HITMAN LOTTO PART III
![f0096-02](https://article-imgs.scribdassets.com/3d43moyw007n34c7/images/file5CYRZMLR.jpg)
THE RULES
1 Weapons chosen via a lotto spinner.
2 One weapon per target.
3 No reloads except upon death.
No time to beat around the bush. Agent 47 has his work cut out for him. We’re assassinating targets in Hitman using a lotto spinner to choose our weapons. This time, we start at an unsanctioned militia training ground in rural Colorado, where there are a whopping four targets waiting for their unlucky numbers to come up. This includes militia leader Sean Rose and his three lieutenants: Ezra Berg, Penelope Graves, and Maya Parvati.
Agent 47 infiltrates the area through the undergrowth just outside the perimeter fence. I spin the wheel, and out rolls an eclectic arsenal. Ezra Berg gets number 20—fiber wire. Graves gets 3—a shotgun. Parvati gets 2—a silenced pistol. And Sean Rose get 8—an axe.
As well as being the least glamorous of 47’s many murder-holidays, Colorado is also a hostile area from the start. I slip through the perimeter fence, and find myself a basic militia disguise, hiding the knocked-out guard in a conveniently placed dumpster.
Able to wander freely, I
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