Strapped For Cash
Time Limit: 20 MinutesRed Executions: 14
Total Kills: 14
Part 1
Ah, the game's first big gameplay complication! Unlike previous levels, being seen here will have a deleterious effect on your progress; if you're spotted by a Wardog that's guarding a member of your family, that family member will be executed without hesitation. Your only chance to save your relatives is to sneak up on their guards and execute them without giving them an opportunity to enact their nefarious scheme. In truth, though, you only need to rescue one of your family members; there are four all told, giving you a margin of error that even a government contractor would find comfortable.
The first Wardog can be easily eliminated, either by using your tranq rifle to get a headshot through the fence, and then walking over and beating his face in while he lies defenseless, or by luring him back to one of the shadowy spots near the level's beginning and getting a good, old-fashioned, crowbar-through-the-brain execution. The second Wardog, however, is one of the hostage guardians, so you can't let him spot you lest you want to see your unidentified family member take a bullet to the head.
It's fairly difficult to get a red execution on this guy, since you can't really risk baiting him away from the little route that he walks outside the room where your kin is held. The best thing to do is to either time his route and grab a normal or second-tier execution, or just hit him in the head with a tranq dart and finish him off when he's on the ground. Either way, pick up the glass shard inside the room and free your relative with it.
There's an absolute mess of Wardogs in the grassy area around the corner. If you're looking for executions, you'll need to try and distract them one by one back to the area where your relation was held and kill them as they make their way back to their posts once they get bored. The first can easily be dispatched this way, while the remaining three (one of which possesses a tranq rifle) will likely come all in a group, forcing you to wait until they cool off before executing one of them, then retreating before the other two can kill you. The tranq, especially, will have a nasty effect on your abilities; besides the health hit it'll give you, you'll also be temporarily treated to a bit of psychedelic feedback that will make controlling Cash a bit difficult. (Relatively speaking, of course; it's already hard enough as it is.) If you want to soften these fellows up before executing them, or just want to get past them quickly, grab the revolver that the guard dropped and use it to get some headshots as they close in on you.
After you eliminate these Hunters, with whatever methods you choose, you'll come across another hostage, whom you cannot see at first, and who is guarded by two Wardogs. You'll need to tread lightly to take them down without having either of them see you. The best method to get executions here is to sneak along the left side of the trail, very slowly, until you reach the shadows near the painkillers. Make a sound to attract them, but only tap once. They should both approach slowly, and will hopefully come around 10 seconds apart. If you get lucky, you'll be able to execute the second while the first walks away, then repeat the process for another gory kill. If you've managed to get everyone with a red execution so far, you should have eight in total, putting you over the halfway mark for the full style point bonus. If you're not interested in getting style points, or in saving your relative, you can always use the revolver that you picked up earlier to nab a couple of headshots.
Part 2
When you've rescued the woman, you can sprint along the path until you finally reach the building where the first save spot is located. Time the route of the Wardog inside; you can either get a red execution by skirting around to the right and following him back towards the hostage when he turns away from you, or you can just shoot in-between the boards near the save point to get an easy headshot.
There are three more Wardogs in the immediate vicinity of the exit from this building (you need to break the glass with a weapon before you can get out). Hide behind the nearby boxes to get into a position to lure them away from their routes before getting your executions, then head towards the blue building around the corner to find your last hostage/relative. The Wardog guarding her has a large room covering his back and a route that doesn't open him up to executions; the easiest way to deal with him is to lure him outside with sound, then get him with a tranq headshot. If you want to get an execution on him, leave him for now, and go cut your relative free; he'll walk up shortly afterward and resume walking his route, so you'll be able to lure him out and execute him without having to risk him killing your sister if he spots you.
Part 3
In any case, after the final hostage is rescued (or killed), the door to the next save point will open and two more Wardogs will spawn in, one with a machete back near the Monkey cages, and another with a tranq rifle near the shark's mouth. The rifleman cannot be lured from his position, so you may need to use your own rifle to drop him before the kill, or you can just close the distance and waste him with any other weapon of your preference.
After saving, you'll be inside the first building of the mall, and the last building of this level. The two gentlemen strolling through the upper level are easy kills; just sneak up on them and execute them. Keep in mind, though, that you won't be able to get over the ramp that you dropped in from, so if they spot you before you can drop them, you'll need to run like hell towards the other end of the building and hope that they flag far enough behind you to let you hide away in the shadows. After they're both dead, hit the switch that opens the door. Two more goons will run out from the now-unlocked exit door; you can draw them out and then hide in the shadows in the switch room if you want to try getting executions on them.



