General objectives of the stage: Hope Fair is the fourth stage of the Operation Sledgehammer mission. This stage is the longest and by far most challenging, because its main objective is to cross the Hope market, full of enemies. A purpose of reaching the other side of the market is to get the wounded sheriff Skurky.
You start exploring the new location in on the bar floor. Notice the sniper standing next to the window. It would be good to eliminate him, especially if you plan to stay in the area longer and not try to get to the exit as fast as possible. Try to hide the body in some secluded place, so it won't be found by enemies that can appear here after few minutes.
I suggest using the catwalk leading to the adjacent room on the floor. You will find there Black Kazo TRG sniper rifle shown on the above screen and also proximity mines and remote explosives.
It would be good now to decide how you want to get to the door located on the other end of the market. The first method assumes using the sniper rifle. In such situation I recommend some early preparations. A good idea is to plant mines in the area, so you won't have to worry about enemies after starting the alarm. I suggest planting the first mine on the stairs, near the starting place (screen 1) and another in the right corridor leading to the fire staircase (screen 2).
The best spot to place yourself with the sniper rifle is the place shown on the above screen. Start with eliminating a sniper on the rooftop of the left building and then kill the rest of enemies. On higher difficulty levels your actions will be noticed quite early, even if you eliminate single targets. In such situation try to shoot on the longer distance from the damaged building wall and listen for your mines explosions, so enemies won't surprise you.
When you run out of sniper rifle ammo, it would be good to return to the place where you've killed the sniper and continue shooting using one of assault rifles. You can also get down and start more open fights with the rest of enemies.
Another method of behavior assumes getting to the exit point without alerting enemies. If you play on one of lower difficulty levels then you can choose a corridor located right from the place where you've found a sniper rifle and explosives, leading to the fire staircase. Once you get down, move straight ahead, staying close to right buildings (screen above).
If you play on one of higher difficulty setting then return to the place, where you've encounter a sniper earlier and go down the stairs. Exit the bar and turn left, crossing the empty stage (screen above).
I recommend doing a first stop at the place shown on the above screen. On higher difficulty levels there are more enemies in the area and you should especially watch out for e heavy trooper walking among the crowd.
The second stop should be made at the cover shown on the above screen. On higher difficulty levels you can't hide here for too long, because you might be noticed by enemies you've bypassed earlier. In such situation you can use throwable object to distract them for few seconds.
The last stop should be done at the counter shown on the above screen, regardless of the path you've chosen (left at the buildings or right from the main street). You'll recognize this place easily because of two talking enemies.
It would be good now to decide about your next steps. Right from your current position you can find evidence (screen 1). The best way to get there is to use Instinct or distract enemies. In the latter case I recommend using remote explosives obtained at the beginning of the mission (screen 2). An additional advantage of this method is that explosions of vehicles will kill at least several Agency soldiers.
Regardless of whether you've got the secret or not, you have to reach the door shown on the above screen. I advise here using covers skillfully and move in the right moments. This is particularly important on higher difficulty levels, because there are at least two additional Agency heavy troopers in the area. As a last resort you can try to run to the door, because Hitman won't have to lose precious seconds to unlock it.