FAQ written by Mike PenanceDeath of a Showman
There are many, many ways to do each mission (apart from the training
level), but not every way through produces a Silent Assassin rating. Lucky for
you, the walkthroughs that you see here are guaranteed to end in some Silent
Assassin love. If you have your own twists on things or you just want to clear
some things up, then by all means let me know. Now, I've checked and rechecked
that each walkthrough will work for every difficulty setting. On Expert and
Professional, remember to retrieve your suit and any custom weapons in order to
get a Silent Assassin rank.
A teeny little note about spoilers: it's obvious that you've got to kill
people, but what isn't so obvious is why you have to kill them, or what bearing
it has on the story. What you won't find me doing is cutting away from this
guide to give you a briefing, or some far from sane commentary on what's
happening in-between missions.
Death of a Showman
Mission
- Eliminate: Joseph Clarence A.K.A 'The Swing King'
Recommended Equipment: N/A
Average Time Taken: N/A
You don't get rated for your performance on this mission - your only aim is to
stay alive. Any weapons that you purloin on this mission can't be kept
unless you pull a crafty one and place them in the ICA Case near the Swing
King's office (which you should).
Make your way up and over the various pieces of debris to the pier; you
can't deviate from your preordained course, so don't bother trying. Straight
ahead of us is an abandoned theme park; that's right, a villain in a bad
costume is scaring away the punters (sorry, that's Scooby Doo). Approach the
gates and wait for a smooth talking Gangster to come speak with you. After a
little conversation, 47 will let himself in.
Once inside the park (note the cunningly blocked short way round), pop into the
gift shop. Outside of the window are another couple of Gangsters (conveniently
located near our exit). Take a
Coin from your evil pocket and
throw the coin out of
the window with 
,
from your evil pocket and throw it out of
the window (making sure to hit the sign), dumb and dumber will both go to check
it out, leaving it safe to make a run for the theatre.
Inside, the next bit is entirely optional. You can either kill the Henchman
that's 'upsetting' the Lawyer or you can climb the red trellis to the right and
be on your merry way (saving him isn't exactly an objective). Well, whatever
you choose to do, you need to be all sneaky about it. When you reach the top,
you'll need to jump from balcony-to-balcony (push towards it).
If you were concerned about our current lack of firearms, then worry ye not,
because that looks like a
Shotgun. You've seen it in the movies, where they
shoot the lock off the door and then burst in to dispense justice? Do that.
There are two Gangsters sitting at the table in the next room (armed with
SLP.40's), so go to it (use first-person view for ease).
With the Gangsters dead and gone, you need to shove their bodies inside the
conveniently located hoppers. With the bodies safely out of view, you'll now
be instructed to hide in the closet (note the
Kitchen Knife stuck in the door),
the moment you do, a Chemist appears (as if by magic).
Exit your hiding place and do what needs to be done. Take his Keycard and his
pants (those are the rules) and head through the newly available door. In the
atrium, keep walking all nonchalant-like until you come to a door - inside the
room is an innocent looking crate. Empty your pockets of any metallic items
and take the Baking Soda Crate (contain that excitement).
With the Baking Soda Crate in hand, carry on in the direction that you were
heading. The Gangster at the far door will use a hand-scanner to search you.
Head through the door and drop into the lift shaft with your
Fiber Wire (after
another cut-scene) and strangle the guy standing below the hatch (very Leon)
before dropping down.
The
junction box on the wall isn't just for show - sabotaging it will knock
out the lights in the adjoining room for the next couple of minutes - use this
time to run through it (following the left wall all the way around) and into
the toilets. You'll find a Gangster who just so happens to be in the middle of
something (you fill in the blanks), so take his
TMP off the basin and grab him
as a human shield while he's occupied.
Mosey on around the corner and kill his friends at the table. The gunfire will
no doubt draw some unwanted attention from the other room, so climb that ladder
like a monkey (take care of the human shield first). You'll encounter another
cut-scene at the top, and a
Dragunov. Unpack the rifle, head over to the
window, and bring up the scope. Your task, should you choose to accept it, is
to take down the three Gangsters in the food court.
There's one down on the ground, one up on the roof of the office, and one on
the big wheel (the latter two also have Dragunovs). You should take care of
the snipers first, as the Gangster on the ground can't really do much, so he
can wait. If you're a little off target, there's some more ammo in the corner
near the doorway. With the Gangsters slightly more out than down, head outside
and down the drainpipe (take the rifle, if you like).
Straight across the yard is the Swing King's office. Inside, grab the
Poison
Syringe from the ICA Case, then proceed silently up the stairs (ideally, when
the Gangster is distracted by the Secretary). When the coast is clear, sneak
up and use

to shove him out of the window. You should be able to sneak in
and lace the Secretary's drink with the Syringe if you're quick. With the
totally hot Secretary (well, she is... was) taken care of, it's time for Mr.
Swing King.
Enter the Swing King's office proper, and after the brief cut-scene (the, "I'm
gonna kill you" kind), Clarence gets all weepy (the "don't kill me" kind), grab
him as a human shield before taking him to the window from before and shoving
him out. With all that done, dusted and murdered, head back into the office
and climb out of the window to the rear, onto another balcony.
This isn't an ordinary balcony, nope, this one contains a specially delivered
Agency pick-up - an
RU-AP Mine and Detonator. Grab them both (obviously) and
continue to the end before climbing through the window. Inside the final room,
plant the RU-AP on the winch control near the stairs, then go hide by the
window. When the bomb blows, the lights will come crashing down upon the heads
of Scoop's friends. All that's left for you to do is go down there and deal
with Scoop himself and the only remaining witness. The exit? Try the door
with the big orange exit sign.