Complete walkthrough for Part 91 of Hitman: Absolution, covering objectives, orientation, notes, and playstyles to help you navigate the Courtroom and Holding Cells.
This section covers Part 91 of Hitman: Absolution, focusing on the Courtroom and the objective of reaching the Holding Cells. It details available items, challenges, and provides guidance for different playstyles.
Notable NPCs and Enemies: Court Usher, Zug TMP, Tin Foil Hat Man, STG 58, Hope Police Officer.
Notable Weapons: HX UMP (carried by Backups, requires Rampage to appear for Lost and Found), Z&M Model 60 (carried by most Cops, found in Security Room).
- Evidence: Fire Extinguisher, Statue Bust, Police Baton, Tomahawk, Golf Club, Vase, Gavel, Keycard, Hammer, Book, Radio, Dummy Arm, Glass Shiv, Wrench, Screwdriver, Knife, Sledge Hammer, Baseball Bat.
- Obstruction Challenges: No Collateral Damage, Take the Fall, Take Office, Judgment Day - Part 1, Judgment Day - Part 2, Judgment Day - Part 3, One Man Riot.
A. Courtroom
After Sheriff Skurky leaves the Courtroom, Agent 47 needs to find a safe way into the Holding Cells.
Objectives
>>Get to the Holding Cells.
Orientation
Your Entry Point is inside a Courtroom in the center of the area. The Exit Point is to the north. The Evidence Room is at the east side of the Courtroom. The Judge's Chamber is behind the Judge.
A large central Atrium is outside the Courtroom to the south. A Security Room and a Keycard Room are at the east side of the Atrium. The Restrooms are at the west side of the Atrium. The Lobby is to the south of the Atrium. The Atrium has a second floor where you can gain access to the upper level of the Courtroom and a Library.
The outside part of this section is a Restricted Parking area with a large Prison Bus. There is an office at the south side of this area and a Storeroom at the northeast corner.
Notes
Outside of Rampaging, there are two ways to get into the Holding Cells. First, is to dress up as the Judge, pass sentence on the defendant, then leave. The second, and the one used here, is to ambush the defendant, take his Disguise, and allow yourself to be sentenced to gain access.
The [No Collateral Damage] Challenge can be obtained after a Rampage. Knocking out several Civilians and killing one of the court clerks is noted. It is suggested that you kill nobody connected to the courtroom and police regardless of playstyle.
Rampaging
Running through the Restricted Parking area and to the Storeroom to grab the shotgun is a good safe way to get things started. You can also use the Window to the Judge's Chamber to go in and out to keep the Cops from getting too many hits on you.
Playstyles
Glass Cannon
This is a good place to acquire this Playstyle. Go into the Restricted Parking Office and subdue the Officer there for his Disguise. Go through the Restricted Parking area using as little of your Instinct as you can and enter the Storeroom to acquire the Shotgun.
Re-trace your steps back to the Courtroom area then go into the office north of the Keycard Room. Kill the lone Officer there with the Shotgun and hide at the corner. Pick off the first Cop that comes by and stay at the corner until another one approaches then kill him to complete the Playstyle.
Lost and Found
Weapons
- Z&M Model 60 — Carried by most of the Cops. Leaning on a dresser inside the Security Room.
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