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Serving as the tutorial of all 3 games in the trilogy, ICA Facility missions represent the training Agent 47 underwent to join the Agency. They take place in a secluded training base hidden in Iceland, hastily modeled to replicate the conditions of a real ICA contract from the past.

The Final Test is a recreation of the assassination of Jasper Knight in the midst of the Cold War. A chess grandmaster and soviet spy, he had killed off a soviet ambassador planning to defect to the States, using the unusual method of poisoned chess pieces. The pinnacle of ICA training director Erich Soder's career, Knight was killed in the middle of a heavily secure Cuban airfield hours away from escaping behind the Iron Curtain.

By itself, the most impressive mission of a legendary agent within the ICA would be too difficult even for the final test of a fledgling agent, but the location was modified to be even more heavily guarded. Soders saw 47's incredible potential for killing and feared that his own reputation would be outshined, so he intentionally adjusted the test's difficulty to force him to fail. Fortunately, as 47's handler Diana puts it, if the director wants to cheat, so can they.

Location Overview[edit]

As the tutorial missions are much smaller than a regular map, with only a single starting location and no hidden stashes, a dedicated overview page will not be needed.

Airbase Grounds[edit]

The starting area is the only area that your starting outfit is allowed in. From your initial position, there is a hammer to your left and a crowbar to your right. Near either item is a break in the barbed wire fence that lets you vault over into the airfield, landing right into foliage far from any lights. The front side of the hangar is a small parking area with a well-guarded main entrance into the building and a locked door.

Past another security checkpoint to the west is the Loading Area with plenty of foliage around its perimeter to sneak around. There's a wide opening in the east wall and a pipe to its left that lets you climb to the 1st floor, right outside the war room windows. The east side is a more narrow alley with an open window into an empty stairwell. A pipe at the northeast leads on to the roof of the hangar. At the far north side is a dark, featureless plain. The massive Hangar Gate here is another entrance into the building, but there's plenty of guards patrolling the gate with few places to hide.

1st Floor Hangar[edit]

The Jet Hangar is the single largest room in the entire building, taking up much of the north half of the 1st floor and extending up the the building's roof. Several spotlights illuminate the hangar which can be shot down to create a deadly falling hazard. Stairs on the east wall lead on to the 2nd floor. Much of the hangar floor is taken up by a jet fighter, and several mechanics can be found working in the area. There is a loading bay and tool shed to the east, where you can grab emetic poison and a wrench respectively. To the west is a Locker Room with an extra Airplane Mechanic disguise.

The south side of the 1st floor is the Hangar Reception and 2 stairwells on either side. The west stairwell leads to the 2nd floor hallways and up to the roof, while the east ascends to the office. The southwest corner is a small rest area for the soldiers and guards, consisting of a kitchen, dining room/lounge, and bathrooms. Open windows in the bathrooms lead outside. You can find another dose of emetic poison in the lounge room.

2nd Floor Offices[edit]

The 2nd floor is a rough U-shape with the hallway between rooms looking out over the hangar floor below. Much of the south side is an Office, with work desks arranged in a regular grid and a projector screen setup. A door and wide window leads to the balcony outside, where there are more stairs rising to the hangar's roof. The northeast side has stairs leading to the hangar floor, as well as the guarded entrance into the Radio Room. There is a locked side entrance into the empty room, but the hallway outside is regularly patrolled.

The northwest corner is the War Room, a finely decorated office with its own private restroom. The spacious restroom contains both emetic poison and a closet to store bodies in. The windows here lead to a thin ledge outside, with a pipe at the corner which descends to the ground.

Hangar Roof[edit]

The rooftop is patrolled by several soldiers but also provides plenty of miscellaneous cover to sneak as well as chests to hide bodies in. Two walkways cross high above the hangar below. At the south side there's scaffolding which lets you climb to a small maintenance ledge where you can dislodge some spotlights with a crowbar. There is a skylight to the northwest that peers into the war room below.

Exfiltration Spots[edit]

  • A car parked near 47's starting location.

Disguises[edit]

  • Starting Suit (Tactical Turtleneck): Entire area is considered trespassing past the airbase entrance.
  • Airfield Security: Clearance only covers the grounds around the airbase as well as its indoor ground level. Few enforcers. Can open carry firearms.
  • Airplane Mechanic: Clearance only covers the grounds around the airbase as well as its indoor ground level. Few enforcers. Can perform mechanical sabotage without suspicion.
  • KGB Officer: Full clearance with no enforcers. Can open carry firearms.

A unique disguise, the KGB Officer wanders around the 2nd floor on a path between the war room and radio room. Completely isolated while in the radio room which is the best place to grab his disguise, with a convenient closet to store his body.

  • Soviet Soldier: Full clearance but numerous enforcers. Can open carry firearms.

Mission Stories[edit]

Safety First[edit]

This is the default path that the tutorial will walk you through. It introduces the concept of opportunities/mission stories and sets the tone for the type of flashy eliminations Agent 47 is known for.

The KGB's plan for Knight's escape is to fly him out of Cuba in a fighter jet, then airdropping him with a parachute once they enter the Soviet Union's borders. This audacious plan requires rigorous checks of the jet's safety mechanisms for the plan to go flawlessly. But it didn't occur even to the modern day reenactors that this safety mechanism can be used to deadly effect.

Final Terms[edit]

Jasper Knight has boldly decided to outright blackmail the KGB, threatening to defect and reveal soviet secrets if his girlfriend can't escape with him. Now both the visiting officer and Knight himself await approval from the KGB, which is expected to be received in the radio room. Due to the sensitive nature of communications an airfield receives, the radio room is well-guarded but completely secluded within, a ideal spot to eliminate Knight.

Safe Conduct[edit]

Before the escape plan can go through, it must first be reviewed meticulously by Knight. The airfield office has a projector for Knight to inspect visual details on the plan's slides, but the projector is old and known to be faulty, and attempting to tamper with its innards is liable to get one electrocuted.

To Fallen Comrades[edit]

For a brief respite before a risky plot, the visiting KGB Officer intends to relax with some vodka, and wants to invite Knight to join him. However, Jasper Knight is focused on a chess conundrum, the final arrangement of the chess match that killed the defecting ambassador, which has thus far managed to stump him. Someone also needs to deliver the vodka to the war room, upon which Knight and the officer will most certainly drink what's within the bottle.

Other possibilities[edit]

Skylight Shot[edit]

Dropping a Ceiling Light[edit]