funny. For your reference, there are around 170~ guards in Colorado and yes, it is possible, though I suggest saving frequently.

  5. Secret tunnel meeting (freelancer exclusive) - In Santa fortuna find a gold idol and trigger the easter egg for secret tunnel using it. The in-map gold idol is missing (removed by IOI), but you can still find them semi-commonly in loot crates. Get your hands on a burner phone and arrange a meeting at the end of the secret tunnel. Watch everyone get darted to death, or leave an explosive surprise.

  6. Mass Drowning - in Haven or Ambrose islands you can shoot npc in the leg to make them fall into shallow waters and die (accident kill). Guards and other npcs will naturally investigate, whom you can also shoot in the legs. It doesn't take long for the map to be full of drowned bodies. The pool area in haven island's central leisure area also counts for this type of kills.

  7. Dubai elevation - bring a weapon with strong knockback and shoot as many npcs into the elevator shaft (either floor works) as you can. Alternatively, if you're trying to be sneaky, dump unconscious/dead bodies there. It acts as an infinite body dump, so you can technically hide every single body in Dubai. Also, you can set up banana fall kills into the elevator shaft, just leave a coin or a gun in the path.

  8. Mendoza production accident - similarly, you can push a lot of npcs into the grape grinder, press, freezer or vats in the Argentina level. Bonus points if you never get spotted while doing it. There's also a secret diving tunnel behind wine cellar and security room which also acts as an infinite body dump.

  9. Car bomber - pick a level with many vehicles, such as Whittleton Creek, Dartmoore, Paris or whatever map you like and trigger as many car explosion accident kills as possible, without being spotted. You can shoot the fuel tank with a silenced pistol a couple of times to trigger it.

  10. No more guards left - Pick any map you like and silently dispose of every guard you can, without raising panic. You can lure them to quiet areas easily by placing a gun in front of them on the floor, which they'll promptly take to a weapon crate in security room. After that go to the central hub and fire your unsilenced firearm and watch everyone panic, looking for help, calling for guards that are never coming.

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u/Weird-Definition-961 — 15 days ago

I don't find Ricky Jervais, Lous C. K. Or Bill Burr funny at all. Without exaggeration I'd watch either for 30 minutes without even cracking a smile and just disappointedly turn it off.

There's some underlying connection between those 3 that just doesn't click for me, though I can't quite put my finger to it. Perhaps you can share some insight?

I doubt the matter is in being picky as I am a fan of quite a bit of comedians, enjoying almost any other comedian, including but not limited to: Dave Chappelle, Gabriel Iglesias, Maz Jobrani, Михаил Задорнов, Семён Альтов, Russel Peters, Павел Воля, Александр Ревва, Михаил Галустян, Adam Sandler, Robin Williams, Trevor Noah, Аина Мусина, Алесандр Щербаков, Иван Абрамов, Юлия Ахмедова, Галым Калиакбаров, Сёстры Байболовы, Kevin Hart, Eddie Murphy, Jim Carrey, Александр Незлобин.

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u/Weird-Definition-961 — 21 days ago
▲ 137 r/HiTMAN

EMP charge is an underutilized and overlooked piece of equipment that is secretly multi-purpose and overpowered for both the main campaign, elusive targets and especially freelancer mode.

  1. NPCs are naturally drawn towards EMP charge and will attempt to pick it up as if it were a coin. This is especially useful as you can let a guard who circles around security room to pick it up and detonate it when he passes by the surveillance system. And if he doesn't, you can put a gun on his path and he will re-route to walk towards the security room. (Note* only applicable to certain maps, as not all gun-storage cases are close to surveillance systems)

  2. EMP charges can electrify water puddles. This is especially relevant because they simultaneously attract the target. You can place them in the path of an NPC who walks over a puddle (like near Miami Dolphin fountain, Chongqing puddles or various other ones in Ambrose Islands) and detonate it when they attempt to pick it up for a silent assassin accident kill.

  3. EMP charges can ignite the oil puddles. Notably this is especially relevant in "perfect shooter" and "no firearms" challenges. While remote tasers can do the same (and the water electrification), they do not attract the targets to walk towards them (unless they're a guard).

  4. EMP charges can set off a propane explosion. The sparks they emit after the initial few seconds trigger a silent assassin explosion.

  5. EMP charges can disable keycard locks without breaking "doors stay locked" objective, as they disable the locked state but do not forcefully unlock the door. Using them unlike the scramblers is also not illegal and not suspicious action.

  6. EMP charges can disable locks, surveillance, cameras and other tech through walls and floors.

  7. EMP charges are ideal for "Eco crime" syndicates, because they cover multiple bases: ignition trap, electrification trap, push kill (attracting targets to ledge by putting EMP on windowsill/balcony), drowning kill (by putting/throwing EMP charge at the toilet bowl) and "make target slip" by placing EMP charge in front of the target's path and a banana right beside it.

  8. EMP charges only take up 2 equipment slots in Freelancer mode, but cover many bases as mentioned above while also serving as a coin. Because they can serve as a coin, you can forego finding/taking one with you and treat EMP charge as "1 cost" for mission planning. A "1 cost" tool covering that many bases is arguably in the spirit of freelancer mode, as you never know precisely what kind of tool you're going to need for the job as the targets are randomized.

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u/Weird-Definition-961 — 24 days ago