Thursday, 8 July 2021

I completed Absolution on Purist SOSA with maximum level score! Perfect stealth, evidence, no KOs, all extra bodies hidden, fiber wire only. (Warning: 40,000 character post)

Picture showing maximum level scores, 100% collectibles***, 100% challenges, 100% playstyles, and 100% Xbox achievements: link

What an enormous challenge. Two months ago I set out to complete Absolution on Purist difficulty suit only, while never getting spotted. Then, because I'm a particular masochist, doing it with the maximum possible score, because that would basically be the hardest possible way to complete the game. This is definitely one of my biggest and hardest gaming achievements. I would consider Purist SOSA, Max Score to be comparable to Halo SLASO - dooming you to fail levels hundreds of times. Knowing every detail, every path, every shoulder swap, every distractible is just a miniscule part of the battle compared to executing the proper, precise, and ridiculously strict timings, movements, and opportunism.

If you aren't familiar with the particular hell that is Absolution's Purist difficulty, you should know that one of the rules is "maximized enemy presence with fastest reaction times". There are absolute swathes of enemies clustered in tight, small areas, with all kinds of intersecting sightlines and inconvenient timings. There are 55 unique levels of Absolution hell spread between 20 chapters.

This includes gathering all of the evidence in every level, which is usually in incredibly inconvenient places with multiple guards practically staring at it. To throw an extra wrench into the equation, hiding bodies gives more score. You can hide the bodies of NPCs you did not kill that are scripted to die as part of the level to gain additional score. In some levels, this adds a ridiculous level of difficulty. Finally, only the traditional Fiber Wire is used to gain the "Signature Kill" bonus (although two targets cannot be Fiber Wired and must be accident killed for their Signature Kill bonus).

Absolution was absolutely not designed to be played Suit Only. The premise of Hitman is "blending in plain sight" - using disguises from enemies to access restricted areas and kill your target without anyone else ever knowing - "the mark of the Silent Assassin". The distinct lack of navigable cover combined with clusters and swarms of guards with all kinds of intersecting sight lines makes Absolution a Splinter Cell clone that doesn't let you hide in shadows, considering how often you have to trespass. Furthermore, adding the maximum score rules, makes it even more impossible.

Purist difficulty: No checkpoints, no hints, maximum number of enemies with fastest reaction time and awareness. "No help. No guides. No interface. Only a crosshair." I tried to do this hardmode as much as possible without looking up guides to see how others did it. Sometimes I had to because I would not figure it out in a million, billion years.

The following are the maximum possible level scores for each level. Comments made show extenuating circumstances, such as hiding additional bodies, general comments on difficulty, or the comparison of my run against YouTube runs, for example. Do note that Silent Assassin rating is only available for certain levels, mostly those with targets, but even achieving the maximum score on levels with targets is not enough for SA on some levels.

A Personal Contract: 34,410
I found a picture-perfect timing that let me slip past the garden worker and greenhouse guard who comes out to talk about the security changes. I pulled it off a few times with success, then could magically never ever get it right ever again. I had to cheat and somebody found this genius method of shooting the outside of the greenhouse before approaching to get one particular guard to look away, and it worked.

The King of Chinatown: 269,963
Nothing important to remark. A standard assassination followed by a standard explosion to get everyone looking one way while I briefly trespassed to grab the Evidence, and done.

Terminus: 55,550
I found a unique set of timings that let me navigate the Evidence area on the upper floors dramatically faster by rapidly manipulating the LoS breaks by circling around the tables in the dining room. I was stuck on the Evidence for a while, sat in a back room bordering the exit with a ridiculous amount of conflicting guard cycles that make the dining room pure insanity to navigate. The YouTube method involved waiting several minutes until a particular set of guard cycles would all harmoniously intersect and allow you to move. I found a way to circumvent the several minutes of waiting by hugging and circling around a series of dining tables to break LoS and reset detection times.

Run for Your Life: 105,600
The Library was especially difficult because of one NPC, who I called Constable Dickhead. Constable Dickhead was the first and only NPC I observed to magnetically turn over his shoulder in the direction I was 100% of the time. If I was behind him on the right, he would turn around to the right; if I was behind his left, he would magically turn left. He was in such an inconvenient place where I would be forced to fluidly move through to avoid being spotted by three different guards who all looked his direction... while he would magically turn towards me.

The huge obstacle came from the Evidence from the part after the marijuana house, where the Swat team arrives and heads to the elevator you come out of. I carried forward a C4 from the marijuana house and staged it behind the elevator so nobody would die when I blew it. After many fails and finally getting good and proper RNG combined with precision object throws, I was able to snag the super inconveniently placed Evidence from the clutches of the ten or so policemen all in the lobby. Not even Prenatual could figure out how to get this Evidence without a disguise. It's positioned in such a stupid way where you can't snag it off the countertop like you can most Evidence that are sat on a desk or counter, you must actually enter the lobby into about six different sightlines with zero cover, get behind the desk and get the evidence, then manage to actually get back out. The Evidence was subject to such heavy RNG that I cheated ahead and looked at how people completed the train segment on SOSA since I could not possibly be arsed to figure that out with the already 10% success rate (it felt) of the Evidence. I failed one additional time and after securing the Evidence again, succeeded.

Hunter and Hunted: 742,441
One additional body was hidden - the body of the stripper found in Derelict Building. The problem with this stripper is that you cannot drag her from where she is, your only option is to dump her over the ledge and have her body smack down below, prompting all the guards to come and have a look. The premise of the level is that Vixen Club owner Don Osmond is suspected of taking girls to "Hawaii" to rape and kill them. When you enter Derelict Building, a run-down, abandoned building, you are immediately greeted by a poster of Hawaii slapped on a wall. Progress a little further to find a couch configured as a grisly torture chamber, complete with straps and spikes. A surveillance room can also be found that monitors the entrances. Two strippers have gone missing, and the NYPD is investigating. You can see evidence of a dead stripper #1 as a dismembered body stuffed in a bed in previous level Dressing Rooms. In Derelict Building, you can overhear the cops talk about how they're certain there's a body in the building. They were right.

To hide the stripper's body, you have to stage and shoot a gasoline can found in the level to distract all the guards away from the impact site of the fallen body, then race and dump the body. By using a series of distractions, you can then extract the body from the dead center of the level and hide it for additional score. I never thought I'd go for a "tough woman" country song played in a strip club, but I really enjoyed the OST - "I'm Tough" Link to song

Rosewood: 312,795
Three additional bodies hidden. The first of many levels with well over 100+ fails. Rosewood is insanely difficult. You must extract four fuses around the level, three of which are in high density area with 3-5+ intersecting sightlines. I only peaked at a guide to figure out how to extract the Evidence, hide the bodies, and get the fuse in the infirmary. The bodies are three Rosewood security guards killed by Wade's men as they interrogate and kill them in search of Victoria. You must let one of them die to hide his body, the other two are already dead. Sorry buddy, you died for my gamer points. The weird part about letting the dude die is that in order to properly trigger the RP that results in him dying, you have to progress through the level in a funny backwards way to progress the 3-stage RP. Without sneaking along and following a certain enemy, the guard will never die. He is killed when everyone goes to attend a meeting called by the HBIC, but in the order that I did it, the meeting has already been called and is in progress, and the delayed RP causes these enemies to be several minutes late, well after the meeting is over. Extracting the evidence, and the body right next to it, involves a four-point distraction, moving and changing the sightlines of five different guards.

Wade is assassinated via accident kill since he cannot be fiber wired. 47 says my favorite line of the entire game after he smacks a bleeding-out Wade upside the head and pulls a matchbook from Wade's pocket, learning where Wade is from - "Hope, South Dakota. You're a long ways from home." Link to Cutscene

Welcome to Hope: 18,000
A proper demonstration of the weird crowd-hiding mechanic in Absolution, where all you need to do to avoid detection when you are just about to be spotted is turn around. Literally just turn around. This results in you moving forward by inching forward, doing a 360 spin, and moving forward. You navigate a tiny bar jam-packed with civilians and fist-fight ready bouncers. This level has the only instance of a guard who appears to be custom-scripted to hear you entering a vent. It has to be a custom sprint because it doesn't sound an alert and doesn't follow the traditional "I heard something" rules.

Birdie's Gift: 36,300
The Silverballers were obtained via the classic safe code in the vault method. You have to go to the vault for the Evidence anyway. The previous level has my favorite line, this level has my favorite cutscene ever. The way he picks up his Silverballers has such an amazing "reunited" feel. I also love the exchange between 47 and the gun shop owner, as 47 approaches the display case and stares at his locked-up Silverballers: [They're not for sale, son.] 47: "They are mine". [Not unless you got a receipt.] "I could just take them." [You don't look much like a thief.] "It wouldn't be stealing." Link to Cutscene

Shaving Lenny: 721,650100+ fails. Streets of Hope was completed in maybe 30 tries, and almost felt like a speedrun with how fast I killed all 3 enemies and got the Evidence. However, I was stuck on Shaving Lenny for such a long time. While the opening is subject to a fair amount of RNG - literally the first 30 seconds where you would randomly fail because one guard unluckily didn't path properly - the Evidence made this level insane. It's sat on a TV in the middle room of the house attached to the Barbershop. Two guards look down from the second floor, six guards cluster at the TV, including one dude patrolling back and forth, and three additional guards play pool at the small area just above the TV. Nine enemies are all in close proximity of the Evidence*, with enemies on each level situated looking right at it. The YouTube methods I found involved staging a gas canister in the basement, shooting it, and getting lucky with the guards pathing in a particular way such that you could slip through for the few seconds needed to nab the evidence. It only worked for me once and I failed shortly after due to nerves, it never worked again. I never got the RNG of the guards working in my favor again.*

Time after time, I would RNG my way through the opening, assassinate and hide both targets, finagle my way all through the bitter infestation of guards all around the house just to lose to RNG. I heard the songs in this level so much I started to like them. I started listening to Black Bandana. I swear, I was living and breathing Hope, South Dakota. So I started playing around and experimenting with a better way. I figured out a method that nearly one hundred percent removed RNG. By replaying Streets of Hope and carrying forward the C4 found there to the Barbershop, I found the way. You assassinate both targets in the same little thoroughfare storage room next to the kitchen. I would sneak in the kitchen, turn on the oven, and stage C4 in the corner closest to it. Then I would proceed through the level as usual, passing the exit point of the level and admiring how attractive it looked to just end it all and forgo the evidence. I figured out that if I blow the C4 and create a mega explosion with the oven, everyone would look at it. I would wait for the back and forth guard to be at a certain cycle, along with a different guard up top, then I would remote detonate, edge out of the hallway bordering the barbershop, and toss a distraction over the shoulder of the one guard who always turned around first to keep him looked away long enough for me to get the evidence, sidle down to the basement, hide inside a crate where I couldn't ever be found, put down the controller, and take deep breaths and whittle away the nerves.

The battle was not yet won. I still needed to kidnap Lenny and take him through the barbershop, which was another world of complication. The problem is, it seemed like I was playing a different game than everyone else. Lenny would always get stuck outside by the grill and would never, ever pace back in the building, close to where I needed to extract him. He was stuck, every playthrough, no matter how many times I literally shot at him, threw bricks at his dumb little head, and distracted him. He would never ever move. I figured he was stuck waiting to initiate an RP since he had a funny looping animation. With great danger I maneuvered my way back to the actual starting area to finally trigger his RP when I was like 10 feet away from him behind a crate. Ridiculous. Anyway, this unexpectedly opened another opportunity. I happened to notice that one guy on YouTube extracted Lenny through the opening door, not the barbershop. I was able abduct Lenny as he comes down the outside stairs to do the same to finally complete this brutal SOSA. The funny part is that when you ambush someone, throw them to the ground, and knock them out, guards will actually hear the shuffle and look in the direction of it, but... not do any investigating.

Dexter Industries: 156,800
Surprisingly not difficult until the meeting part of Descent. The Evidence was made very easy to get by running above the guards on an upper level, causing one of them to path a million miles away to investigate the noise. However, the meeting was a part I got stuck on and had to cheat. I spent hours trying to figure out how to get the Evidence in the Factory Compound lobby, figuring out an exact way to distract two guards sat mere feet away from it, where the Evidence is positioned on the inside of a desk in the middle of the lobby with two patrolling guards who intersect looking at it, with two guards inside the desk and a third positioned outside. I was doing the math, getting in funky positions, memorizing timings and where vision cones were obstructed, testing how guards reacted to explosions in different areas, until I tried to just sidle along the outside of the desk and see if I could reach the Evidence without actually going in the desk. I could...

Death Factory: 684,263
A glitched, impossible SOSA. I have the maximum possible score. In the final section, R&D, there are two incapacitated (?) patients sat on beds in the final, lowest area with their eyes closed (like literally walk up and look at them, their eyes are closed) who will spot you when you activate the smoke to obscure everyone's vision, assassinate the target, and nab the evidence. It had me wondering how possible it is to get a fortunate cycle of the overlapping guard timings and find a way to get the target into a position to be assassinated, but ultimately the closed-eye patients will spot you no matter what since they cannot be distracted or knocked out. To get the maximum score you must take a disguise, since the 5% penalty for losing Suit Only is less than the 3,910 points you would lose by getting spotted, in addition to losing the Infiltrator 5% bonus. Mathematically, taking a disguise is the best option. I progressed through the level on the honor rule of Suit Only and knocked out a scientist for the disguise only when I could proceed no further without a 100% chance of being caught. There are no latent disguises laying around the level, so somebody must be voluntold as tribute. Hiding the body by tossing it over the ledge negates the score penalty, but again, you do lose the 5% Suit Only bonus. Funnily enough you do not get penalized for killing the guy when you toss his body over the ledge into the immeasurably deep industrial depths far, far below. He would surely die on impact.

Fight Night: 252,800
An extremely easy Patriot's Hangar followed by a very, very difficult evidence capture in the Arena. I had to rely on Centerstrain01 to teach me how to dougie, since the Evidence is guarded by 1 guard and 4 armed fight spectators. Prenatual's method involves staging C4 in the far stairwell, but explosions are always subject to RNG and the guards doing what you want them to. Naturally, this method did not work for me. Centerstrain's genius method was incredible and worked like a charm, perfectly replicable. The only issue was properly executing the rest of the level. It involved shooting a doorway with the guard directly on the other side such that the guard would be gone just long enough to return just before the fight participants would see you, allowing you to escape. You shoot the doorway, toss a distraction at the outside of the wall that the participants inside hear nonetheless and go investigate by going into the adjacent room and looking away, you enter the room, nab the evidence, secondary distraction the same two guards to keep them looking away, sidle against the door and let the first guard you distracted with a gunshot come back just in time before the two guards you secondary distracted reset and turn around. It's then another absolutely insane split-second timing to exit the door and shoot the far wall to get two guards who would see you to turn around and look away before their detection meter fills up. Incredible find by Centerstrain. While Centerstrain then finished the level by tossing C4 at the lightrig above the lumbering Sanchez to get him with the accident kill, I accidentally blew up Sanchez and lost my signature kill bonus, so I actually used Point Shooting to draw and nail the lightrig support in one swift action before holstering. Drawing during Point Shooting made the transition between draw and fire much shorter, so when everyone in the crowd turned around when they heard the shot, I could holster before actually being spotted.

Attack of the Saints: 963,040
An easy, generous, well over 100+ fails. Attack of the Saints is insane. Absolutely brutal. Ludicrous. There is a modicum of complicating factors. One extra body must be hidden during part one, one extra body must be hidden during part two. The only respite to completing this torturous level was that the first target would die mere seconds into the level start and the sound of her being strangulated as the life leaves her body brought such satisfaction, then you stare at the imprint of her cameltoe in her dark skin-tight leggings as you drag her dead, lifeless, sexy nun body before laying her to final rest and kissing her goodbye in the freezer... Look, I failed over 100 times. Possibly 200. I needed a coping mechanism. These were hard times.

The first target was obviously trivial, but had such a sensitive, nonsensical timing. She would walk past a small section of destroyed fence on the second floor where she could only be like 1% visible in the peripherals of like one guard, but if you assassinated her too early? Caught. Too late? Caught. Assassinate her right in the middle of the fucking opening where she is most visible? Not caught. Makes sense. Anyway, the next Herculean hurdle is the evidence. I cheated for this, I cheated so hard. I already had a working method that involved staging the nearby C4 on the second floor and got everyone looking a certain direction, but as we know, explosions aren't reliable, and the extra guards added from Purist invalidated my method real quick. So I cheated, so what? Well, the fucking YouTube methods didn't work, none of them. I had this shit down to the timer. I had to improvise a way where I delayed the cycle of one guard, which nobody else did, to get an appropriate timing. Remember Constable Dickhead from the Library who skill-based shoulder-turned to you? Well, Constable Dickhead 2.0 was baldie sat under the sign who never moved. Even if he was closer to the distraction, Absolution logic dictates that the closest person investigates, fucker wouldn't bulge. Sometimes when this stupid asshole caught me I pulled out my dualies and entered Point Shooting and queued up every fucking bullet on this stupid asshole's face until I ran out of Instinct and just blasted his stupid ass into oblivion before restarting checkpoint and wiping away my tears from another soul-crushing failure. Anyway, this guy is classed as a commander, and commanders don't investigate if an underling is near. Absolution goes Boss > Commander > Regular > Civilians. Regulars go and check out disturbances instead of civilians since regulars are armed. Regulars go and check out disturbances at the behest of a commander, but a commander investigates in the presence of a boss. Bosses never investigate if anyone else is near. Anyway, this guy has the authority to tell the other guy to investigate disturbances (and get disappeared if this weren't a no-KO run). My little improvisation with the cycle timing adjustment made it so his little bitch boy was too far away for him to command, and finally, I could get the appropriate timing for the evidence.

But wait, it gets worse! We still need to hide the body of the poor sod who got his shit rocked by a particularly disrespectful ICA agent who didn't just one-tap the dude, he full-auto emptied into this poor man in his underwear. Anyway, fuck yeah, of course I cheated. This involved shooting a particular pillar of the walkway above a certain guard so he actually took a long-winded path up to the second floor to investigate, making room for the timing to drag the guard into the parking lot where eight guards patrol (minus one since he's off wanking it to a distraction) and stuff the dude into the freezer for the body hidden bonus. The amount of depression endured by this level to finally get the evidence, just to fail because I was spotted stashing the body at the last second by a dude 50 feet away because I was just a second late on my timing, was... rough.

The final barrier to egregious entry in this level is the cycle timing of the target versus a lapsing patrol of another dude. Prenatual had this genious way of figuring out the exact physical position that initiated a certain RP to manipulate timings to make sure that in the end, after the target was killed and body was stashed, you would not be caught picking the lock. Genius player. Anyway, based on how long it took me to get the evidence, hide the extra body, paint my nails, and get my hair did, I might've had to wait several cycles to get all the stars aligned and get that perfect timing. The timing involved the target sipping her coffee at the bar (the same coffee I came in) as I shot the wall to distract the statue guard next to her, the literal millisecond the guard closest to me initiated his "moving to the next spot" animation. Incredibly strict timing, not even joking when it is down to the millisecond. Reason being, after crossing the bridge and yoinking the target's life, you immediately have to drop her body since the guard distracted by the shot will turn around and go, "hey, where'd you go?" since he supernaturally knows she has disappeared. You immediately drop the body and sidle the bar so he doesn't see you, then immediately disengage the sidle ASAP and hide the body probably milliseconds before the returning guard at the far end of the golf course finishes his cycle and sees you. Honestly, truly unreal.

Now imagine you are me, a cuck. You finally complete the first part after all this struggle, breathe a sigh of relief, save and quit back to the menu knowing the safety of having completed the first section and keeping your progress, victoriously rubbing one out to ease the stress, and return to the game only to find that when you resume in the second section, you are mysteriously no longer suit only (have a guard's disguise) and are equipped with a radio and assault rifle you never picked up. I'm pretty sure there isn't even a radio anywhere in the first part of the level, so where did that even come from? After drinking your sorrows away you make this post. I did a secondary suit-only Purist run blasting my way through the level as fast as possible so it would update my save file for this level, and that actually resulted in this post since I was just trying to get things done as fast as possible. That amazing assassination was actually completely unplanned and spur of the moment. What's even more unbelievable is the way I accidentally hit the accident kill on the final target by firing a shot that missed a guard's head by inches and hit the hanging cargo behind him, causing it to actually drop-kill the final target, leading to this crazy post here.

Anyway, after completing the level Suit Only and updating my save, and redoing the first part SOSA max score, I got scammed again, so the next time I attempted Attack of the Saints I made sure I had enough time and resolved to do it all in one session, so I did. Section two was a bit complex, but I was able to figure out how to reliably kill both targets and hide the bonus body without much trouble. The evidence involved a crazy amount of cycle timings, but I was able to get that too. I could just never extract, because it's always gotta be a stupid-ass lockpick in the most vulnerable of coverless areas. By this time, I was at my absolute wits' end with Attack of the Saints so I just used Prenatual's method and won on the second try, gg ez. The final section was not difficult at all and I completed it in maybe five tries, the only real complication was hiding the body of target 2, since she was in a cornfield with no chests nearby. I had to simply double distract a fast-cycling guard and a statue guard at the same time to stash her in an outhouse near the ICA outpost - next to the stump that has the axe wedged in it. That was my only point of contention, I surprisingly encountered virtually no difficulty in navigating the extra Purist guards in the cornfields and figuring out general timings to navigate between cornfields. There is an easy out of bounds glitch on this level at the ICA outpost, but I didn't abuse it.

Skurky's Law: 54,720
Extremely easy. It took a meager amount of tries to figure out the evidence since I already had a method from my Normal playthrough, and it was only one additional guard distraction of the new Purist guard overlooking the court from the second floor to reach the next section. The Jail section was also quite easy to figure out. There is one bonus body who gets the life kicked out of him in an unfortunate officer gangbang, a simple distraction and timing let me nab the body at the right time to hide it. Probably less than five tries.

Operation Sledgehammer: 89,900
One I had been waiting for with such optimism. There's a lot of levels to love in Absolution, and the subsection Burn is one of my favorites. I love the doomy militant atmosphere of a city being torched, ransacked, and killed off, just to find 47. I already had working methods that mostly transferred over for the first sections, but the final section where they open fire at the Hope County Fair was impossible for me to figure out the evidence. I could navigate to the exit flawlessly, but could never get the evidence, sat amongst a dense cluster of another nine enemies, this time with several patrols overlapping on the Evidence. As always, Prenatual came through.

Blackwater Park: 339,150
The lobby area is insane. I had this wild strat on Normal that involved walking in the front door and shooting a pillar, a roof, and a far wall to get everyone looking away long enough so I could cut a humungous part of the level, but with Purist detection times it unfortunately didn't work out. The managers not recognizing you as a trespasser on this level is a godsend. After I found a new technique through the garden / sewer area that reliably got me in the lobby, and all the way up to the elevator with evidence in hand and retinal scanner compromised, I just couldn't finish. That's what she said. My problem was I forgot about the movie reel that led to a mass hysteria of guards crowding the conference room, so when I cheated and looked up how to move literally ten feet to the exit elevator, because I would always get caught out in the lobby after my series of chain distractions, I learned again of the movie reel that significantly reduced the moving parts in the lobby and almost trivialized the escape. I was just a few failures away from taking down the titanic Blackwater Park, because that lobby is an absolute deathtrap. Nine enemies guard the lobby, though two are predominantly looking away. However, another two guards on very long cycle timers pass through it on part of their long-winded patrols, and would wander through the lobby and could hit you on a really unfortunate timing.

Assassinating Layla is always fun, as I like to hear her muse over how secure the building is and say "What have I missed? Nothing." Then I fucking strangle her. Anyway, a basic distraction tossed at the right moment when she dismisses the guards right at the beginning is key, then a double distraction on the cluster of four guards before the staircase leading into the trophy room gets you to the next part. The trophy room is guarded by dix guards all staring inwards, with an additional guy passing through on a very long cycle time. If wait for his cycle and the cycle of the roving guard in the next room near the exit, you can press the Dexter Industries toy simulation and get everyone looking there, nab the evidence, and saunter off to the panic room exit. Note: The dead sushi guy in the elevator cannot be moved, so no bonus body here.

Countdown: 218,080
This level is unreasonable. You are seen by guards that you, a human being, physically cannot see. I figured out a replicable method to get to the upper platform with some difficulty, but quickly gave up because I felt it was unreasonable how guards would detect me through solid mist, when I can't even see them. There isn't much point in the noble path of trying to figure it out when you are quite literally cheated by the game, so I cheated and won.

Absolution: 659,751
A doozy. The final mile. Peak motivation to finish this epic endeavor.

The first struggle was the evidence. After many trials, I concocted a very careful pattern of movement and shot distractions, always taking care to ensure I never hit a distraction shot detected by overlapping guards so I never triggered the "shots fired" alert. Throughout several fails and tries of adjusting my strategy, I figured out the evidence. This was insane. It involved moving past the first set of guards to the right stairs, where the first problem guard would always start moving towards you as you approached his area. Shot distracted him. Moved into the center graveyard towards the evidence, shot a tombstone to disrupt the cycle of the guard on the opposite side of the graveyard so he wouldn't be heading towards you as you grabbed the evidence. Next guard on the right, shot him away to a corner. Two guards on the above ledge to the right, shot the one who would face me away. Solitary guard on the above ledge to the left, shot him away. Finally, sidled a tombstone and hit a split-second brick distraction of the guard by the open grave. With my technique, it was mandatory for this guard to be object distracted, as he would already hear one gunshot, so in order for him to avoid raising the alert, I had to brick him. I would then double-sidle some tombstones as I made my way to the Evidence with about 5 different guards looking at me from different angles, carefully resetting their LOS detection. Extracting from the Evidence was a thrilling mix of ducking back and forth between tombstones, literally alternating which side I passed a tombstone on to continually reset the LOS detection of guards on both sides of me, all looking at me. After getting the evidence - and reliably getting the evidence time and time again - I encountered significant difficulty. After repeatedly failing the next RP of the ICA guards discussing the Hope Fair, I went for a non-traditional path to the exit I had never taken before. After nabbing the Evidence, instead of backtracking right to a path I knew very well, I played out of the left side of the graveyard, bouncing between tombstones and resetting LOS until everyone was in position and I distracted my way to the lockpick exit. It was actually an adrenaline rush being stunned there lockpicking and praying to any entity that nobody would turn around and spot me in time.

For the Burnwood Family Cemetery, I already knew what to do. I knew how to kill Jade, I knew how to time it so the spec-ops trailing her AND the ICA technician would not see me garrote her or hide her body, but I had to cheat to get the evidence on Normal. You bet your ass I had to cheat to get it on Purist. An absolutely mental mixture eleven guards that have sightlines on the evidence that can get you, of which six are always looking at it. The solution I used was from some Russian dude who was clearly as mentally ill as me to be doing Absolution Purist SOSA maximum score with no KOs, and his method is surmised as the following. Out of desperation, I fished his video out of the depths of YouTube, it's fun searching for the level named Absolution when the game is named Absolution. When approaching the yellowjacket ICA guard at the black crates before the entrance to the Evidence area, where a specops patrols back and forth, you dual distract the ICA guard and stage that same distraction for use later. You get in the area and hide yourself behind the two guards having an RP about how Travis has gone off the rails and Jade is gonna take his spot. At the exact moment when the RP guard says the word "waiting" (it was fun figuring out which word was the timing since the video I watched had Russian dialogue), you toss one distraction to the left wall, turning two guards; immediately move forward and get in-between the two guards who just finished their conversation before they turn and face you, grab C4, wait for the far guard to take precisely one step away, toss C4 to turn two guards, turn around, toss your final distraction to turn the guy next to you, then move in and take the evidence. Return by zig-zagging right to disrupt one LOS, then as you head up the stairs zag left to obscure the other LOS of the returning guard you waited to take one step to distract, sidle an obstruction, shoot a certain pillar to turn three guards who are now in proximity, and extract from there. I had three successful grabs of the Evidence, I failed just once after garroting Jade just a millisecond too early as she was too close to her specops trail and he heard the garrote. The second time I forgot to wait for the ICA technician to look away. The third time I finally completed this batshit insane level.

I did not fail the final section against three targets even once.

I have completed Hitman: Absolution on Purist difficulty under the following rules:

Purist, Suit Only, Silent Assassin, Perfect Stealth, No KOs, All Evidence, All Bodies Hidden, Maximum Score.

Total Maximum Score 5,713,213 (100%)

Collections: 100%Weapons: 15/19 (100%)Agency HX UMP, Agency Kazo TRG, Skurky's Mustang Snub, Travis' Swiss 3000 were available in the Contracts shop, but you cannot access Contracts in the HD Remaster. It would be logical not to have these weapons in the list in the HD Remaster, as well as fixing the spotting glitch by the closed-eye patients of Death Factory who cannot be avoided, but the devs did not fix those. Thanks for that, dicks.

Challenges: 278/278 (100%)The challenges were very fun and presented unique and different ways of playing the levels and killing the targets, adding very high and enjoyable replayability. Necessary for maximum scores since they provide a multiplier.

Playstyles: 20/20 (100%)It was fun naturally getting Playstyles as I got the challenges, just another element for you to unlock. No effect on score.

Xbox Achievements: 38/38; 1000G/1000G (100%)Most were unlocked by just playing the game. You can get an achievement for leaving Lenny to die in the desert, poor guy lived a doomed life by abusive captors. Bonus: Get the clown car to run him over.

In-Game Stats

Combat

Time Spent in Firefights 02:24
Damage Taken 16,629
Health Replenished 7,586
Accuracy 44%
Pistol Accuracy 32%
Sniper Accuracy 75%
Submachine Gun Accuracy 32%
Shotgun Accuracy 55%
Assault Rifle Accuracy 41%
Revolver Accuracy 52%

Stealth

Bodies Hidden 750
Disguises Picked Up 459
Containers Entered 246
Fuse Boxes Disabled 62
Successful Blend-Ins 1,218
Times Caught Dragging Body 58
Times Caught Trespassing 4,516
Disguises Blown 366
Knockouts by Hand 81
Knockouts by Improvised Weapon 192

Kills

NPCs Killed 3,832
Headshots 1,552
Headshot Ratio 41%
Fiber Wire Kills 1,319
Deadly Throws 72
Kills with Improvised Weapons 682
Pulled off Ledges 14
Pushed off Railings 96
Point Shooting Kills 594
Killshots from Cover 472
Action Kills Triggered 2,126
Pistol Kills 1,157
Sniper Kills 238
Submachine Gun Kills 50
Shotgun Kills 265
Assault Rifle Kills 217
Revolver Kills 82
Civilians Killed 424
Cops Killed 2,805
Pigs Blown Up 238
Pigeons Killed 9

Movement

Time Played 82:31 (3d 10h 31s)
Time Spent in Instict 01:22
Time Spent in Cover 19:16
Ledges Used 1705
Miles Dragging Bodies 7.86
Miles Ran 74
Miles Walked 404
Windows Entered 430
Miles Covered Sneaking 166.33

Explosions

Remote Detonations 92
Barrels Blown Up 3
Cars Blown Up 38
Gas Cans 170
Gas Canister 1 (?)
Gas Tanks 11
Land Mines 17
Boxes of Fireworks Blown Up 1037

Thank you for reading!



Submitted by sintaroactual | #Specialdealer Special Offer Online Shopping Store 2016

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