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Part 141
Hitman World of Assassination

Part 141

Master Part 141 in Hitman World of Assassination with our comprehensive guide. Learn strategies for disguises, luring guards, and executing Dino with pyrotechnics for challenges like 'An Explosive Ending'.

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Master Part 141 in Hitman World of Assassination with our comprehensive guide. Learn strategies for disguises, luring guards, and executing Dino with pyrotechnics for challenges like 'An Explosive Ending'.

Walkthrough
  1. 1
    Start the mission and head to the Town Hall Basement. Grab Emetic Rat Poison.
  2. 2
    Run up the Tower to the Secondary Office. Use the Fire Extinguisher to lure a Guard down, subdue him for his Disguise and weapon.
  3. 3
    Go to the ground floor of the Tower. Place the Guard's Pistol on the ground near the equipment and in line with the door.
  4. 4
    Open the door and toss the Crowbar on the floor to lure the nearby Guard.
  5. 5
    When the Guard investigates the weapon, close the door, subdue him, and dump him in the Container.
  6. 6
    Go to the Panel area. Poison a Bottle when unobserved and return to the Tower.
  7. 7
    When a sickened SFX Crew member enters, knock him out and dump him in the Container.
  8. 8
    Go to the Logistics Trailer, enter it, and read the Manual on the Pyrotechnics Trigger.
  9. 9
    Exit the trailer, cut through the Ceramic Shop, and stop at the Butcher Shop door. Wait for the Enforcing Guard to move east on his route.
  10. 10
    Go to the table to get the Pyrotechnics Trigger. Return to the Tower to acquire the SFX Crew Disguise.
  11. 11
    Exit the Tower and go to the Generator next to the Panel area.
  12. 12
    When the shoot is paused, turn off the Generator to lure the Enforcer away.
  13. 13
    Run to the southwest corner of the Panel area to avoid the Enforcer.
  14. 14
    When the Enforcer moves towards the Generator, run to the Pyrotechnics Control Panel and use it.
  15. 15
    Run back into the Tower until the Enforcer returns to his post.
  16. 16
    Return near the Panel area and look west towards the set. Locate the black springboard near The Red Monster.
  17. 17
    When Dino begins his run, use the Trigger as he reaches the springboard to kill him in the explosion.
  18. 18
    Go to the Town Gates to leave the mission.
Tips
  • If the explosion timing is mistimed, the pyrotechnics will recharge in approximately twenty seconds, allowing another attempt.
  • This run-through helps complete the challenges: "An Explosive Ending" (requires overriding the Pyrotechnics Computer), "The Thespian", "Someone Could Hurt Themselves", "No Evidence", and "Silent Assassin".
  • An alternative strategy involves using poisons on Dino, who drinks at the Autograph Booth. If emetic poisoned, he heads to a Porta-Potty in the alley behind the Town Hall, making him exposed.
  • For the alternative strategy, bring the Silverballer, Lethal Poison Vial, Lockpick, and place the Fiber Wire in the Agency Pickup.
  • To remove multiple people near the alley behind the Town Hall and Restrooms: grab a Coin near the City Gates, then five more at the Merchandise Booth.
  • Go to the Town Hall Basement, up the Tower, shoot out the Camera, and enter the Secondary Office to destroy the Recorder and grab the Crowbar and Fire Extinguisher.
  • Go back to the Basement door. At the northeast corner, find a Kitchen Assistant. When he's near the door, open it and throw the Crowbar at the wall corner on the short stairs to lure him.
  • As he approaches, close the door, turn on the Sink, take cover left of the door, and open it. After he investigates, he'll hear the Sink and enter. Subdue him, dump him in the Closet, and take his Disguise.
  • Grab the Fiber Wire, get emetic Rat Poison from shelves, and go outside to grab the Crowbar.
  • A Civilian in the alley may stop to urinate near a tree but is immune to noise lures.
  • An Explosive Ending [1,000 XP]
  • The Thespian
  • Someone Could Hurt Themselves
  • No Evidence
  • Silent Assassin

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