The Wrath Termination - Seven Deadly Sins - HITMAN 3 Escalation

Channel:
Subscribers:
95,100
Published on ● Video Link: https://www.youtube.com/watch?v=RW1-Uo210jU



Hitman 3
Game:
Hitman 3 (2021)
Duration: 46:19
1,177 views
38


Here's the last of Seven Deadly Sins DLC, "The Wrath Termination".
Silent Assassin, Suit Only, though none of that matters. Nobody gets upstairs.

In this action-packed escalation 47 has an out of body experience. His physical body is asleep at the top floor of the Thornbridge manor while his angrier side has to fight off waves of 'Inhibitors' trying to keep 47 sedated. The manor is littered mostly with sharp weapons and fuses, car batteries, water barrels and gas canisters for traps, but there are also items such as guns and explosives inside locked display cases and boxes that require bent nails and rusted crowbars to open, dropped only by dead Inhibitors.
There are no disguises and the unmarked enemies that accompany the Inhibitors won't drop anything and don't count for the objectives, but it's a good idea to kill them anyway. I think you might lose SA if you leave them alive after they've seen some shit, but I can't say for sure.

Between waves the two secret rooms on the second floor open up to reveal more stuff. First the small room above the library opens after wave 1, then the room next to Zachary's bedroom opens after wave 2.

The three extra challenges for this escalation are all just about not letting Inhibitors reach the third floor.

This escalation has a lot of glitches. Visual glitches where the screen goes either completely black or you see strange coloured shapes, the NPCs move funny, they see and shoot you through walls (yes, that's still a recurring problem a year later) or forget seeing you a second after spotting you and just stand around with their backs to you. I had one where an Inhibitor knocked himself out on his own, with no effort from me.
The kitchen is a danger zone where sometimes the propane tanks or stoves blow up on their own and why at one point you see me turn on the generator despite there being no gas to ignite. I was half hoping it would glitch and blow something up anyway.
Thrown explosives, including the bear, kept blowing up on their own for me in previous playthroughs, hence why I didn't dare to set traps with them.

Didn't get much use from the Shaska Beast in level 3. :(

The bear, like other flashbangs in the game, is useless. Almost 100% of the time at least one NPC is not blinded. Try to blind one guy, he's not blinded. Blind two guys, maybe one is affected. Try to flashbang six guys, at least two will open fire on you and the others will recover in literally two seconds anyway. Don't at me.

Some distractions are super effective and the enemies will hear them from far away, others will not attract anyone to them, ever. Some seem to attract specific NPCs, for some reason.

In a pinch, being seen or heard is a valid strategy to prevent enemies from moving up, since they'll be stuck looking for you downstairs.

Knocking out an Inhibitor is a good strategy to buy time to reset traps or go grab more gear from upper floors, since the next wave only starts after all Inhibitors are dead. NPCs won't wake up their buddies.

My playthrough of the first level is pretty crappy. I didn't plan or practice it much before recording, figuring I would get enough practice in through failing it several times, but I don't recall that happening more than once or twice before passing. The third level is actually only the second time I've beaten it as I did it in one try the first time I played this and I beat it in one try this time. For some reason it feels really easy. They should've worn shock or sharp resistant armor instead.
The second level I had 90% more experience with than the other two combined. I found it relatively difficult and after the many failed attempts even I could manage to glean something about the level, hence why it should look a little more like I know what I'm doing. It always descends into random chaos at the end, though, no matter the plan.

Despite many glitches and the escalation being a rush of action and killing in a stealth game, I like it much better than most of the earlier Seven Deadly Sins content. Maybe it's not a high bar, but at least there's nothing else like this already in these games, so it's much more unique content.
I don't like the pressure of keeping people from reaching the upper floors, though. Stresses me out.

Playing this escalation unlocks the 'Temper Suit', 'The Roar Flash Grenade' and 'The Shashka Beast' automatic rifle.

_____________________________________

More Escalations and Elusive Targets:
https://www.youtube.com/playlist?list=PLVED6FDJHueT8EnrphM39nDCpUF56BHsZ

HITMAN 3 story playthrough:
https://www.youtube.com/playlist?list=PLVED6FDJHueSmmLYh6c1E68NA3dzf6Xyc

HITMAN 3 Methods:
https://www.youtube.com/playlist?list=PLVED6FDJHueT8vtQSMThoey9ih6f3jfEo

AAAAAAAAAAAAAAAAAAAAAARGH!
https://www.patreon.com/JohnnyDFox


Level 1: (00:00)
Level 2: (12:50)
Level 3: (28:42)


Yes, in case you missed it, it does seem like the Seven Deadly Sins takes place between The Farewell and Untouchable, when 47 is being kept sedated.







Tags:
Hitman 3
Seven Deadly Sins
The Wrath Termination
DLC
Escalation
JohnnyDFox
agent 47
video game
walkthrough
survival
action
gameplay
gaming
playthrough
hitman
silent assassin
suit only
shootout
Io-Interactive
ps4
playstation 4
dartmoor
traps
wrath
thornbridge manor
out of body experience



Other Statistics

Hitman 3 Statistics For JohnnyDFox

There are 141,427 views in 350 videos for Hitman 3. His channel published over 5 days worth of content for the game, or 14.98% of the total watchable video for Hitman 3 on JohnnyDFox's YouTube channel.