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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.

Guided Training and Freeform Training are set in Sydney near the turn of the millennium, against professional art thief Kalvin Ritter, who goes by the moniker "The Sparrow". The original agent had managed to infiltrate Ritter's private yacht during a party, killed him and left without being detected.

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.

The Dock[edit]

47 starts outside a wooden shack. In Freeform Training, he can pick up a remote explosive, flash grenade, lockpick, and 2 coins from the table in front of him. Inside the wooden building is an assault rifle, a shotgun, and plenty of ammo. Whichever approach you wish to try out, the selection of tools and weapons should suffice.

A staircase leads directly on to the yacht, with 2 security guards serving as bouncers to the party. Two locked gates lead out of the dock, one into a garage that leads to the yacht's loading bay and the other to a pier connected to the yacht's stern. The garage has an open window that you can vault through. Inside is a mechanic cleaning up an oil spill, an extra mechanic disguise and a restroom with a body container.

Deck 00[edit]

At the bow of the ship is a loading bay for storing and transporting cars, along with several mechanics. A stairway leads to Deck 01 while a door at its foot exits to a deserted lounge area. On the table is a vial of emetic rat poison. The center of the deck is a cramped engine room flanked by staff quarters on either side. A yacht crew disguise can be found in the starboard side quarters. Between these rooms are hallways patrolled by a single guard who alternates between the port and starboard corridor. Two stairways near the stern lead up to Deck 01.

The aft side is almost completely unguarded below decks, allowing intruders to waltz aboard from the connecting pier. A lone guard is having a smoking break facing seaward, making him an easy target to subdue without even using the generator near him as a distraction. Close to where the guard is standing is a ledge for climbing on to the next deck, though it's not very useful other than for cutting down on time. Two doors lead from the open deck into a large storage room with a weapon crate, which then leads to the center of the ship.

Two crowbars can be found in this side of the yacht. One is along the pier on the path to the yacht, the other is on a shelf in the storage room.

Deck 01[edit]

Much of the party takes place on Deck 01, crowded with civilians along with several security and crew keeping watch. There is a bar at the stern, behind which is a kitchen with a lone crew member, a body container, and several blunt weapons. Outside, 2 staircases on either side provide access to the decks below and above.

Around the center of the deck are 2 restrooms facing a stairway that leads to the loading bay. Only the starboard-side restroom has a body locker. At the bow is a fake pool bustling with people and a secluded room with a weapon crate and a body locker. There is a suspended platform extending out from the starboard that can be reached through vaulting the window. From here, you can hang on to the ledge to ascend to Deck 02 out of view of the guards.

Deck 02[edit]

Some partygoers still roam this Deck, but they are mostly confined to the aft side of the yacht, which has a small bar of its own and plenty of space to lounge. At the center of the deck is a spacious restroom with a single toilet and a body locker.

Ritter's office and personal bedroom occupies the front of the deck. A bodyguard constantly keeps watch outside the office's starboard entrance and the port-side entrance is locked and too exposed to the crowd to discretely lockpick. Fortunately one of the port windows is open so sneaking inside is easy. If a lockdown is triggered, Ritter's first choice is confining himself inside his office. Ritter has a body locker in his bedroom.

Deck 03[edit]

The top deck only consists of the bridge and a helipad. Inside the bridge is a crowbar and a weapons crate. One guard patrols the helipad in circles. Two life rafts hang from this deck and can be detached to crush anyone directly underneath.

Exfiltration Spots[edit]

  • A car parked near 47's starting location.
  • A speedboat at the end of the pier behind the yacht.
  • The helicopter at the helipad on the yacht's roof

Disguises[edit]

  • Starting Suit (Tactical Turtleneck): Can only access the initial area.
  • Bodyguard:
  • Mechanic: Clearance includes the garage and the 2 lower decks of the yacht.

The lone mechanic cleaning up the oil spill in the dock garage is the easiest source of the disguise and is outright the very first target the game instructs you to incapacitate.

  • Terry Norfolk:
  • Yacht Crew: Full clearance across the map, infrequent enforcers. Can poison food/drink.

The Guided Training tutorial instructs you to take the disguise from the lone cook in the Deck 01 kitchen, but a faster way would be getting the spare uniform from the Deck 00 quarters.

  • Yacht Security: Full clearance across the map, infrequent enforcers. Can open carry firearms.

The guard taking a smoking break at the bottom deck is a quick and easy way to obtain the disguise. His position is isolated and close to a locker where you can safely store his body.

Mission Walkthrough[edit]

Guided Training[edit]

Alternate Boarding[edit]

Norfolk Meeting[edit]

Poisoning Ritter[edit]

Raft Drop[edit]