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- What is it?
- Contract Carryover includes two contracts across two locations. The first contract must be started using no loadout and you must start at a suit starting location. Which contract you choose as your first is up to you. Depending on what items you exit the mission with, and which exit you take, you can bring in similar items into the second contract and potentially start in a more lucrative starting location. Whoever has the fastest combined IGT across both contracts using this ruleset wins.
- Item Carryover
- Depending on what items you exit the first map with, you can bring similar items into the second map as part of your loadout. For example, if you left the mission with a poison syringe, you can bring an identical syringe (in terms of poison type) into map two. If you leave with a screwdriver, you can bring in any concealable lethal melee. For firearms, the firearm type (pistol, SMG, etc) and suppression (loud vs silenced) must be the same.
- Exit Locations and Starting Locations
- For map one, you must start in any suit starting location. For map two, depending on where you exited in map one, you may use a newly unlocked starting location (or any suit start). Below is the list of exits and what starts they unlock for map two. If an exit is not listed, then it does not unlock any new starting location.
- Starting in Sapienza
- - Harbor Boat exit unlocks Gaucho start in Mendoza
- - Speedboat exit (near the ruins) unlocks all starting locations in Mendoza
- Starting in Mendoza
- - Grapefield exit unlocks all starting locations in Sapienza
- - Cave exit unlocks Gardener start
- - Shrine exit unlocks Kitchen Assistant start
- - Boat and Don's Car exits unlock Mansion Security start
- Addendum
- a) The concealibility of the item does matter. Leaving with the HX-7 Covert means that you may smuggle in an unconcealable, suppressed SMG via Agency Pickup or briefcase*. Using a DAK X2 Covert would not be permitted.
- * If you did not depart with a briefcase, you may use one to transport the item into the second map, but your first action must be unpacking the firearm and abandoning the briefcase.
- b) For non-lethal melees, the following must be the same:
- - Concealability (non-concealable vs concealable)
- - Functionality (i.e. if you exit with a hammer, you cannot bring in a crowbar as the crowbar has added functionality)
- - Breakability (i.e. if you exit with a soda can, you must enter with an item that breaks after 1 melee / throw)
- - If you leave with an item that breaks on both melee/thrown KOs (for example, a brick), the item you bring into map 2 must also break on both melee/thrown KOs
- (such as the Crystal Ball)
- - If you leave with an item that only breaks when thrown (for example, a violin), the item you bring into map 2 must break when thrown, but does not need to break
- when performing a melee KO.
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