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** "Club 27" is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several empty rooms, the hotel is full of security guards, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room, however, is the straw that breaks the camels' back here. If you get recorded by security cameras, the security footage is placed in one of the hardest areas of the level to access. It requires a keycard or key hack to enter, is trespassing in everything but hotel guard outfits, has at least three guards inside (one of which is always an enforcer), and the security footage is at the other end of the room, requiring precise timing to interact and/or destroy it. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).

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** "Club 27" is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several empty rooms, the hotel is full of security guards, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room, however, is the straw that breaks the camels' back here. If you get recorded by security cameras, the security footage is placed in one of the hardest areas of the level to access. It requires a keycard or key hack keycard hacker to enter, is trespassing in everything but hotel guard outfits, has at least three guards inside (one of which is always an enforcer), and the security footage is at the other end of the room, room (and two extra camera's pointed at the security box), requiring precise timing to interact and/or destroy it. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).Freelancer).
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** "World of Tomorrow", while still excellently designed in other areas, has one major design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While it can be done quickly, it forces the player to either go to the heavily-guarded biolab situated underneath Villa Caruso to deal with it, or start disguised there at the beginning of the mission. It was not uncommon to see the most popular Contracts set in Sapienza being "World of Tomorrow minus the virus objective". The developers even acknowledge that this was a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.

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** "World of Tomorrow", while still excellently designed in other areas, has one major design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While it can be done quickly, it forces the player to either go to the heavily-guarded biolab situated underneath Villa Caruso to deal with it, or start disguised there at the beginning of the mission.mission, making the virus objective feel linear to complete. It was not uncommon to see the most popular Contracts set in Sapienza being "World of Tomorrow minus the virus objective". The developers even acknowledge that this was a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.
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** "The Food Critic" has Wen Ts'ai be a StationaryBoss sitting in a public area and is surrounded by guards, meaning most kill methods are out the window. His one routine where he moves from his chair is a small detour to the kitchens (which itself takes ages to get going), that leads to a scripted way of killing him (by poisoning the cake in the kitchen).
** "The Bad Boy"'s Bartholomew Argus has much the same issues as Wen Ts'ai; a StationaryBoss sitting in full view of guards and the public (in this case, playing "K&L" in the Gelato cafe), and only has one routine that deviates from this (attending the fan meeting with Bosco, which lets you poison him), which too takes a long time to happen. The kicker is that his car can be exploded to get his attention, unlocking a secondary routine, but the car itself cannot be used to kill him, which comes off as a strange design choice.
* "The Angel of Death" has Etta Davis start isolated on a rooftop. However, the outside of the building is surrounded by guards, and the player has only a minute before Davis meets with the military. Afterwards, Davis wanders around the crowded marketplace with four soldiers, only heading to the more isolated shisha den during a target lockdown.

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** "The Food Critic" has Critic"'s Wen Ts'ai be is a StationaryBoss sitting in a public area and is surrounded by guards, meaning most kill methods are out the window. His one routine where he moves from his chair is a small detour to the kitchens (which itself takes ages to get going), that leads to a scripted way of killing him (by poisoning the cake in the kitchen).
** "The Bad Boy"'s Bartholomew Argus has much the same issues as Wen Ts'ai; a StationaryBoss sitting in full view of guards and the public (in this case, playing "K&L" in the Gelato cafe), and only has one routine that deviates from this (attending the fan meeting with Bosco, which lets you poison him), which too takes a long time to happen. The kicker is that his car can be exploded to get his attention, unlocking a secondary routine, but the car itself cannot be used to kill him, which comes off as is a strange design choice.
* ** "The Angel of Death" has Etta Davis start isolated on a rooftop. However, the outside of the building is surrounded by guards, and the player has only a minute before Davis meets with the military. Afterwards, Davis wanders around the crowded marketplace with four soldiers, only heading to the more isolated shisha den during a target lockdown.

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Added example


** "World of Tomorrow", while still excellently designed in other areas, has one '''huge''' design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While there ''are'' ways to do this objective quickly, it nonetheless forces the player to either go to the [=ETHER=] Biolab situated underneath Caruso Manor to deal with it, or start disguised there at the beginning of the mission. It was not uncommon to see the most popular Contracts set in Sapienza being "World of Tomorrow minus the virus objective". The developers even acknowledge that this was a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.
** "Club 27" is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several redundant rooms that do nothing for the player, there is ''way'' too much security in the level, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room however, is the straw that breaks the camels' back here. If you get recorded by security cameras, you either restart, or deal with trying to enter the security room, placed in one of the hardest areas of the level to access. It requires a keycard to enter, is trespassing in everything but guard outfits, has at least three guards inside (one of which is always an enforcer), and the security footage is at the other end of the room, requiring precise timing to interact and/or destroy it. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).
** "Freedom Fighters". This level was not (and in certain parts of the fanbase, still isn't) liked on release. A hostile compound that's claustrophobic, has inconsistent cover, has four targets for 47 to eliminate, starts in your suit ''and'' has a forced exit that's hard to reach? It's no wonder people found this map annoying to complete. Its Silent Assassin, Suit Only challenge (detailed on the games' page under ThatOneSidequest) is what many think of when it comes to this levels' difficulty. The later games in the trilogy did add stealth grass to make traversal quite a lot easier, and the forced bunker exit was removed after one playthrough in the [=GOTY=] Edition in 2017, which satiated a lot of the complaints.
** Patient Zero is quite notoriously difficult as you have two minutes before Owen Cage reaches an unprotected member of the staff that catches the Nabazov Virus, which spreads ''fast''. It's very easy to have to depopulate half the level to finish!

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** "World of Tomorrow", while still excellently designed in other areas, has one '''huge''' major design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While there ''are'' ways to do this objective it can be done quickly, it nonetheless forces the player to either go to the [=ETHER=] Biolab heavily-guarded biolab situated underneath Villa Caruso Manor to deal with it, or start disguised there at the beginning of the mission. It was not uncommon to see the most popular Contracts set in Sapienza being "World of Tomorrow minus the virus objective". The developers even acknowledge that this was a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.
** "Club 27" is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several redundant rooms that do nothing for empty rooms, the player, there hotel is ''way'' too much full of security in the level, guards, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room room, however, is the straw that breaks the camels' back here. If you get recorded by security cameras, you either restart, or deal with trying to enter the security room, footage is placed in one of the hardest areas of the level to access. It requires a keycard or key hack to enter, is trespassing in everything but hotel guard outfits, has at least three guards inside (one of which is always an enforcer), and the security footage is at the other end of the room, requiring precise timing to interact and/or destroy it. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).
** "Freedom Fighters". This level was not (and in certain parts of the fanbase, still isn't) liked on release. A hostile Its set in a wide open compound that's claustrophobic, has inconsistent cover, where nearly everyone is armed, has four separated targets for 47 to eliminate, starts in your suit ''and'' and has a forced exit that's hard to reach? It's no wonder people found this map annoying to complete.reach. Its Silent Assassin, Suit Only challenge (detailed on the games' page under ThatOneSidequest) is what many think of when it comes to this levels' difficulty. The later games in the trilogy did add stealth grass to make traversal quite a lot easier, and the forced bunker exit was removed after one playthrough in the [=GOTY=] Edition in 2017, which satiated a lot of the complaints.
** Patient Zero is quite notoriously difficult as you have two minutes before Owen Cage reaches an unprotected member of the staff that catches the Nabazov Virus, which spreads ''fast''. It's very easy to have to depopulate half the level to finish!finish. Its secondary target, Klaus Liebleid, never leaves the operating theatre, which is full of doctors and has wide windows that can compromise 47.



** "The Mercenary" is easily the hardest side mission in the game. Patrick, alongside his four bodyguards, see through every disguise on the map and will follow him around. They will also chase down 47 if they see him, making it a chore to subdue any of them before taking out Patrick. He shares similar issues to that of The Bookkeeper Elusive Target (listed below), in that he is tricky to isolate and make traps for, making for a frustrating experience.

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** "The Mercenary" is easily the hardest side mission in the game. Patrick, alongside his four bodyguards, see through every disguise on the map and will follow him around.him. They will also chase down 47 if they see him, making it a chore to subdue any of them before taking out Patrick. He shares similar issues to that of The Bookkeeper Elusive Target (listed below), in that he is tricky to isolate and make traps for, making for a frustrating experience.



*** Secondly, the USB Stick the client needs is not on Nne Obara, and it's not nearby either; it's in the security office inside a safe being protected by two soldiers. The security office is among the hardest places to get to on the map, as it requires a keycard to access, and then either a key or lockpick to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning [[ViolationOfCommonSense you have to distract everyone in the room with a large noise to draw them out long enough to open the safe]], grab the USB, and then escape.

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*** Secondly, the USB Stick the client needs is not on Nne Obara, and it's not nearby either; it's in the security office inside a safe being protected by two soldiers. The security office is among the hardest places to get to on the map, as it requires a keycard to access, and then either a key or lockpick to get at a safe that has the USB stick inside it....it... which is surrounded by the same military guards, meaning [[ViolationOfCommonSense you have to distract everyone in the room with a large noise to draw them out long enough to open the safe]], grab the USB, and then escape.



** "The Food Critic" has Wen Ts'ai be a StationaryBoss sitting in a public area and is surrounded by guards, meaning most kill methods are out the window. His one routine where he moves from his chair is a small detour to the kitchens (which itself takes ages to get going), that leads to a scripted way of killing him (by poisoning the cake in the kitchen). Even ignoring that, the fact he doesn't inspect the hotel for things to complain about (despite his defining character trait being to criticise everything ''but'' the food), he [[TheyWastedAPerfectlyGoodCharacter comes off as a wasted character]], both gameplay and story-wise.

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** "The Food Critic" has Wen Ts'ai be a StationaryBoss sitting in a public area and is surrounded by guards, meaning most kill methods are out the window. His one routine where he moves from his chair is a small detour to the kitchens (which itself takes ages to get going), that leads to a scripted way of killing him (by poisoning the cake in the kitchen). Even ignoring that, the fact he doesn't inspect the hotel for things to complain about (despite his defining character trait being to criticise everything ''but'' the food), he [[TheyWastedAPerfectlyGoodCharacter comes off as a wasted character]], both gameplay and story-wise.


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* "The Angel of Death" has Etta Davis start isolated on a rooftop. However, the outside of the building is surrounded by guards, and the player has only a minute before Davis meets with the military. Afterwards, Davis wanders around the crowded marketplace with four soldiers, only heading to the more isolated shisha den during a target lockdown.
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*** Firstly, the Nne Obara has unique military guards in her suite [[NoSell that see through any pretenders]], making getting around the top floor annoying, while the leader of the military (who meets up with her) cannot have his disguise taken from him.
*** Secondly, the USB Stick the client requires for the contract to complete is not on Nne Obara, and it's not nearby either, and it requires the player to break into the security room, which is among the hardest places to get to on the map, as it requires a keycard to enter it, and then either a key or lockpick to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning [[ViolationOfCommonSense you have to distract everyone in the room with a large noise to draw them out long enough to open the safe]] and grab the USB and escape.

to:

*** Firstly, the Nne Obara has unique military guards in her suite [[NoSell that see through any pretenders]], making getting around the top floor annoying, while the leader of the military (who meets up with her) cannot have his disguise taken from him.
be impersonated.
*** Secondly, the USB Stick the client requires for the contract to complete needs is not on Nne Obara, and it's not nearby either, and it requires the player to break into either; it's in the security room, which office inside a safe being protected by two soldiers. The security office is among the hardest places to get to on the map, as it requires a keycard to enter it, access, and then either a key or lockpick to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning [[ViolationOfCommonSense you have to distract everyone in the room with a large noise to draw them out long enough to open the safe]] and safe]], grab the USB USB, and then escape.



** "The Food Critic" is a very linear affair. Wen Ts'ai is a StationaryBoss sitting in a public area, and is surrounded by guards, meaning most kill methods are out the window. His one routine where he moves from his chair is a small detour to the kitchens (which itself takes ages to get going), that leads to a scripted way of killing him (by poisoning the cake in the kitchen). Even asides that though, the fact he doesn't inspect the hotel for things to complain about (despite his defining character trait being to criticise everything ''but'' the food), he [[TheyWastedAPerfectlyGoodCharacter comes off as a wasted opportunity]], both gameplay and story-wise.
** "The Bad Boy" is annoying to take down. Like Ts'ai, he is a StationaryBoss sitting in full view of guards and the public (in this case, playing "K&L" in the Gelato cafe), and only has one routine that deviates from this (attenting the fan meeting with Bosco, which lets you poison him), which too takes a long time to activate. The kicker is that his car can be exploded to get his attention, but cannot be used to kill him, which seems like a really odd design choice.

to:

** "The Food Critic" is a very linear affair. has Wen Ts'ai is be a StationaryBoss sitting in a public area, area and is surrounded by guards, meaning most kill methods are out the window. His one routine where he moves from his chair is a small detour to the kitchens (which itself takes ages to get going), that leads to a scripted way of killing him (by poisoning the cake in the kitchen). Even asides that though, ignoring that, the fact he doesn't inspect the hotel for things to complain about (despite his defining character trait being to criticise everything ''but'' the food), he [[TheyWastedAPerfectlyGoodCharacter comes off as a wasted opportunity]], character]], both gameplay and story-wise.
** "The Bad Boy" is annoying to take down. Like Ts'ai, he is Boy"'s Bartholomew Argus has much the same issues as Wen Ts'ai; a StationaryBoss sitting in full view of guards and the public (in this case, playing "K&L" in the Gelato cafe), and only has one routine that deviates from this (attenting (attending the fan meeting with Bosco, which lets you poison him), which too takes a long time to activate. happen. The kicker is that his car can be exploded to get his attention, unlocking a secondary routine, but the car itself cannot be used to kill him, which seems like comes off as a really odd strange design choice.
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** Killing The Controller is, surprisingly, not the issue, as [[spoiler: he's also [[TheAtoner the client]] who is [[DeathSeeker waiting for 47 to kill him]].]] However, 47 must also reach the computer in the hospital director's office without being spotted -- ''at all''. Arousing even the slightest bit of suspicion will result in an instant [[NonStandardGameOver mission failure]] at even the slightest provocation. Oh, and there are no saves, manual or auto. While there are ways to make the level easier (the surgeon starting point and using the unlockable disposable scrambler item to access the office), its later re-release in ''Hitman 3'' now allows being recorded by security cameras (so long as you're allowed to be in the area you were recorded in).

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** Killing The Controller is, surprisingly, not the issue, as [[spoiler: he's also [[TheAtoner the client]] who is [[DeathSeeker waiting for 47 to kill him]].]] However, 47 must also reach the computer in the hospital director's office without being spotted -- ''at all''. Arousing even the slightest bit of suspicion will result in an instant [[NonStandardGameOver mission failure]] at even the slightest provocation. Oh, failure]], and there are no saves, manual or auto. saving back in ''2016'' was disabled. While there are ways to make the level easier (the surgeon starting point and using the unlockable disposable scrambler item to access the office), its later re-release in ''Hitman 3'' now allows being recorded by security cameras (so long as you're allowed to be in the area you were recorded in).in), and later added the ability to save, making the mission much easier to deal with than in ''2016''.

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** "World of Tomorrow", while still excellently designed in other areas, has one '''huge''' design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While there ''are'' ways to make this quicker, it nonetheless forces the player to either go to the [=ETHER=] Lab situated underneath the level to deal with it, or start disguised there at the beginning of the mission. The developers even acknowledge that this is a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.

to:

** "World of Tomorrow", while still excellently designed in other areas, has one '''huge''' design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While there ''are'' ways to make do this quicker, objective quickly, it nonetheless forces the player to either go to the [=ETHER=] Lab Biolab situated underneath the level Caruso Manor to deal with it, or start disguised there at the beginning of the mission. It was not uncommon to see the most popular Contracts set in Sapienza being "World of Tomorrow minus the virus objective". The developers even acknowledge that this is was a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.



** "The Warlord" has several design flaws:
*** First off, the target has unique military guards [[NoSell that see through any pretenders]], making getting around the top floor annoying, and the leader of the military (who meets up with her) cannot have his disguise taken from him.
*** Secondly, the USB Stick the client requires for the contract to complete is not on them, requiring you to break into the security room, itself a problem as it's among the hardest places to get to on the map as you require a keycard to enter the room, and then either a key or lockpick to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning you have to distract everyone in the room with a large noise to draw them out long enough to open the safe and grab the USB and escape.
*** And finally, if you grab the USB stick first, the military leader has a routine to check on the safe every few minutes, and will call a Target Lockdown when he notices it's missing, making it harder to kill The Warlord.
** "The Pharmacist" has the unique setup of being on a timer, something the game does make you aware of in the briefing, and Diana does update 47 of Nila's actions. She will also stay at the top floor after several minutes have elapsed, so you best know what you're doing beforehand.

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** "The Warlord" has several design flaws:
problems:
*** First off, Firstly, the target Nne Obara has unique military guards in her suite [[NoSell that see through any pretenders]], making getting around the top floor annoying, and while the leader of the military (who meets up with her) cannot have his disguise taken from him.
*** Secondly, the USB Stick the client requires for the contract to complete is not on them, requiring you Nne Obara, and it's not nearby either, and it requires the player to break into the security room, itself a problem as it's which is among the hardest places to get to on the map map, as you require it requires a keycard to enter the room, it, and then either a key or lockpick to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning [[ViolationOfCommonSense you have to distract everyone in the room with a large noise to draw them out long enough to open the safe safe]] and grab the USB and escape.
*** And finally, if you decide to grab the USB stick first, the military leader has a routine to check on the safe every few minutes, and will call a Target Lockdown when he notices it's missing, making it harder to kill The Warlord.
** "The Pharmacist" has the unique setup of being on a timer, something the game does make you aware of in the briefing, and Diana does update 47 of Nila's actions. actions, but it can make players panic if they're not prepared. She will also stay at the top floor after her meeting with Dalia after several minutes have elapsed, so you best know what you're doing beforehand.beforehand.
** "The Twin" involves identifying and taking out Dylan while not harming Gonzales. Both wander in public areas filled with civilians and almost never split from each other or their bodyguards. There's a PoisonedChaliceSwitcheroo that can be used to poison Dylan, but it requires quick timing and observation. Subduing Gonzales in any way will fail the mission, so the player must know Sapienza well enough to get a 5-star ranking. While the Camera item in ''Hitman 3'' makes this mission easier, keeping track of the twins is still tricky as they constantly switch places when walking.



** "The Twin" involves identifying and taking out Dylan while not harming Gonzales. Both wander in public areas filled with civilians and almost never split from each other or their bodyguards. There's a PoisonedChaliceSwitcheroo that can be used to poison Dylan, but it requires quick timing and observation. Subduing Gonzales in any way will fail the mission, so the player must know Sapienza well enough to get a 5-star ranking. While the Camera item in ''Hitman 3'' makes this mission easier, keeping track of the twins is still tricky as they constantly switch places when walking.

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** "The Twin" involves identifying Bad Boy" is annoying to take down. Like Ts'ai, he is a StationaryBoss sitting in full view of guards and taking out Dylan while not harming Gonzales. Both wander in the public areas filled (in this case, playing "K&L" in the Gelato cafe), and only has one routine that deviates from this (attenting the fan meeting with civilians and almost never split from each other or their bodyguards. There's Bosco, which lets you poison him), which too takes a PoisonedChaliceSwitcheroo long time to activate. The kicker is that his car can be exploded to get his attention, but cannot be used to poison Dylan, but it requires quick timing and observation. Subduing Gonzales in any way will fail the mission, so the player must know Sapienza well enough to get kill him, which seems like a 5-star ranking. While the Camera item in ''Hitman 3'' makes this mission easier, keeping track of the twins is still tricky as they constantly switch places when walking.really odd design choice.

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** "The Pharmacist" has the unique setup of being on a timer, something the game does make you aware of in the briefing, and Diana does update 47 of Nila's actions. She remains in the level for about five minutes before leaving her meeting with Dalia, so you best hope you know Paris like the back of your hand.

to:

** "The Pharmacist" has the unique setup of being on a timer, something the game does make you aware of in the briefing, and Diana does update 47 of Nila's actions. She remains in will also stay at the level for about five top floor after several minutes before leaving her meeting with Dalia, have elapsed, so you best hope you know Paris like the back of your hand.what you're doing beforehand.


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** "The Food Critic" is a very linear affair. Wen Ts'ai is a StationaryBoss sitting in a public area, and is surrounded by guards, meaning most kill methods are out the window. His one routine where he moves from his chair is a small detour to the kitchens (which itself takes ages to get going), that leads to a scripted way of killing him (by poisoning the cake in the kitchen). Even asides that though, the fact he doesn't inspect the hotel for things to complain about (despite his defining character trait being to criticise everything ''but'' the food), he [[TheyWastedAPerfectlyGoodCharacter comes off as a wasted opportunity]], both gameplay and story-wise.
Is there an issue? Send a MessageReason:
None


** "Club 27" is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several redundant rooms that do nothing for the player, there is ''way'' too much security in the level, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room however, is the straw that breaks the camels' back here. If you get recorded by security cameras, you either restart, or deal with trying to enter the security room, placed in one of the hardest areas of the level to access. It requires a keycard to enter, has five guards inside, and essentially asks you to ''[[ViolationOfCommonSense shoot your gun in a room full of people]]'' to destroy the surveillance footage, which, due to Hitmans' sight-cones, will either cause a minor distraction, or make all of them react as if they were in combat, with no way of knowing what will happen. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).

to:

** "Club 27" is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several redundant rooms that do nothing for the player, there is ''way'' too much security in the level, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room however, is the straw that breaks the camels' back here. If you get recorded by security cameras, you either restart, or deal with trying to enter the security room, placed in one of the hardest areas of the level to access. It requires a keycard to enter, is trespassing in everything but guard outfits, has five at least three guards inside, inside (one of which is always an enforcer), and essentially asks you the security footage is at the other end of the room, requiring precise timing to ''[[ViolationOfCommonSense shoot your gun in a room full of people]]'' to interact and/or destroy the surveillance footage, which, due to Hitmans' sight-cones, will either cause a minor distraction, or make all of them react as if they were in combat, with no way of knowing what will happen.it. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).
Is there an issue? Send a MessageReason:
None


** World of Tomorrow, while still excellently designed in other areas, has one '''huge''' design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While there ''are'' ways to make this quicker, it nonetheless forces the player to either go to the [=ETHER=] Lab situated underneath the level to deal with it, or start disguised there at the beginning of the mission. The developers even acknowledge that this is a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.
** Club 27 is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several redundant rooms that do nothing for the player, there is ''way'' too much security in the level, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room however, is the straw that breaks the camels' back here. If you get recorded by security cameras, you either restart, or deal with trying to enter the security room, placed in one of the hardest areas of the level to access. I requires a keycard, has five guards inside the room, and essentially asks you to ''[[ViolationOfCommonSense shoot your gun in a room full of people]]'' to destroy the surveillance footage, which, due to Hitmans' sight-cones, will either cause a minor distraction, or make all of them react as if they were in combat, with no way of knowing what will happen. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).
** Freedom Fighters. This level was not (and in certain parts of the fanbase, still isn't) liked on release. A hostile compound that's claustrophobic, has four targets, starts in your suit ''and'' has a forced exit that's hard to reach? It's no wonder people found this map annoying to complete. Its Silent Assassin, Suit Only challenge (detailed on the games' page under ThatOneSidequest) is what many think of when it comes to this levels' difficulty. The later games in the trilogy did add stealth grass to make traversal quite a lot easier, and the forced bunker exit was removed after one playthrough in the [=GOTY=] Edition in 2017, which satiated a lot of the complaints.

to:

** World "World of Tomorrow, Tomorrow", while still excellently designed in other areas, has one '''huge''' design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While there ''are'' ways to make this quicker, it nonetheless forces the player to either go to the [=ETHER=] Lab situated underneath the level to deal with it, or start disguised there at the beginning of the mission. The developers even acknowledge that this is a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.
** Club 27 "Club 27" is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several redundant rooms that do nothing for the player, there is ''way'' too much security in the level, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room however, is the straw that breaks the camels' back here. If you get recorded by security cameras, you either restart, or deal with trying to enter the security room, placed in one of the hardest areas of the level to access. I It requires a keycard, keycard to enter, has five guards inside the room, inside, and essentially asks you to ''[[ViolationOfCommonSense shoot your gun in a room full of people]]'' to destroy the surveillance footage, which, due to Hitmans' sight-cones, will either cause a minor distraction, or make all of them react as if they were in combat, with no way of knowing what will happen. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).
** Freedom Fighters."Freedom Fighters". This level was not (and in certain parts of the fanbase, still isn't) liked on release. A hostile compound that's claustrophobic, has inconsistent cover, has four targets, targets for 47 to eliminate, starts in your suit ''and'' has a forced exit that's hard to reach? It's no wonder people found this map annoying to complete. Its Silent Assassin, Suit Only challenge (detailed on the games' page under ThatOneSidequest) is what many think of when it comes to this levels' difficulty. The later games in the trilogy did add stealth grass to make traversal quite a lot easier, and the forced bunker exit was removed after one playthrough in the [=GOTY=] Edition in 2017, which satiated a lot of the complaints.

Added: 1934

Changed: 1054

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** Freedom Fighters. This level was not (and in certain parts of the fanbase still isn't) liked on release. A hostile compound that's claustrophobic, has four targets, starts in your suit ''and'' has a forced exit that's hard to reach? It's no wonder people found this map annoying to complete. Its Silent Assassin, Suit Only challenge (detailed on the games' page under ThatOneSidequest) is what many think of when it comes to this levels' difficulty. The later games in the trilogy did add stealth grass to make traversal quite a lot easier, and the forced bunker exit was removed after one playthrough in the [=GOTY=] Edition in 2017, which satiated a lot of the complaints.

to:

** World of Tomorrow, while still excellently designed in other areas, has one '''huge''' design flaw that makes it a pain to replay; the mandatory destruction of the [=ETHER=] Virus in order to exit the level. While there ''are'' ways to make this quicker, it nonetheless forces the player to either go to the [=ETHER=] Lab situated underneath the level to deal with it, or start disguised there at the beginning of the mission. The developers even acknowledge that this is a player frustration in May 2019's [=IOI=] Monthly video, where they use it as an example of {{Railroading}} and how they wanted the "Golden Handshake" mission to avoid this issue when players collect the data needed to exit that level.
** Club 27 is a deceptively easy level. Like with Freedom Fighters below, its Silent Assassin, Suit Only challenge is notoriously tricky, but much of that trickiness is down to how the level itself has been designed for the main mission. It has several redundant rooms that do nothing for the player, there is ''way'' too much security in the level, and there are a lot of enforcers per-disguise, making player traversal around the hotel annoying. The security room however, is the straw that breaks the camels' back here. If you get recorded by security cameras, you either restart, or deal with trying to enter the security room, placed in one of the hardest areas of the level to access. I requires a keycard, has five guards inside the room, and essentially asks you to ''[[ViolationOfCommonSense shoot your gun in a room full of people]]'' to destroy the surveillance footage, which, due to Hitmans' sight-cones, will either cause a minor distraction, or make all of them react as if they were in combat, with no way of knowing what will happen. Worse still, none of the later level iterations in ''2'' or ''3'' really changed the level, and it took until Freelancer mode to add an alternate exit for the level (which is exclusive to Freelancer mode).
** Freedom Fighters. This level was not (and in certain parts of the fanbase fanbase, still isn't) liked on release. A hostile compound that's claustrophobic, has four targets, starts in your suit ''and'' has a forced exit that's hard to reach? It's no wonder people found this map annoying to complete. Its Silent Assassin, Suit Only challenge (detailed on the games' page under ThatOneSidequest) is what many think of when it comes to this levels' difficulty. The later games in the trilogy did add stealth grass to make traversal quite a lot easier, and the forced bunker exit was removed after one playthrough in the [=GOTY=] Edition in 2017, which satiated a lot of the complaints.
Is there an issue? Send a MessageReason:
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** "The Mercenary". Patrick, alongside his four bodyguards, see through every disguise on the map and will follow him around. They will also walk into areas if they see 47, making it a chore to subdue any of them before taking out Patrick.

to:

** "The Mercenary".Mercenary" is easily the hardest side mission in the game. Patrick, alongside his four bodyguards, see through every disguise on the map and will follow him around. They will also walk into areas chase down 47 if they see 47, him, making it a chore to subdue any of them before taking out Patrick.Patrick. He shares similar issues to that of The Bookkeeper Elusive Target (listed below), in that he is tricky to isolate and make traps for, making for a frustrating experience.
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** "The Mercenary" in the Sarajevo Six campaign. Patrick, alongside his four bodyguards, see through every disguise on the map and will follow him around. They will also walk into areas if they see 47, making it a chore to subdue any of them before taking out Patrick.
** The final member of the Sarajevo Six, The Controller is actually quite easy to get to, [[spoiler: since he's also [[TheAtoner the client]] who is [[DeathSeeker waiting for 47 to kill him]].]] However, 47 must also reach the computer in the hospital director's office without being spotted at all. And that means ''at all''. Arousing even the slightest bit of suspicion will result in an instant [[NonStandardGameOver mission failure]] at even the slightest provocation. Oh, and there are no saves, manual or auto. [[EasyLevelTrick Fortunately, unlocking the disposable scrambler in Colorado and starting the mission disguised as a surgeon makes this mission a lot easier]], especially if you've mastered Hokkaido already and have the equipment slots unlocked.

to:

** "The Mercenary" in the Sarajevo Six campaign.Mercenary". Patrick, alongside his four bodyguards, see through every disguise on the map and will follow him around. They will also walk into areas if they see 47, making it a chore to subdue any of them before taking out Patrick.
** The final member of the Sarajevo Six, Killing The Controller is actually quite easy to get to, is, surprisingly, not the issue, as [[spoiler: since he's also [[TheAtoner the client]] who is [[DeathSeeker waiting for 47 to kill him]].]] However, 47 must also reach the computer in the hospital director's office without being spotted at all. And that means -- ''at all''. Arousing even the slightest bit of suspicion will result in an instant [[NonStandardGameOver mission failure]] at even the slightest provocation. Oh, and there are no saves, manual or auto. [[EasyLevelTrick Fortunately, unlocking While there are ways to make the level easier (the surgeon starting point and using the unlockable disposable scrambler in Colorado and starting item to access the mission disguised office), its later re-release in ''Hitman 3'' now allows being recorded by security cameras (so long as a surgeon makes this mission a lot easier]], especially if you've mastered Hokkaido already and have you're allowed to be in the equipment slots unlocked.area you were recorded in).



** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment. These diamonds can '''only''' be taken once the courier has made the transaction from one of two merchants on the map, '''not before'''. Doing otherwise [[NoFairCheating will insta-fail the mission]], as it assumes you're trying to cheese it, and you get a NonstandardGameOver for your troubles. While you ''are'' warned about the courier, there is zero warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Making things worse is that failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Travis, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran as much as later targets, even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how players find the contract frustrating.

to:

** "The Fixer" is one that IOI loves to remind the playerbase player base that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment. These diamonds can '''only''' be taken once the courier has made the transaction from one of two merchants on the map, '''not before'''. Doing otherwise [[NoFairCheating will insta-fail the mission]], as it assumes you're trying to cheese it, and you get a NonstandardGameOver for your troubles. While you ''are'' warned about the courier, there is zero warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Making things worse is that failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Travis, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran as much as later targets, even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how players find the contract frustrating.
Is there an issue? Send a MessageReason:
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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver for your troubles. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Making things worse is that failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Travis, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran as much as later targets, even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how players find it frustrating.
** "The Bookkeeper" for Colorado. Pertti is surrounded by four bodyguards at all times, one of which can see through every disguise you can put on, and the kicker is that his route is completely randomized, making it impossible to predict his exact route as his next stop is random each cycle, meaning he may not even go near where you want him to anytime soon. Subduing any of his bodyguards will result in Pertti attempting to evacuate, and if his car is destroyed to prevent this, he will either be taken to the basement (which Berg also hides in) or the north-eastern room of the house (which contains two additional soldiers), and he will remain at the last place he visited after the lockdown cools down.
** "The Ex-Dictator", the first Elusive Target mission to have two targets. Both targets mostly stay around the well-guarded second floor lounge, and TheAllSeeingAI is in full effect here - there's very little room to kill or hide the targets, and a vast majority of the guards and waiters are enforcers. Richard occasionally isolates himself where he can easily be killed, but Inez is always accompanied by her bodyguard when moving between the lounge and the hotel's west garden. Killing either target before they enter the hotel breaks both their routes and their bodyguards, as Richard no longer isolates himself and smokes inside the bar.

to:

** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. payment. These diamonds can only '''only''' be taken once the courier has taken it made the transaction from one of two merchants on the map, '''not before''', before'''. Doing otherwise [[NoFairCheating as the game will insta-fail you if you try the mission]], as it assumes you're trying to cheese it]] it, and you get a NonstandardGameOver for your troubles. While you are ''are'' warned about the courier, there's no there is zero warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Making things worse is that failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Travis, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran as much as later targets, even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how players find it the contract frustrating.
** "The Bookkeeper" for Colorado. Pertti is surrounded by four bodyguards at all times, one of which can see through every disguise you can put on, and the kicker is that his route is completely randomized, making it impossible to predict his exact route as his next stop is random each cycle, meaning so you need a patient of a saint as he may not even go near where you want him to anytime soon. go to if you've set up a trap. Subduing any of his bodyguards will result in Pertti attempting to evacuate, and if his car is destroyed to prevent this, he will either be taken to the basement (which Berg also hides in) or the north-eastern room of the house (which contains two additional soldiers), and he will remain at the last place he visited after the lockdown cools down.
off.
** "The Ex-Dictator", the first Elusive Target mission to have two targets. targets, and that's arguably the least problematic part of the contract. Both targets mostly stay around the well-guarded second floor lounge, and TheAllSeeingAI is in full effect here - there's very little room to kill or hide the targets, and a vast majority of the guards and guards, waiters and bellhops are enforcers. Richard occasionally isolates himself where he can easily be killed, but Inez is always accompanied by her bodyguard when moving between the lounge and the hotel's west garden. Killing either target before they enter the hotel breaks both their routes and their bodyguards, as Richard no longer isolates himself and smokes inside the bar.



*** First, the target has unique military guards [[NoSell that see through any pretenders]], making getting around the top floor annoying, and the leader of the military (who meets up with her) cannot have his disguise taken from him.
*** Secondly, the USB Stick the client requires for the contract to complete is not on her person, requiring you to break into the security room, itself a problem as it's among the hardest places to get to on the map as you require a keycard to enter, to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning you have to distract everyone in the room with a large noise to draw them out long enough to open the safe and grab the USB and escape.

to:

*** First, First off, the target has unique military guards [[NoSell that see through any pretenders]], making getting around the top floor annoying, and the leader of the military (who meets up with her) cannot have his disguise taken from him.
him.
*** Secondly, the USB Stick the client requires for the contract to complete is not on her person, them, requiring you to break into the security room, itself a problem as it's among the hardest places to get to on the map as you require a keycard to enter, enter the room, and then either a key or lockpick to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning you have to distract everyone in the room with a large noise to draw them out long enough to open the safe and grab the USB and escape.



** "The Sensation" is having a party in one of the gardens that's otherwise surrounded by security. And while you're allowed at the party itself, isolating him, or even poisoning his drink can take quite a long time to happen.
** "The Twin" involves identifying and taking out Dylan while not harming Gonzales. Both wander in public areas filled with civilians and almost never split from each other or their bodyguards. There's a PoisonedChaliceSwitcheroo that can be used to poison Dylan, but it requires quick timing and observation. Subduing Gonzales in any way will fail the mission, so the player must know Sapienza well enough to get a 5-star ranking. While the Camera item in ''Hitman 3'' makes this ET easier, keeping track of the twins is still tricky as they constantly switch places when walking.

to:

** "The Sensation" is having a party in one of the gardens that's otherwise surrounded by security. And while you're allowed at the party itself, isolating him, or even poisoning his drink can take quite a long time to happen.
happen. The original run of the mission also featured a laptop to turn off the music to cause a distraction, but that's been removed in later repeats.
** "The Twin" involves identifying and taking out Dylan while not harming Gonzales. Both wander in public areas filled with civilians and almost never split from each other or their bodyguards. There's a PoisonedChaliceSwitcheroo that can be used to poison Dylan, but it requires quick timing and observation. Subduing Gonzales in any way will fail the mission, so the player must know Sapienza well enough to get a 5-star ranking. While the Camera item in ''Hitman 3'' makes this ET mission easier, keeping track of the twins is still tricky as they constantly switch places when walking.
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[[folder:Hitman (2016)]]

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[[folder:Hitman [[folder:''Hitman'' (2016)]]



[[folder:Hitman 2]]

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[[folder:Hitman 2]][[folder:''Hitman 2'']]



[[folder:Hitman 3]]

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[[folder:Hitman 3]][[folder:''Hitman 3'']]

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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Travis, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran as much as later targets, or in Hitman 3, even as part of Elusive Target Arcade, is due to the low success rate and how players find it frustrating.
** "The Bookkeeper" for Colorado. Pertti is surrounded by four bodyguards at all times, one of which can see through every disguise you can put on, and the kicker is that his route is completely randomized, making it impossible to predict his exact route, only his general route, one where he may not even go near where you want him to go anytime soon. Subduing any of his bodyguards will result in Pertti attempting to evacuate. If his car is destroyed to prevent this, he will either be taken to the basement (which Berg also hides in) or the north-eastern room of the house (which contains two additional soldiers), and he will remain at the last place he visited.
** "The Ex-Dictator", the first Elusive Target mission to have two targets. Both targets mostly stay around the well-guarded second floor lounge. TheAllSeeingAI is in full effect - there's very little room to kill or hide the targets, and a vast majority of the guards and waiters are enforcers. Richard occasionally isolates himself where he can easily be killed, but Inez is always accompanied by her bodyguard when moving between the lounge and the hotel's west garden. Killing either target before they enter the hotel breaks both their routes and their bodyguards, as Richard no longer isolates himself and smokes inside the bar.
** "The Warlord" has several design flaws; Firstly, the target has unique military guards [[NoSell that see through any pretenders]], making getting round annoying, and the leader of the military (who meets up with The Warlord) cannot have his disguise taken from him. Secondly, the USB Stick the client requires for the contract to complete is not on her person, requiring you to break into the security room (itself a problem as you require a keycard) to get at a safe that has the USB inside it....which is surrounded by the same military guards, meaning you have to distract everyone in the room with a large noise to draw them out long enough to open the safe and grab the USB and escape. And finally, if you try to do the USB objective first, the military outside the safe will call a Target Lockdown if they notice the USB is missing, making it harder to kill her.

to:

** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver.NonstandardGameOver for your troubles. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing Making things worse is that failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Travis, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran as much as later targets, or in Hitman 3, even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how players find it frustrating.
** "The Bookkeeper" for Colorado. Pertti is surrounded by four bodyguards at all times, one of which can see through every disguise you can put on, and the kicker is that his route is completely randomized, making it impossible to predict his exact route, only route as his general route, one where next stop is random each cycle, meaning he may not even go near where you want him to go anytime soon. Subduing any of his bodyguards will result in Pertti attempting to evacuate. If evacuate, and if his car is destroyed to prevent this, he will either be taken to the basement (which Berg also hides in) or the north-eastern room of the house (which contains two additional soldiers), and he will remain at the last place he visited.
visited after the lockdown cools down.
** "The Ex-Dictator", the first Elusive Target mission to have two targets. Both targets mostly stay around the well-guarded second floor lounge. lounge, and TheAllSeeingAI is in full effect here - there's very little room to kill or hide the targets, and a vast majority of the guards and waiters are enforcers. Richard occasionally isolates himself where he can easily be killed, but Inez is always accompanied by her bodyguard when moving between the lounge and the hotel's west garden. Killing either target before they enter the hotel breaks both their routes and their bodyguards, as Richard no longer isolates himself and smokes inside the bar.
** "The Warlord" has several design flaws; Firstly, flaws:
*** First,
the target has unique military guards [[NoSell that see through any pretenders]], making getting round around the top floor annoying, and the leader of the military (who meets up with The Warlord) her) cannot have his disguise taken from him. him.
***
Secondly, the USB Stick the client requires for the contract to complete is not on her person, requiring you to break into the security room (itself room, itself a problem as it's among the hardest places to get to on the map as you require a keycard) keycard to enter, to get at a safe that has the USB stick inside it....which is surrounded by the same military guards, meaning you have to distract everyone in the room with a large noise to draw them out long enough to open the safe and grab the USB and escape.
***
And finally, if you try to do grab the USB objective stick first, the military outside leader has a routine to check on the safe every few minutes, and will call a Target Lockdown if they notice the USB is when he notices it's missing, making it harder to kill her.The Warlord.
Is there an issue? Send a MessageReason:
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Added DiffLines:

** "The Warlord" has several design flaws; Firstly, the target has unique military guards [[NoSell that see through any pretenders]], making getting round annoying, and the leader of the military (who meets up with The Warlord) cannot have his disguise taken from him. Secondly, the USB Stick the client requires for the contract to complete is not on her person, requiring you to break into the security room (itself a problem as you require a keycard) to get at a safe that has the USB inside it....which is surrounded by the same military guards, meaning you have to distract everyone in the room with a large noise to draw them out long enough to open the safe and grab the USB and escape. And finally, if you try to do the USB objective first, the military outside the safe will call a Target Lockdown if they notice the USB is missing, making it harder to kill her.
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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran in Hitman 3, even as part of Elusive Target Arcade, is due to the low success rate and how players find it this trope.

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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, Travis, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran as much as later targets, or in Hitman 3, even as part of Elusive Target Arcade, is due to the low success rate and how players find it this trope.frustrating.
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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran in Hitman 3]], even as part of Elusive Target Arcade, is due to the low success rate and how players find it this trope.

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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran in Hitman 3]], 3, even as part of Elusive Target Arcade, is due to the low success rate and how players find it this trope.
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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate (11% and 18% respectively), solely because of the second objective where you must obtain the diamonds intended as payment. And these diamonds can only be taken once the courier has taken it from one of two merchants on the map, not before, [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for IOI, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran in later games]], even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how NintendoHard it is.

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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate (11% and 18% respectively), ([[https://hitmanforum-v6-s3-uploads.s3.dualstack.us-west-1.amazonaws.com/optimized/3X/0/b/0b985f1f0a22f9cfc15841007409029d4c83874f_2_434x325.jpeg 23% on his first run]]), solely because of the second objective where you must obtain the diamonds intended as payment. And these payment confuses players. These diamonds can only be taken once the courier has taken it from one of two merchants on the map, not before, '''not before''', [[NoFairCheating as the game will insta-fail you if you try to cheese it]] and you get a NonstandardGameOver. While you are warned about the courier, there's no warning in regards to the merchants (who appear on the map outside this mission, and players assume they're not mission-critical). Failing to take him out in the markets has Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for IOI, the game, [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran in later games]], Hitman 3]], even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how NintendoHard players find it is.this trope.
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Added another few entries

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** "The Twin" involves identifying and taking out Dylan while not harming Gonzales. Both wander in public areas filled with civilians and almost never split from each other or their bodyguards. There's a PoisonedChaliceSwitcheroo that can be used to poison Dylan, but it requires quick timing and observation. Subduing Gonzales in any way will fail the mission, so the player must know Sapienza well enough to get a 5-star ranking. While the Camera item in ''Hitman 3'' makes this ET easier, keeping track of the twins is still tricky as they constantly switch places when walking.


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** "The Ascensionist" has the unique gimmick of [[NoSell having an Elusive Target who sees through all of 47's disguises]]. Moretta quickly moves to the second floor before wandering around the penthouse suite, surrounded by guards and accompanied by Ogilvy. Subduing Ogilvy makes Moretta flee, meaning that killing her requires planning and avoiding getting caught by her.
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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate, solely because of the second objective where you must obtain the diamonds intended as payment. And these diamonds can only be taken once the courier has taken it from one of two merchants on the map, not before, [[NoFairCheating as the game will insta-fail you if you try to cheese it]] by harming the courier or the merchant before then, otherwise it's a NonstandardGameOver. While you are warned about the courier, there's no warning regarding the merchants (who appear on the map outside this mission, so they're often assumed as not mission-critical). Failing to take him out in the markets has him remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for IOI, has gone on record saying that [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 part of the reason why Xander hasn't re-ran in later games]], even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how NintendoHard it is.

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** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate, rate (11% and 18% respectively), solely because of the second objective where you must obtain the diamonds intended as payment. And these diamonds can only be taken once the courier has taken it from one of two merchants on the map, not before, [[NoFairCheating as the game will insta-fail you if you try to cheese it]] by harming the courier or the merchant before then, otherwise it's and you get a NonstandardGameOver. While you are warned about the courier, there's no warning regarding in regards to the merchants (who appear on the map outside this mission, so and players assume they're often assumed as not mission-critical). Failing to take him out in the markets has him Xander remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for IOI, has gone on record saying that [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 has gone on record]] saying that part of the reason why Xander hasn't re-ran in later games]], even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how NintendoHard it is.
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** '''Elusive Targets:'''
* "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate, solely because of the second objective where you must obtain the diamonds intended as payment. And these diamonds can only be taken once the courier has taken it from one of two merchants on the map, not before, [[NoFairCheating as the game will insta-fail you if you try to cheese it]] by harming the courier or the merchant before then, otherwise it's a NonstandardGameOver. While you are warned about the courier, there's no warning regarding the merchants (who appear on the map outside this mission, so they're often assumed as not mission-critical). Failing to take him out in the markets has him remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for IOI, has gone on record saying that [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 part of the reason why Xander hasn't re-ran in later games]], even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how NintendoHard it is.
* "The Bookkeeper" for Colorado. Pertti is surrounded by four bodyguards at all times, one of which can see through every disguise you can put on, and the kicker is that his route is completely randomized, making it impossible to predict his exact route, only his general route, one where he may not even go near where you want him to go anytime soon. Subduing any of his bodyguards will result in Pertti attempting to evacuate. If his car is destroyed to prevent this, he will either be taken to the basement (which Berg also hides in) or the north-eastern room of the house (which contains two additional soldiers), and he will remain at the last place he visited.

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** * '''Elusive Targets:'''
* ** "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate, solely because of the second objective where you must obtain the diamonds intended as payment. And these diamonds can only be taken once the courier has taken it from one of two merchants on the map, not before, [[NoFairCheating as the game will insta-fail you if you try to cheese it]] by harming the courier or the merchant before then, otherwise it's a NonstandardGameOver. While you are warned about the courier, there's no warning regarding the merchants (who appear on the map outside this mission, so they're often assumed as not mission-critical). Failing to take him out in the markets has him remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for IOI, has gone on record saying that [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 part of the reason why Xander hasn't re-ran in later games]], even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how NintendoHard it is.
* ** "The Bookkeeper" for Colorado. Pertti is surrounded by four bodyguards at all times, one of which can see through every disguise you can put on, and the kicker is that his route is completely randomized, making it impossible to predict his exact route, only his general route, one where he may not even go near where you want him to go anytime soon. Subduing any of his bodyguards will result in Pertti attempting to evacuate. If his car is destroyed to prevent this, he will either be taken to the basement (which Berg also hides in) or the north-eastern room of the house (which contains two additional soldiers), and he will remain at the last place he visited.
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Not every Hitman level is created equal, here are some of the worst.

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Not every Hitman level is created equal, The World of Assassination Trilogy has some levels that inspire a lot of player dislike, here are some of the worst.
they are:
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For the levels in ''VideoGame/HitmanCodename47'', ''VideoGame/Hitman2SilentAssassin'',''VideoGame/HitmanContracts'', ''VideoGame/HitmanBloodMoney'' and ''VideoGame/HitmanAbsolution''go [[ThatOneLevel/{{Hitman}} here]] instead.

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For the levels in ''VideoGame/HitmanCodename47'', ''VideoGame/Hitman2SilentAssassin'',''VideoGame/HitmanContracts'', ''VideoGame/HitmanBloodMoney'' and ''VideoGame/HitmanAbsolution''go ''VideoGame/HitmanAbsolution'', go [[ThatOneLevel/{{Hitman}} here]] instead.
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New page for the WOA trilogys' That One Level.

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Not every Hitman level is created equal, here are some of the worst.

For the levels in ''VideoGame/HitmanCodename47'', ''VideoGame/Hitman2SilentAssassin'',''VideoGame/HitmanContracts'', ''VideoGame/HitmanBloodMoney'' and ''VideoGame/HitmanAbsolution''go [[ThatOneLevel/{{Hitman}} here]] instead.

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[[folder:Hitman (2016)]]
* '''Main Missions:'''
** Freedom Fighters. This level was not (and in certain parts of the fanbase still isn't) liked on release. A hostile compound that's claustrophobic, has four targets, starts in your suit ''and'' has a forced exit that's hard to reach? It's no wonder people found this map annoying to complete. Its Silent Assassin, Suit Only challenge (detailed on the games' page under ThatOneSidequest) is what many think of when it comes to this levels' difficulty. The later games in the trilogy did add stealth grass to make traversal quite a lot easier, and the forced bunker exit was removed after one playthrough in the [=GOTY=] Edition in 2017, which satiated a lot of the complaints.
** Patient Zero is quite notoriously difficult as you have two minutes before Owen Cage reaches an unprotected member of the staff that catches the Nabazov Virus, which spreads ''fast''. It's very easy to have to depopulate half the level to finish!
* '''The Sarajevo Six:'''
** "The Mercenary" in the Sarajevo Six campaign. Patrick, alongside his four bodyguards, see through every disguise on the map and will follow him around. They will also walk into areas if they see 47, making it a chore to subdue any of them before taking out Patrick.
** The final member of the Sarajevo Six, The Controller is actually quite easy to get to, [[spoiler: since he's also [[TheAtoner the client]] who is [[DeathSeeker waiting for 47 to kill him]].]] However, 47 must also reach the computer in the hospital director's office without being spotted at all. And that means ''at all''. Arousing even the slightest bit of suspicion will result in an instant [[NonStandardGameOver mission failure]] at even the slightest provocation. Oh, and there are no saves, manual or auto. [[EasyLevelTrick Fortunately, unlocking the disposable scrambler in Colorado and starting the mission disguised as a surgeon makes this mission a lot easier]], especially if you've mastered Hokkaido already and have the equipment slots unlocked.
** '''Elusive Targets:'''
* "The Fixer" is one that IOI loves to remind the playerbase that it's the target with the lowest success rate, solely because of the second objective where you must obtain the diamonds intended as payment. And these diamonds can only be taken once the courier has taken it from one of two merchants on the map, not before, [[NoFairCheating as the game will insta-fail you if you try to cheese it]] by harming the courier or the merchant before then, otherwise it's a NonstandardGameOver. While you are warned about the courier, there's no warning regarding the merchants (who appear on the map outside this mission, so they're often assumed as not mission-critical). Failing to take him out in the markets has him remain in the heavily-guarded Consulate indefinitely, following Claus Strandberg around and never isolating himself. IOI Clemens, one of the PR managers for IOI, has gone on record saying that [[https://www.hitmanforum.com/t/elusive-target-arcade/12548/814 part of the reason why Xander hasn't re-ran in later games]], even as part of Hitman 3's Elusive Target Arcade, is due to the low success rate and how NintendoHard it is.
* "The Bookkeeper" for Colorado. Pertti is surrounded by four bodyguards at all times, one of which can see through every disguise you can put on, and the kicker is that his route is completely randomized, making it impossible to predict his exact route, only his general route, one where he may not even go near where you want him to go anytime soon. Subduing any of his bodyguards will result in Pertti attempting to evacuate. If his car is destroyed to prevent this, he will either be taken to the basement (which Berg also hides in) or the north-eastern room of the house (which contains two additional soldiers), and he will remain at the last place he visited.
** "The Ex-Dictator", the first Elusive Target mission to have two targets. Both targets mostly stay around the well-guarded second floor lounge. TheAllSeeingAI is in full effect - there's very little room to kill or hide the targets, and a vast majority of the guards and waiters are enforcers. Richard occasionally isolates himself where he can easily be killed, but Inez is always accompanied by her bodyguard when moving between the lounge and the hotel's west garden. Killing either target before they enter the hotel breaks both their routes and their bodyguards, as Richard no longer isolates himself and smokes inside the bar.
** "The Pharmacist" has the unique setup of being on a timer, something the game does make you aware of in the briefing, and Diana does update 47 of Nila's actions. She remains in the level for about five minutes before leaving her meeting with Dalia, so you best hope you know Paris like the back of your hand.
** "The Sensation" is having a party in one of the gardens that's otherwise surrounded by security. And while you're allowed at the party itself, isolating him, or even poisoning his drink can take quite a long time to happen.
[[/folder]]

[[folder:Hitman 2]]
* '''Main Missions:'''
** Whittleton Creek itself is fine, but the clues you have to discover are always mandatory to find, requiring you to find at least three clues along with eliminating the two targets to finish the mission. Fans believe that, while it is unique and interesting at first, it ruins the mission's pacing on replays of the level. This is a similar complaint to Colorado, where only the underground bunker was available as an escape in the campaign, requiring you to get Sean's Mask to leave the level. Colorado in Hitman 2 no longer forces one exit after a single play-through of the level, and in Whittleton Creek's case, there are easier, smaller clues to find, which don't take long to complete, but are out of the way enough from each other to become annoying to deal with, especially with repeated SaveScumming (or even when you can't save as often, like in Master difficulty).
** While Haven Island is liked for its level design, the NPC sight-cones being extended is a little controversial, not because it's a bad design choice, but because the game doesn't tell you about it, and the only people to know are those that listened to WordOfGod back in 2019. Not only that, but in ''Hitman 3'', the level suffered from people seeing through walls, made worse by the sight-cones being double the size.
* '''Elusive Targets:'''
** "The Revolutionary" is notably the most difficult of the six Elusive Targets. Murillo's spawn point is randomized between three locations (the lounge above the Delgado lockup, a shack south of the bar, or one of the fishing huts), all of which contain several guards who can see through 47's disguises, and are in public view of civilians. While Murillo drinks from a glass of wine after every session, the glass is hard to poison without being spotted, and any other accident kill is made more frustrating by the fact Murillo's bodyguard and cameraman always accompany him.
[[/folder]]

[[folder:Hitman 3]]
* '''Elusive Targets:'''
** "The Collector", like with "The Pharmacist" is on a timer, and if Haynes manages to procure the painting you can retrieve for Five Stars, he'll retreat to his van parked at the front of the mansion. The timer is not that strict however, taking at least 15 minutes for Kody to flee, but it has caught players by surprise.
** When "The Rage" first released, his level had a lot of issues with NPC's seeing through walls, an affliction Chongqing otherwise didn't suffer from, making even pacifying Sully an exercise in frustration. While this has since been fixed, the memory of it is still fresh in players' minds.
[[/folder]]
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