Drunk DrivingTime Limit: 20 Minutes
Red Executions: 12
Total Kills: 19
Starkweather, your very own personal trickster god, introduces another twist to the game here, in the form of a drunk old tramp, whom you have to guard and escort across hostile territory. Gone are the carefree days of blasting away at Hunters from around obstacles, at least for now; the cholos who run this territory wield little except for bladed instruments. Luckily, there's quite a few save spots, which will ease your journey a bit.
The first baddie here can be easily lured away from his post and executed with your knife. Grab the tramp from the door, but hide him in the shadows around the corner (using the triangle key) rather than allowing him to follow along. If you're trying to get this level done under the time limit, you'll probably need to keep him on a short leash, but otherwise, it's best to just park him in a shadowy spot, track down any Hunters between you and the next gate, and kill them before returning for him. There's only one more Hunter to worry about before the first gate, though, so hide behind the dumpster, lure him over, gut him with your sickle, and head through the gate which Starkweather unlocks.
After you save, you'll need to hide your tramp away in the nearby shadows before taking on the three cholos huddled around the fire. There's a few different spots to hide here, noticeably behind the fenced-in area across the street, and in the upstairs portion of the building to the right of the save point. It's perhaps best to get these guys on your tail and then find a spot to hide; each cholo will lose sight of you at a different time in most cases, and each will take their own little search vector to explore. It's difficult to sneak up behind any of them on the main road, since his buddies will undoubtedly spot you, so try to pick your targets based not on their accessibility but on the sightlines of their friends. When you've dropped all three, grab the tramp and head to the next gate.
Three more cholos await you here, but these fellows are a bit easier to kill individually. Try to stand in the shadows near the mouth of the alley, using sound cues to lure one target at a time, then throw a lure back towards the rear of the alley so that the other two Hunters won't see you as you make your kill. When you drop a foe, hide his body back inside the room where the save point was, then repeat the process with your other two unsuspecting victims. Last, but not least, there's an Innocent who'll jump out in front of you as you proceed into the service duct behind the burnt-out bus. Dispatch him, grab your tramp, and hit the next save.
The open street here will be your hunting ground for the next trio of Innocents. A good spot to hide is in the shadowy corner directly across from the gate you came through; tap on the wall here to lure the cholos, then take down the last one who turns to head back to his position. Don't forget to hide the bodies as you go along. The third Hunter here may not respond to your noises from out on the street; if not, sneak into a shadow near the demolished building he's hunched in, lure him out with noise, and take him down when he comes out to investigate. Grab your hobo and book it to the next gate after you're done.
You'll be accosted by another cholo as you make your way through the sepulchers; if you're quick enough, you can wheel around and make it to the shadows just around the corner before he gets on your tail, which results in an easy kill. Otherwise, you may have to backtrack all the way to the building where you left the hobo.
There are actually two Hunters with shotguns here, one up the steps next to the gate, and one around the corner to the right. The one on the right is a bit easier to execute, if you dash from tree shadow to tree shadow as he makes his little route. When he finally turns his back on you, get gruesome and grab his firearm. The Smiley near the gate (who has some great taunts) cannot be lured out of position very far. If you're desperate for an execution, get on the stairs, hit the wall with your weapon, and quickly move behind him when he turns around. You won't have nearly enough time for a red execution, though; you'll have to settle for a white one. If you don't care about executing him, sneak up behind him anyway; you'll be assured an instant kill from a shotgun headshot. Bring up the tramp to the gate, and note the lack of a save point here.
There are no fewer than four armed Hunters in front of your destination; three with revolvers, one with a shotgun. If you're spotted, you can expect to be chased by all four of them, which isn't necessarily a bad thing. If you can lure them back down the steps before the gate and lose them in the shadows, you'll have a relatively easy time nabbing the last one to head back. You can repeat the process, but try not to get shot up too much. If you've managed to get red executions on every Hunter save for the shotgun fellow by the gate, you should've hit your quota for the level already, so have a little fun with your shotgun here. Given the vagaries of addition, though, it's always a good idea to have one or two extra executions under your belt if you want those three stars at the end of the level.
At any rate, the four Hunters here are your last tasks in this scene. Dispatch them and bring your tramp friend to the gate.