殺手5挑戰(zhàn)及收集物品項(xiàng)目翻譯 殺手5收集物品一覽
時(shí)間:2012-12-10 10:35:24
- 作者:皮卡王
- 編輯:ChunTian
0
第十五關(guān) Skurky's Law
Challenge | Conditions and Criteria |
Chameleon | Collect the following Disguises (see Items): Court Security Guard, Court Usher, Tin Foil Hat Man, Judge, Hope Police Officer |
Evidence Collector | Collect the evidence in Courthouse, Holding Cells, Prison |
Evidence 1 |
Courthouse. In the security room behind the front desk. |
Evidence 2 |
Holding Cell. On the table in the room with the exit. |
Evidence 3 |
Prison. In the dark storage room past the security gate, but before the fight pit. |
Infiltrator | Complete the chapter without being spotted. Courthouse, Holding Cells, Prison |
Suit Only | Complete the chapter without using a disguise. Courthouse, Holding Cells, Prison |
Obstruction | Turn off the video evidence in the courtroom. You will have to wait for the video to start first (about 3 minutes after the stage starts). There are two video stations - one in the courtroom's 2F and one in the judge's private chambers. |
No Collateral Damage | Clear the mission with no casualties. Subdual is okay (as long as you don't have 47 break necks). |
Take the Fall | Take the Tin Foil Hat Man disguise and get the judge to sentence 47 to jail. Enter the Holding Cells and walk to your cell. |
Take Office | Take the judge's disguise and enter the Holding Cells. |
One Man Riot | Find the glass shiv in the evidence room in Courtroom, then stealth kill 10 enemies. Do not throw the weapon, or the counter may reset. |
So Close Yet So Far | Clear mission |
Judgment Day Part 1 | While dressed as the judge, you must subdue the court usher in the library, and dump his body in the closet undetected. |
Judgment Day Part 2 | Same as part 1, only now you have to subdue 3 ushers and dump their body unseen. |
Judgment Day Part 3 | Once you have a acquired the judge's uniform, exit through the window and go to the side entrance. Head for the bathroom and kill the tinfoil-hat man with the gavel. |
Item | Location |
Disguise - Judge | The lone judge in the courtroom. |
Disguise - Court Security Guard | The uniformed security in the courtroom |
Disguise - Court Usher | The orange vested clerks in the courtroom |
Disguise - Hope Police Officer | Police in the prison and holding cells |
Disguise - Tin Foil Hat Man | The crazy defendant |
Zug TMP | The evidence room next to the exit in the Courtroom |
Z&M Model 60 | Revolver used by police |
STG 58 Elite | Assault rifle used by back up units |
M590 12Ga | Found in the Courtroom level in two rooms. Also inside the evidence room by the courtroom exit. |
STG 58 | In the Prison safe. Safe code required from rescuing prisoner at the start of the Prison; otherwise safe remains locked. |
Baseball Bat | In cell before the Prison exit. |
Book | Courtroom 2F office room by library |
Dummy Arm | The evidence room next to the exit in the Courtroom |
Fire Extinguisher | Various places. |
Wrench | Various places. |
Glass Shiv | The evidence room next to the exit in the Courtroom |
Golf Club | In the judge's quarters |
Hammer | Various places. |
Gavel | Subdue or kill the judge for item. |
Keycard | In the keycard locked room with the policeman. You can lure out the policeman, and then follow him through the opened door to the security room and the keycard. |
Knife | At the bottom of the stairs just before the room with the evidence in the level, Holding Cell. |
Police Baton | unknown |
Sledge Hammer | In Prison. Corner of hallway before the fight pit. |
Radio | In the courtroom room opposite the keycard locked door. |
Screwdriver | By the prison control booth |
Statue Bust | Courtroom |
Tomahawk | On a shelf in the storage room with a court security guard outfit out by the parking lot. |
Vase | Courtroom |
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第十六關(guān) Operation Sledgehammer
Challenge | Conditions and Criteria |
Chameleon | Collect the following Disguises (see Items): Hope Police Officer, Agency Grunt, Agency Heavy Trooper |
Evidence Collector | Collect the evidence in County Jail, Outgunned, Burn, Hope Fair |
Evidence 1 |
In the cubicle directly across the aisle from the one cubile where the Silverballers are held as evidence. |
Evidence 2 |
At the Agency blockade in front of the county jail, there is a container next to a van with evidence. |
Evidence 3 |
On a container in the "last" room with Agency Heavy Troopers in Burn. Note that on Hard and Extreme, there are extra Heavy Troopers near the exit, so this description is valid chiefly for Normal. |
Evidence 4 |
On a container at the Agency HQ outside the main street's brewery (which 47 can blow up with gunfire or explosives). Note if the brewery is destroyed, the evidence may occasionally be buried in rubble. |
Infiltrator | Complete the chapter without being spotted. County Jail, Outgunned, Burn, Hope Fair, Outskirts |
Suit Only | Complete the chapter without using a disguise. County Jail, Outgunned, Burn, Hope Fair, Outskirts |
Vigilante | Knock out policemen with subdues. |
Misty Eyes | Eliminate enemies in haze without being spotted. |
Heavy Armor | Take an Agency Heavy Trooper as a human shield and kill four enemies. |
A Cleansing Fire | Clear mission |
Surgical Precision Part 1 | Eliminate 3 enemies without arousing an alert (headshots). Easily done with point-shooting enemies in the head. Try the four enemies who are watching the tanker truck burn. |
Surgical Precision Part 2 | Eliminate 5 enemies without arousing an alert (headshots). Point-shooting enemies will help you with this challenge. |
Surgical Precision Part 3 | Eliminate 7 enemies without arousing an alert (headshots). You will need to point-shoot enemies for this one. |
Item | Location |
Disguise - Agency Grunt | The guys with the 31 on the back of there shirts in Outgunned. You can find one at the start of Outgunned guy ove to your left. |
Disguise - Agency Heavy Trooper | The big blue and black armor wearing troopers. |
Disguise - Hope Police Officer | Cops. In Hope, South Dakota. |
Z&M Model 60 | Revolver used by the Hope police department |
Silver Baller | 47's custom handguns, both need to be recovered before the mission can be cleared. |
JAGD P22G | The Agency Heavy Trooper who is in the tavern at the start of Hope Fair has this handgun when he is subdued or slain. |
Aries 24-7 | not found |
Agency ARZ 160 | Assault rifles are used by the various enemies. |
STG 58 | Two are found in the County Jail's offices during 47's escape. |
Agency Dynamics CPW | In Outgunned, three of these weapons are scattered over the map. Two are by some Agency equipment vans, and a third is in the corner of the street across from the exit. |
Black Kazo TRG | In Hope Fair, the sniper perch has a sniper rifle near the equipment boxes. |
Agency Tanto Knife | Various spots. |
Bottle | Numerous occurences. |
Brick | Several here and there. |
Hammer | Try the starting area in Burn |
Cleaver | At the Hope Fair, a few stalls have this. |
Gasoline Can | A few places here and there. |
Knife | Hope Fair utensil. |
Proximity Mine | Hope Fair's sniper perch at the bar. |
Plunger | unknown |
Metal Pipe | unknown |
Police Baton | Country Jail. Check the desk in the cubicle where 47 finds his Silverballers. |
Power Cord | County Jail. At the spot where the second cop is talking on the phone. |
Remote Explosive | Sniper perch in Hope Fair. Check the area near the back door. |
Screwdriver | On a shelf in Burn. |
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