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** Disguises are a smaller factor than in the first game. A suit of clothes alone isn't going to fool the Mafia into thinking you're cousin Luigi. (The Ninja and Afgani outfits work fine, but you need to follow the usual rules for blending in.)
** Private security disguises are pretty useless, since they don't hold up to scrutiny. Hope you like sneaking. And waiting. The guards here move VERRRY slowly in such large orbits that predicting them is often quite hard. They also look around quite a bit while they patrol.
** In H:C47 the guards were pretty laid back. You could run all around them without them getting suspicious as long as you were dressed for that area. In SA you have to be careful when running around guards, as they can be pretty twitchy at times.

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** Disguises are a smaller factor than in the first game. A Private security disguises are pretty useless, since they don't hold up to scrutiny. (A suit of clothes alone isn't going to fool the Mafia into thinking you're cousin Luigi. (The Ninja and Afgani outfits work fine, but you need to follow the usual rules for blending in.)
** Private security disguises are pretty useless, since they don't hold up to scrutiny.
Luigi.) Hope you like sneaking. And waiting. The guards here move VERRRY slowly in such large orbits that predicting them \\\
Bizarrely (since 47
is often quite hard. They also look around quite a bit while they patrol.
clearly Caucasian), the ninja and Afgani outfits work fine, but you need to follow the usual rules for blending in.
** In H:C47 the guards were pretty laid back. You could run all around them without them getting suspicious as long as you were dressed for that area. In SA you have to be careful when running around guards, as they can be pretty twitchy at times. Guards here move VERRRY slowly in such large orbits that predicting them is often quite hard. They also look around quite a bit while they patrol.
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** Disguises are a smaller factor than in the first game. Not in that you use costumes less, but a suit of clothes alone isn't going to fool the Mafia into thinking you're cousin Luigi. (Ninja and Afgani outfits work fine, but you need to follow the usual rules for blending in.)

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** Disguises are a smaller factor than in the first game. Not in that you use costumes less, but a A suit of clothes alone isn't going to fool the Mafia into thinking you're cousin Luigi. (Ninja (The Ninja and Afgani outfits work fine, but you need to follow the usual rules for blending in.)
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* LotusPosition: You’ll find Hayomoto in one. That is, whenever he isn’t pacing in front of the window, wondering when the killer is coming.

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* LotusPosition: You’ll find Hayomoto in one. That is, whenever he isn’t pacing in front of the window, wondering when gazing at the killer is coming.mountains with foreboding. He knows you're coming.
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* KentBrockmanNews: TV Report on Sergei Zavorotko's stolen nuclear arms.

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* KentBrockmanNews: A TV Report on Sergei Zavorotko's stolen nuclear arms.arms. This all ends up being convient for 47, who identifies him as the mystery client, but Sergei doesn't take this news well.
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* BadassLongcoat[=/=]HellBentForLeather: Sergei's defining characteristic, apart from his shotgun and mustache, is his brown leather trenchcoat.

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* BadassLongcoat[=/=]HellBentForLeather: Sergei's defining characteristic, apart from his shotgun and mustache, is his brown leather trenchcoat.



* IHaveYourWife: After putting down Mr. 17, 47 will notice a headset which belonged to his brother and a hear a voice on the other end. That person is Sergei. 47 he threatens Sergei if he doesn't back off. However, Sergei counters with the news that he is the one holding Father Vittorio hostage. This news surprises 47, and he orders Sergei to let him go. But this demand falls on deaf ears. However, he now knows where they are at - the Gontranno Sanctuary.

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* IHaveYourWife: After putting down Mr. 17, 47 will notice a headset which belonged to his brother and a hear a voice on the other end. That person is Sergei. 47 he threatens Sergei if he doesn't back off. However, Sergei counters with the news that he is the one holding Father Vittorio hostage. This news surprises 47, and he orders Sergei to let him go. But this demand falls on deaf ears. However, he now knows where they are at - the Gontranno Sanctuary.

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* PolarOppositeTwins: Charlie behaves very differently from his nerdy brother. He is quite the playboy and has his own penthouse suite full of bikini clad babes. ( Where ''are'' they keeping those revolvers?) Conversely, the other Sidjan is stuck in the sub-basement of the same building. It is assumed that he is the real "brains" behind the missile key software, judging by the state of his office as compared to his brother's YOLO lifestyle.

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* PolarOppositeTwins: PolarOppositeTwins:
**
Charlie behaves very differently from his nerdy brother. He is quite the playboy and has his own penthouse suite full of bikini clad babes. ( Where ''are'' they keeping those revolvers?) Conversely, the other Sidjan is stuck in the sub-basement of the same building. It is assumed that he is the real "brains" behind the missile key software, judging by the state of his office as compared to his brother's YOLO lifestyle. lifestyle.
** In a surveillance tape, after Mr. 17 garottes the Russian guard, he [[VictoryPose does a flashy nunchuck move]] with his fiber wire. Plainly, his personality is quite different from 47's.



* VictoryPose: In a surveillance tape, after Mr. 17 garottes the Russian guard, he does a flashy nunchuck move with his fiber wire. Plainly, his personality is quite different from 47's.
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** The [=NPCs=] in this game hate running. Passionately. Maybe their parents all died in some sort of marathon accident, but they all get really agitated when you run. Now, maybe they do things differently in the Russian Army, but if they saw a fellow soldier running toward them, their first reaction would probably not be to '''OPEN FIRE!'''

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** The [=NPCs=] in this game hate running. Passionately. Maybe their parents all died in some sort of marathon accident, but they all get really agitated when you run. Now, maybe they do things differently in the Russian Army, but if they saw a fellow soldier running toward them, their first reaction would probably not be to '''OPEN FIRE!''''''[[JaywalkingWillRuinYourLife OPEN FIRE!]]'''
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It's worth mention a few other toys that were deployed in [=H2=] before they became permanent fixtures: little things like lobbing a distraction (Diana's pager, or honking a car horn), crawling through vents, ducking a surveillance camera, or leaving behind a remote-controlled mini-bomb. Also, rival hitmen who aren't mentioned in the briefings will suddenly appear to harass you, which should be familiar to fans of ''[[VideoGame/HitmanBloodMoney Blood Money]]''. "The Jacuzzi Job" even introduced the notion of making kills look like a "robbery" or "accident".

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It's worth mention mentioning a few other toys that were deployed in [=H2=] before they became permanent fixtures: little things like lobbing a distraction (Diana's pager, or honking a car horn), crawling through vents, ducking a surveillance camera, or leaving behind a remote-controlled mini-bomb. Also, rival hitmen who aren't mentioned in the briefings will suddenly appear to harass you, which should be familiar to fans of ''[[VideoGame/HitmanBloodMoney Blood Money]]''. "The Jacuzzi Job" even introduced the notion of making kills look like a "robbery" or "accident".
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The gameplay was very ambitious for the time, not to mention chock full of bugs. Regardless, it met with positive reviews and is considered by many to be the first 'true' ''Hitman''. It plays much more stealthily than the original and introduced elements that would become iconic to the franchise (47 unveiling his chrome-plated "Silverballers"). Other new stuff:

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The gameplay was very ambitious for the time, not to mention chock full of bugs. Regardless, it met with positive reviews and is considered by many to be the first 'true' ''Hitman''. It plays much more stealthily than the original and introduced elements that would become iconic to the franchise (47 unveiling his chrome-plated "Silverballers")."Silverballers", for one). Other new stuff:



It's worth noting a few other toys were deployed in ''Hitman 2'' before they became permanent fixtures; little things like lobbing distractions (Diana's pager, or honking a car horn), crawling through vents, ducking a surveillance camera, or leaving behind a remote-controlled mini-bomb. Also, rival hitmen who aren't mentioned in the briefings will suddenly appear to harass you, which is familiar to fans of ''[[VideoGame/HitmanBloodMoney Blood Money]]''. "The Jacuzzi Job" even introduced the notion of making kills look like a "robbery" or "accident".

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It's worth noting mention a few other toys that were deployed in ''Hitman 2'' [=H2=] before they became permanent fixtures; fixtures: little things like lobbing distractions a distraction (Diana's pager, or honking a car horn), crawling through vents, ducking a surveillance camera, or leaving behind a remote-controlled mini-bomb. Also, rival hitmen who aren't mentioned in the briefings will suddenly appear to harass you, which is should be familiar to fans of ''[[VideoGame/HitmanBloodMoney Blood Money]]''. "The Jacuzzi Job" even introduced the notion of making kills look like a "robbery" or "accident".
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So it's time for another jaunt around the globe, beginning in 47's stomping ground of {{UsefulNotes/Sicily}} and onward to [[{{UsefulNotes/Russia}} St. Petersberg]], the icy mountains of {{UsefulNotes/Japan}} (no time for snowboarding), the Patronas Towers in [[{{UsefulNotes/Malaysia}} Kuala Lumpur]], and finally a religious 'community' in the Punjab region of {{UsefulNotes/India}}.

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So it's time for another jaunt around the globe, beginning in 47's stomping ground of {{UsefulNotes/Sicily}} and onward to [[{{UsefulNotes/Russia}} St. Petersberg]], the icy mountains of {{UsefulNotes/Japan}} (no time for snowboarding), the Patronas Towers in [[{{UsefulNotes/Malaysia}} Kuala Lumpur]], a war-torn [[UsefulNotes/{{Afghanistan}} Afgani]] city, and finally a religious 'community' in the Punjab region of {{UsefulNotes/India}}.

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* ConcealingCanvas: The safe in Charlie's office. Don't forget to close up the safe and painting after splitting with the cash.

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* ConcealingCanvas: The safe in Charlie's office. Don't forget to close up the safe and painting after splitting before you split with the cash.



* EarlyInstallmentWeirdness: Dumping an unconscious guard into the sewer after stealing his clothes will not work, as he respawns to street level upon waking up. In later games, your victims will remain unconscious so long as you stash their bodies in a manhole, cupboard, or whatever.



* EarlyInstallmentWeirdness: Dumping an unconscious guard into the sewer after stealing his clothes will not work, as he respawns to street level upon waking up. In later games, your victims will remain unconscious so long as you stash their bodies in a manhole, cupboard, or whatever.
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** The security office computer and, later, Charlie Sidjan's computer. (You'd think you could disable it with that hefty ax, but apparently not.) Bizarrely justified, as there is no tower visible.
** Head into the "AIRCON" room in Basement Killing. Pull out your silenced pistol and plug the machine, right where it says, "temperature normal." When the admin comes running, sneak into the server room (he forgets to lock the door) and drug/wire him while he attempts to reboot the poor thing.

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** The security office computer and, later, Charlie Sidjan's computer. (You'd think you could disable it them with that hefty ax, but apparently not.) Bizarrely justified, as there is no tower visible.
** Head into the "AIRCON" room in Basement Killing."Graveyard Shift". Pull out your silenced pistol and plug the machine, right where it says, "temperature normal." When the admin comes running, sneak into the server room (he forgets to lock the door) and drug/wire him while he attempts to reboot the poor thing.
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* SuperWindowJump: When you jump out the window in "Graveyard Shift", someone will always know. Unfortunately, there will always be an alert a little while after you shoot out the glass. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't spot you (what on earth are those guys doing on a [=SkyBridge=] in the pouring rain?). On the Xbox 360 and PS3 versions, nothing will happen when you shoot out the window, so there is no panic.)

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* SuperWindowJump: When you jump out the window in "Graveyard Shift", someone will always know. Unfortunately, there will always be an alert a little while after you shoot out the glass. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't spot you (what on earth are those guys doing on a [=SkyBridge=] in the pouring rain?). On the Xbox 360 and PS3 versions, nothing will happen when you shoot out the window, so there is no panic.)
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* SuperWindowJump: When you jump out the window in "Graveyard Shift", someone will always know. Unfortunately, there will always be an alert a little while after you shoot out the glass. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. (On the Xbox 360 and PS3 versions nothing will happen when you shoot out the window so there is no panic.)

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* SuperWindowJump: When you jump out the window in "Graveyard Shift", someone will always know. Unfortunately, there will always be an alert a little while after you shoot out the glass. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. (On spot you (what on earth are those guys doing on a [=SkyBridge=] in the pouring rain?). On the Xbox 360 and PS3 versions versions, nothing will happen when you shoot out the window window, so there is no panic.)
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* SuperWindowJump: When you jump out the window in "Graveyard Shift", someone will always know. Unfortunately, there will always be an alert a little while after you jump out the window. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. (On the Xbox 360 and PS3 versions nothing will happen when you shoot out the window so there is no panic.)

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* SuperWindowJump: When you jump out the window in "Graveyard Shift", someone will always know. Unfortunately, there will always be an alert a little while after you jump shoot out the window.glass. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. (On the Xbox 360 and PS3 versions nothing will happen when you shoot out the window so there is no panic.)
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* StoppedNumberingSequels: This is the only numbered ''Hitman'' game, partly because the canon isn't that important anyway.
* SuperWindowJump: When you jump out the window, someone will always know. Unfortunately, there will always be an alert a little while after you jump out the window. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. (On the Xbox 360 and PS3 versions nothing will happen when you shoot out the window so there is no panic.)

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* StoppedNumberingSequels: This is the only numbered ''Hitman'' game, partly because the canon myth arc isn't that important anyway.
* SuperWindowJump: When you jump out the window, window in "Graveyard Shift", someone will always know. Unfortunately, there will always be an alert a little while after you jump out the window. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. (On the Xbox 360 and PS3 versions nothing will happen when you shoot out the window so there is no panic.)
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** There is some inconsistency regarding who counts as a target and who counts as an enemy. For instance, the "Redemption at Gontranno" game save that is created at the end of the game will overwrite all of your stats and reduce your overall rank (e.g. "Silent Assassin" gets knocked down to "Specialist"), because Sergei is an ''unnecessary'' kill. That's right: Those two dozen or so mobsters whose blood you used to water the garden? All targets. Sergei, the steroid-pumped crime kingpin who's been hounding you for 20 levels? A regular enemy. The mind reels.

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** There is some inconsistency regarding who counts as a target and who counts as an enemy. For instance, the "Redemption at Gontranno" game save that is created at the end of the game will overwrite all of your stats and reduce your overall rank (e.g. "Silent Assassin" gets knocked down to "Specialist"), because Sergei is an ''unnecessary'' kill. That's right: Those two dozen or so mobsters whose blood you used to water the garden? All targets. Sergei, the steroid-pumped crime kingpin who's been hounding you for 20 levels? A regular enemy.helpless civilian. The mind reels.
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** There is a commonly-known glitch in this game which allows you to attack Sergei with a garrote through a wall. (See "Skippable Boss") If done right, then the cutscene before the boss fight will show a shotgun floating in mid-air, and during the battle you'll fight the boss' flying corpse. [!] Also, if you strangle again once the boss battle starts, he will be lying on the ground in a HUUUUUGE puddle of blood. The Dev team took it for granted that players will shoot him with an [=M60=] or another really heavy gun.

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** There is a commonly-known glitch in this game which allows you to attack Sergei with a garrote through a wall. (See "Skippable Boss") If done right, then the cutscene before the boss fight will show a shotgun floating in mid-air, and during the battle you'll fight the boss' flying corpse. [!] Also, if you strangle him again once the boss battle starts, he Sergei will be lying on the ground in a HUUUUUGE puddle of blood. The Dev team took it for granted that players will shoot him with an [=M60=] or another really heavy gun.

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* ScriptBreaking: UH OH, THE TRUCK HAVE STARTED TO MOVE! If you get close enough and then run away, the two ninjas who inspect the trucks will give chase and then break off their pursuit. The top ninja, the one closest to the Truck, will go back and finish his inspection. However, the bottom ninja hasn't gotten back to the rear of the truck yet to finish his work. The ensuing confusion will cause him to freeze, thus stopping the inspection of the trucks. And, since the trucks no longer move, then there will be no more risks of pancaked ninjas for the duration the rest of the mission. You know it's a well-built level when exploiting bugs is the only way to reliably beat it.\\\

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* ScriptBreaking: ScriptBreaking:
**
UH OH, THE TRUCK HAVE STARTED TO MOVE! If you get close enough and then run away, the two ninjas who inspect the trucks will give chase and then break off their pursuit. The top ninja, the one closest to the Truck, will go back and finish his inspection. However, the bottom ninja hasn't gotten back to the rear of the truck yet to finish his work. The ensuing confusion will cause him to freeze, thus stopping the inspection of the trucks. And, since the trucks no longer move, then there will be no more risks of pancaked ninjas for the duration the rest of the mission. You know it's a well-built level when exploiting bugs is the only way to reliably beat it.\\\

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** UH OH, THE TRUCK HAVE STARTED TO MOVE! If you get close enough and then run away, the two ninjas who inspect the trucks will give chase and then break off their pursuit. The top ninja, the one closest to the Truck, will go back and finish his inspection. However, the bottom ninja hasn't gotten back to the rear of the truck yet to finish his work. The ensuing confusion will cause him to freeze, thus stopping the inspection of the trucks. And, since the trucks no longer move, then there will be no more risks of pancaked ninjas for the duration the rest of the mission. You know it's a well-built level when exploiting bugs is the only way to reliably beat it.\\\
On rare occasions, the checkpoint inspectors may freeze on their own (it happens frequently in the PS2 version).



** There is a commonly-known glitch in this game which allows you to attack Sergei (the final boss) through the confessional door. See "Skippable Boss".


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* ScriptBreaking: UH OH, THE TRUCK HAVE STARTED TO MOVE! If you get close enough and then run away, the two ninjas who inspect the trucks will give chase and then break off their pursuit. The top ninja, the one closest to the Truck, will go back and finish his inspection. However, the bottom ninja hasn't gotten back to the rear of the truck yet to finish his work. The ensuing confusion will cause him to freeze, thus stopping the inspection of the trucks. And, since the trucks no longer move, then there will be no more risks of pancaked ninjas for the duration the rest of the mission. You know it's a well-built level when exploiting bugs is the only way to reliably beat it.\\\
On rare occasions, the checkpoint inspectors may freeze on their own (it happens frequently in the PS2 version).
** There is a commonly-known glitch in this game which allows you to attack Sergei with a garrote through a wall. (See "Skippable Boss") If done right, then the cutscene before the boss fight will show a shotgun floating in mid-air, and during the battle you'll fight the boss' flying corpse. [!] Also, if you strangle again once the boss battle starts, he will be lying on the ground in a HUUUUUGE puddle of blood. The Dev team took it for granted that players will shoot him with an [=M60=] or another really heavy gun.

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* InCaseOfBossFightBreakGlass: 47 walks in on General Makarov playing some sweet chin music on poor Smith. You could get at the General by shooting through the two-way mirror of his interrogation, but there's a cleaner way (and it's just as easy): Instead, drop the pager Diana gave you and use the phone to call it. The General will stop the interrogation to go find out where the infernal noise is coming from. When he goes back into the interrogation room, he will fail to lock it.



** "Tubeway Torpedo": There's a tasty two-way mirror in the bunker where you can observe Agent Smith getting the shit kicked out of him by Fearless Leader. If you shoot the General through the glass, it makes a satisfying CRASH, but it will alert absolutely everyone on that floor. Instead, drop the pager Diana gave you and use the phone to call it. The General will stop the interrogation to go find out where the infernal noise is coming from. When he goes back into the interrogation room, he will fail to lock it.

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** "Tubeway Torpedo": There's a tasty two-way mirror in the bunker where you can observe Agent Smith getting the shit kicked out of him by Fearless Leader. If you shoot the General through the glass, it makes a satisfying CRASH, but it will alert absolutely everyone on that floor. Instead, drop the pager Diana gave you and use the phone to call it. The General will stop the interrogation to go find out where the infernal noise is coming from. When he goes back into the interrogation room, he will fail to lock it.
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** The castle defenses have ot be dismantled before you take on Hayamoto.

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** The castle defenses have ot to be dismantled before you get inside and take on Hayamoto.
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** "Invitation to a Party": The German Ambassador go to check on the safe twice: Once by himself, and again while being 'escorted' by the Spetznaz agent. You have a brief window to intercept the Ambassador the first time he unlocks it, when there's no agent around to muck things up.

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** "Invitation to a Party": The German Ambassador go gos to check on the safe twice: Once by himself, and again while being 'escorted' by the Spetznaz agent. You have a brief window to intercept the Ambassador the first time he unlocks it, when there's no agent around to muck things up.
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** In Temple City Ambush, the only to achieve Silent Assassin is to kill the wandering hitman (Ball Cap Man) without using the [=R93=] Sniper. Being that he will always be in the market and in plain view of everybody, this task is extremely difficult. But, if you wait long enough (and this depends on what version you have), he may freeze up with his arms outstretched. If this happens then 47 can just kill him with a melee weapon. (In the Xbox version, the assassin will never freeze no matter how long you wait.)

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** In Temple City Ambush, the only way to achieve Silent Assassin is to kill the wandering hitman (Ball Cap Man) without using the [=R93=] Sniper. Being that he will always be in the market and in plain view of everybody, this task is extremely difficult. But, if you wait long enough (and this depends on what version you have), he may freeze up with his arms outstretched. If this happens then 47 can just kill him with a melee weapon. (In the Xbox version, the assassin will never freeze no matter how long you wait.)
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** "Temple City Ambush": This can be a tricky mission because of the random placement of the Agent and the randomness of the rival hitmen and the civilians. Smith can be found randomly in one of six empty shops; however, it will always be marked as "Carpets International".

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** "Temple City Ambush": This can be a tricky mission because of the random placement of the Agent and the randomness ''Family Circus''-like paths of the rival hitmen and the civilians. Smith can be found randomly in one of six empty shops; however, it will always be marked as "Carpets International".

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** Notice how some guards ''don't even carry their guns visibly?'' That means you shouldn’t either. (The Nuristan terrorists are less uptight about this.)



** Notice how some guards ''don't even carry their guns visibly?'' That means you shouldn’t either. (The Nuristan terrorists are less uptight about this.)



* SkippableBloss:

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* SkippableBloss: SkippableBoss:

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'''''Hitman 2: Silent Assassin''''', released in 2002, is the second game in the ''Hitman'' series.

Some years after the events of ''[[VideoGame/HitmanCodeName47 Codename 47]]'', the famed contract killer Mr. 47 has given away his fortune and taken refuge in a monastery to atone for his life of crime. A changed man? Unsurprisingly, he is forced out of retirement by his Sicilian friend's mysterious kidnapping. The price tag for Father Vittorio's freedom is $500,000-- Money which 47 no longer has. It appears that his large donation to the church has attracted the attention of the local mafia don who wants a piece for himself. This development spurs 47 to reconnect with The Agency and ask for help. Praise the Lord...and pass the ammunition.

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'''''Hitman 2: Silent Assassin''''', released in 2002, is the second game in the ''Hitman'' ''{{VideoGame/Hitman}}'' series.

Some years after the events of ''[[VideoGame/HitmanCodeName47 Codename 47]]'', the famed contract killer Mr. 47 has given away his fortune and taken refuge in a monastery to atone for his life of crime. A changed man? Unsurprisingly, he is forced out of retirement by his Sicilian friend's mysterious kidnapping. The price tag for Father Vittorio's freedom is $500,000-- Money which 47 no longer has. It appears that his large donation to the church has attracted the attention of the local mafia don who wants a piece for himself. This development spurs 47 to reconnect with The Agency and ask for help. Praise the Lord...and pass the ammunition.



* LOTS of civilians (There are 50 people in the Basement Killing mission, including the Target)

A few other toys were deployed in ''Hitman 2'' before they became permanent fixtures, like throwing distractions (Diana's pager, or honking a car horn), dodging a security camera, or leaving behind a remote-controlled mini-bomb. Also, rival hitmen who aren't mentioned in the briefings will suddenly appear to harass you, which will be familiar to fans of ''[[VideoGame/HitmanBloodMoney Blood Money]]''. The Jacuzzi Job even introduces the notion of making the kill look like a "robbery" or "accident".

to:

* LOTS of civilians (There civilians. There are 50 people in the Basement Killing "Basement Killing" mission, including the Target)

A
Target.

It's worth noting a
few other toys were deployed in ''Hitman 2'' before they became permanent fixtures, fixtures; little things like throwing lobbing distractions (Diana's pager, or honking a car horn), dodging crawling through vents, ducking a security surveillance camera, or leaving behind a remote-controlled mini-bomb. Also, rival hitmen who aren't mentioned in the briefings will suddenly appear to harass you, which will be is familiar to fans of ''[[VideoGame/HitmanBloodMoney Blood Money]]''. The "The Jacuzzi Job Job" even introduces introduced the notion of making the kill kills look like a "robbery" or "accident".



* AsianAndNerdy: The fat hacker named Charlie Sidjan in ''Silent Assassin''. Where ''are'' they packing those revolvers?
* AirVentPassageway: The hospital where Deewana Ji is staying at. It has huge air vents as big as the hallways themselves. Use them to determine which operating room the cult leader is in.
* TheAlcoholic: Gen. Zhupikov has a heart problem due to his excessive drinking and smoking, which requires him to go to the bathroom more often. Once disguised as a waiter, grab a glass of champagne from the kitchen and spike it with poison. Simply walk into the ballroom and graze by the General. He's such an obliging fellow, he even finds an out-of-the-way spot to die. What a mensch.
* AllThereInTheManual: In the source code, the Don's son and brother are named Gucci and Vito, respectively. Also, in the Diana Burnwood trailer for ''[[VideoGame/HitmanAbsolution Absolution]]'', it is mentioned that Gucci commits suicide at some point in time between games.

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* AsianAndNerdy: The A fat hacker named Charlie Sidjan in ''Silent Assassin''. Where ''are'' they packing those revolvers?
"Basement Killing".
* AirVentPassageway: The hospital where Deewana Ji is staying at. It at has huge air vents as big as the hallways rooms themselves. Use them to determine which operating room the cult leader is in.
* TheAlcoholic: Gen. Zhupikov has a heart problem due to which stems from his excessive drinking and smoking, and which requires him to go to the bathroom more often. Once While disguised as a waiter, grab a glass of champagne from the kitchen and spike it with poison. Simply Now simply walk into the ballroom and graze by the General. He's such an obliging fellow, he even finds an out-of-the-way spot to die. What a mensch.
* AllThereInTheManual: In the source code, the Don's son and brother are named Gucci and Vito, respectively. Also, in the Diana Burnwood trailer for ''[[VideoGame/HitmanAbsolution Absolution]]'', it is it's mentioned that Gucci commits suicide at some point in time between games.



** ''St. Petersberg Stakeout'': Once you take the shot, just drop your gun. A solider will come charging in once the rifle hits the floor, but he won't make the connection.
** ''Tubeway Torpedo'': The idea behind the mini-bomb is to demolish a breakable wall and lead Smith to safety before the guards come. If you destroy it and hide ''before'' freeing Smith, everybody and their grandma will run to check out your handiwork--but you're nowhere nearby, so let them have their fun. They'll be long gone by the time you return with your CIA friend.
** ''Hidden Valley'': Sometimes the trucks run over ninjas in the tunnel. No, really. Stop laughing! We're being serious here! You'll know it's happened if you get a message like, "guards are alerted" when they find a body and you haven't killed anyone. Oh, guess what? Those kills count against you. Fun, eh? Whats more interesting is that not all ninjas are affected by the trucks; the ones who carry katanas are immune to them.

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** ''St. "St. Petersberg Stakeout'': Stakeout": Once you take the shot, just drop your gun. A solider will come charging barreling in once the rifle hits the floor, but he won't make the connection.
** ''Tubeway Torpedo'': "Tubeway Torpedo": The idea behind the mini-bomb is to demolish a breakable wall and lead Smith to safety before the guards come. If you destroy it and hide ''before'' freeing Smith, everybody and their grandma will run to check out your handiwork--but you're nowhere nearby, so let them have their fun. They'll be long gone by the time you return with your CIA friend.
** ''Hidden Valley'': "Hidden Valley": Sometimes the trucks run over ninjas in the tunnel. No, really. Stop laughing! We're being serious here! You'll know it's happened if you get a message like, "guards are alerted" when they find a body and you haven't killed anyone. Oh, guess what? Those kills count against you. Fun, eh? Whats more interesting is that not all ninjas are affected by the trucks; the ones who carry katanas are immune to them. (The knife cuts both ways, though: see "Good Bad Bugs".)



** ''Shogun Showdown'': Shades of Lee Hong! The shinobis will clamp down on security when Hayomoto dies, but so long as you're disguised and WALK (don't run) downstairs, they won't raise the alarm, or even prevent you from leaving in Hayomoto's chopper.\\\

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** ''Shogun Showdown'': Shades of Lee Hong! The "Shogun Showdown":The shinobis will clamp down on security when Hayomoto dies, but so long as you're disguised and WALK (don't run) downstairs, they won't raise the alarm, or even prevent you from leaving in Hayomoto's chopper.\\\chopper. (Shades of Lee Hong.)\\\



** The solution to The Jacuzzi Job. Charlie is enjoying a threesome with three busty bodyguards in his hot tub. Eventually, the ladies will leave to take a power, and you can have way with Charlie.
** ''The Motorcade Interception'': This is the second mission where people can die from an accident you had no hand in. You have limited control over when the U.N. motorcade appears on the map; if you are a little slow in making them appear, they may run over a guard on the main road.
** ''St. Petersberg Revisited'': If you sedate Mr. 47 rather than kill him, he will be frozen in place (because you disarmed him). This can lead to some slapstick comedy; see "Cutting the Knot" below.
* AttackItsWeakPoint[=/=]ChekovsGun: 47 confesses to his previous contract work and Father Vittorio tells him that he still has a good heart. In the last mission, Sergei is holding the priest hostage inside of the confession booth. Grab a sniper rifle (Once you've shot up the church, there's plenty lying around) and line up a shot on the heart picture in the confessional. Shoot it, and Sergei will come barreling out.
* {{BFG}}: The [=M195=] is considered one of the most powerful rifles in the world. It is important to note that the game considers this to be both a Sniper Rifle AND a Heavy Weapon due to its enormous power. It's actually an anti-vehicle rifle, capable of shooting through engine blocks to disable them. Imagine what this can do to a human head.
* BadJobWorseUniform: The pizza boy outfit won't get you into "Charlie's" lair, only the basement. Once dressed in your oh-so-chic new pink and turquoise outfit, walk over to the pizza window and take his order.

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** The solution to The "The Jacuzzi Job.Job". Charlie is enjoying a threesome with three busty bodyguards in his hot tub. Eventually, the ladies will leave to take a power, powder, and you can have way with Charlie.
** ''The "The Motorcade Interception'': Interception": This is the second mission where people can die from an accident you had no hand in. You have limited control over when the U.N. motorcade which appears on the map; if you are a little slow in making them appear, show, they may run over a guard on the main road.
** ''St. "St. Petersberg Revisited'': Revisited": If you sedate Mr. 47 rather than kill him, he will be frozen in place (because you disarmed him). This can lead to some slapstick comedy; see "Cutting the Knot" "Skippable Boss" below.
* AttackItsWeakPoint[=/=]ChekovsGun: 47 confesses fesses up to his previous contract work work, and Father Vittorio tells him that he still has a good heart. In the last final mission, Sergei is holding the priest hostage inside of the confession booth. Grab a sniper rifle (Once (once you've shot up the church, there's plenty lying around) and line up a shot on the heart picture in the confessional. Shoot Blast it, and Sergei will come barreling out.
be temporarily blinded and flee the booth.
* {{BFG}}: The [=M195=] is considered one of the most powerful rifles in the world. It is important to note that the game considers this to be both a Sniper Rifle AND a Heavy Weapon due to its enormous power. It's actually an anti-vehicle rifle, capable of shooting through engine blocks to disable them. Imagine what this can could do to a human head.
* BadJobWorseUniform: The pizza boy outfit won't get you into "Charlie's" lair, server room, only the basement. Once dressed in your oh-so-chic new pink and turquoise outfit, walk over to the pizza window and take his order.



* BlackmailIsSuchAnUglyWord: After the priest is kidnapped, 47 notices a parcel with a ransom note attached. The note is from Don Giulliani extending a warm welcome to Palermo's newest citizen, but informing him that there will be a "slight" fee (read: half a mil) for his continued residence there.

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* BlackmailIsSuchAnUglyWord: After the priest is kidnapped, 47 notices recieves a parcel with a ransom note attached. The note is from Don Giulliani extending a warm welcome to Palermo's newest citizen, but informing him that there will be a "slight" fee "slight charge" (read: half a mil) for his continued residence there.



** ''Invitation to a Party''. Your black suit is a great disguise here. The guards might get suspicious of you in the waiter's get-up, but as long as you behave in a waiterly fashion, they'll almost never sound an alarm on you. The guards '''outside''' the Embassy will fire on you if they see a waiter walking off with the General's suitcase, so watch it.
** ''Basement Killing''. You get Silent Assassin for running around like a full-tilt ax murderer, all while dressed like a member of the Village People. That's a story 47 can look forward to telling his grandclones when he retires.
** ''The Jacuzzi Job''. This is such a small mission, most of you will probably just mow down everybody and be done with it. (Why did you buy this game, again?) There is only one floor to the apartment, and it is a pretty compact level to boot.\\\
If you're playing for keeps (SA rank), the level will present more problems, but it's immediately followed by Murder at the Bazaar, which is another simple, straightforward mission.
** ''The Death of Hannelore'': This is a practice run for taking down the cult leader. It's quite easy to finish this with zeroes across the board.

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** ''Invitation "Invitation to a Party''.Party". Your black suit is a great disguise here. The guards might get suspicious of you in the waiter's get-up, waiter getup, but as long as you behave in a waiterly fashion, they'll almost never sound an alarm on you. The guards '''outside''' the Embassy will fire on you if they see a waiter walking off with the General's suitcase, so watch it.
** ''Basement Killing''."Basement Killing". You get Silent Assassin for running around like a full-tilt ax murderer, all while dressed like a member of the Village People. That's a story 47 can look forward to telling his grandclones when he retires.
** ''The "The Jacuzzi Job''.Job". This is such a small mission, most of you will probably just mow down everybody and be done with it. (Why did you buy this game, again?) There is only one floor to the apartment, and it is a pretty compact level to boot.\\\
If you're playing for keeps (SA rank), the level will present more problems, but it's immediately followed by Murder "Murder at the Bazaar, Bazaar", which is another simple, straightforward mission.
** ''The "The Death of Hannelore'': Hannelore": This is a practice run for taking down the cult leader. It's quite easy to finish this with zeroes across the board.



** The castle defenses.
** The fake Charlie.
** Go meet the Agency "contact" in the temple city and you will find it's Agent Smith again. He's holed up in his spy headquarters and pretty drunk. As usual, he was just there to do some basic surveillance and all of a sudden everyone is trying to kill him. Smith wants 47 to find the hitmen, kill them, and photograph them as proof before he'll agree to stick his neck outside. When 47 returns with the pictures, Smith will sober up--for about three seconds, then point him to the secret passage which is located in another shop before passing out.

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** The castle defenses.
defenses have ot be dismantled before you take on Hayamoto.
** The fake decoy Charlie.
** Go meet the Agency "contact" in the temple city and you will find it's Agent Smith again. He's holed up in his spy headquarters and pretty drunk. As usual, he was just there to do some basic surveillance and all of a sudden everyone is was trying to kill shoot him. Smith wants 47 to find the hitmen, kill them, and photograph them as proof before he'll agree to stick his neck outside. When 47 returns with the pictures, Smith will sober up--for about three 3 seconds, then point him to the secret passage which is located in another shop before passing out.



** The Jacuzzi Job. 47 climbs into Charlie's bachelor pad via the balcony, kills him as instructed, then make the hit look like a robbery by stealing an artifact and some US currency. The alarms will go off if you try to steal anything with the power still on, though. Charlie also has a taste for expensive art; this means additional guards are on patrol inside the place.

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** The "The Jacuzzi Job. Job". 47 climbs clambers his way into Charlie's bachelor pad via the balcony, pad, kills him as instructed, then make makes the hit look like a robbery by stealing an artifact and lifting some US currency. valuables from the premises. The alarms will go off if you try to steal anything with the power still on, though. so that's yet another hurdle. Charlie also has a taste for expensive art; this means additional guards are on patrol inside the place.



* TheCityFormerlyKnownAs: St. Petersberg, formerly known as Leningrad, is a recurring and major location in ''Hitman 2''. ("It's seen it's share of bullets and betrayal over the years.") As 47 notes to the player, with its wide-open avenues and twitchy guards, it's definitely not an ideal place for a comeback.
* CloningGambit: Feel free to dress up as Mr. 17. (After all, when 47 first picks up the headset, he pretends to be Mr. 17.) It will work much better than your own suit, plus you can take his rifle. Just get to the exit before the mobsters catch wise. It's possible to hide his body in a specific part of the office so that the guards don't get suspicious at all.

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* TheCityFormerlyKnownAs: St. Petersberg, formerly known as Leningrad, is a recurring and fairly major location in ''Hitman 2''. ("It's seen it's share of bullets and betrayal over the years.") As 47 notes to in the player, into, with its wide-open avenues and twitchy guards, it's definitely not an ideal place spot for a comeback.
hit.("It's seen it's share of bullets and betrayal over the years.")
* CloningGambit: Feel free to dress up as Mr. 17.in your brother's clothes. (After all, when 47 first picks up the headset, he pretends to be Mr. 17.) It will work much better than your own suit, plus you can take his rifle. Just get to the exit before the mobsters catch wise. It's possible to hide his body in a specific part of the office so that the guards don't get suspicious at all.



* CoverIdentityAnomaly: In ''Silent Assassin'', 47 can adopt a disguise of a "Lord Sinclair" to get close to his target (a female doctor). If she asks 47 for the name of "his" wife, though, he won't know what to say before eventually randomly coming up with "Elsie?", which is ''waaaay'' off the mark.
* TheCrimeJob: ''Silent Assassin'' has a level called "The Jacuzzi Job".
* CuttingTheKnot:
** The quick and dirty way to end the first St. Petersberg mission is to ignore the rifle completely. If you fire off a few pistol rounds from the sniper's nest, one is bound to hit the General (he's the one sitting closest to the window).\\\

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* CoverIdentityAnomaly: In ''Silent Assassin'', 47 can adopt a disguise of a "Lord Sinclair" to get close to his target (a female doctor). If she asks 47 for the name of "his" wife, though, he won't know what to say before eventually randomly coming up with "Elsie?", "Uh...Elsie?", which is ''waaaay'' way off the mark.
* TheCrimeJob: ''Silent Assassin'' Kuala Lumpur has a level mission called "The Jacuzzi Job".
* CuttingTheKnot:
**
CuttingTheKnot: The quick and dirty way to end the first St. Petersberg mission is to ignore the rifle completely. If you fire off a few pistol rounds from the sniper's nest, one is bound to hit the General (he's the one sitting closest to the window).\\\



** In St. Petersberg Revisited, don't kill Mr. 17--just sedate him instead. The guards only move into position when he dies. So the idea is to drag poor Mr. 17 all the way to the metro and kill him there. This will take awhile, but it will improve your score. At some point you will let go of him as you drag him along. This means that he is about to wake up. Bring out the rag and sedate him again when he gets up. Embarrassing.
*** It's possible to kill Mr. 17 by throwing him in the path of -- what else? -- a runaway vehicle. (In order for this trick to work he needs to be hit by the city bus; it won't work with a car.) Unfortunately, it is not as simple as that: He must be struck while he is awake. If you leave 17 unconscious in the path of a vehicle it will simply clip through him, and if he awakens in time, he ''[[ArtificialBrilliance will]]'' run out of the way of an oncoming car. You have to time it in such a way so he awakens just before the bus hits him.



* DifficultySpike:
** "The Motorcade Interception". This mission is a pain in the ass. There are a lot of Guards about and you have to use a noisy weapon in order to get the job done. But the guards aren't the real problem. It is the randomly wandering Civilians that can cause the most headaches. One interesting thing about the [=MI95=]: It is so unique to this region that it will '''ATTRACT''' people to it. This is bad news if you do not want to be seen with it, since you can't just drop it and wait for the [=NPCs=] to stroll by before picking it up again. If only you could sneak into the palace and wire the Khan while he is taking a piss or something.
** Notice how some guards ''don't even carry their guns visibly?'' That means you shouldn’t either. (The Nuristan terrorists are less uptight about this.)
* DummiedOut[=/=]MissingSecret:
** There's an empty spot in the tool shed above the Fiber Wire. Rumors have linked it to a crucifix or a rosary.
** There's some 7.62 mm ammo lying around the Temple City map. What the heck is it for?

to:

* DifficultySpike:
**
DifficultySpike: "The Motorcade Interception". This mission is a pain in the ass. There are a lot of Guards about and you have to use a noisy weapon in order to get the job done. But the guards aren't the real problem. It is the randomly wandering Civilians that can cause the most headaches. One interesting thing about the [=MI95=]: It is so unique to this region that it will '''ATTRACT''' people to it. This is bad news if you do not want to be seen with it, since you can't just drop it and wait for the [=NPCs=] to stroll by before picking it up again. If only you could sneak into the palace and wire the Khan while he is taking a piss or something.
** Notice how some guards ''don't even carry their guns visibly?'' That means you shouldn’t either. (The Nuristan terrorists are less uptight about this.)
* DummiedOut[=/=]MissingSecret:
** There's an empty spot in the tool shed above the Fiber Wire. Rumors have linked it to a crucifix or a rosary.
** There's some 7.62 mm ammo lying around the Temple City map. What the heck is it for?
something.



** ''Anathema''. You might be lulled into thinking is a big, pretty map to help get used to the new controls and paradigms of ''Hitman 2''. The primary challenge is just getting into the damn place. The staff all know each other. (And 47 is lacking a sweet Don Corleone coiffure, so get in their faces for too long and your mob suit won't last.) There are also plenty of rooms where even guards aren't allowed to go; only your targets.
** ''St. Petersberg Stakeout''. 47 opines that St. Petersberg isn't "an easy place for a comeback", and he's not kidding. The biggest problem here is just getting the sniper rifle out of the metro. The hard part is getting to the escalator without the passengers running to alert the guards. There isn't any reliable way to avoid setting them off, but it works best if they spawn in the locker area with their backs turned. You could wait for them to get into a useful position, but you are on a timer here. The easiest thing to do is probably to just reload if they don't cooperate.

to:

** ''Anathema''. "Anathema". You might be lulled into thinking is a big, pretty map to help get used to the new controls and paradigms of ''Hitman 2''. The primary challenge is just getting into the damn place. The staff all know each other. (And 47 is lacking a sweet Don Corleone coiffure, so get in their faces for too long and your mob suit won't last.) There are also plenty of rooms where even guards aren't allowed to go; go, only your targets.
** ''St. "St. Petersberg Stakeout''.Stakeout". 47 opines that St. Petersberg isn't "an easy place for a comeback", and he's not kidding. The biggest problem here is just getting the sniper rifle out of the metro. The hard part is getting to the escalator without the passengers running to alert the guards. There isn't any reliable way to avoid setting them off, but it works best if they spawn in the locker area with their backs turned. You could wait for them to get into a useful position, but you are on a timer here. The easiest thing to do is probably to just reload if they don't cooperate.



* {{Elite Mook}}s: In Temple City Ambush, you've probably noticed this guy; he's got sunglasses, a purple turban, and a pointy beard. He will start following you, very conspicuously, if he sees you. If he reaches Agent Smith, he'll open fire and kill him.\\\

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* {{Elite Mook}}s: In Temple "Temple City Ambush, Ambush", you've probably noticed this guy; he's got sunglasses, a purple turban, and a pointy beard. He will start following you, very conspicuously, if he sees you. If he reaches Agent Smith, he'll open fire and kill him.\\\



* EarlyInstallmentWeirdness: Dumping an unconscious guard into the sewer after stealing his clothes will not work, as he respawns to street level upon waking up. In later games, your victims will remain unconscious so long as you stash their bodies in a manhole or container.

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* EarlyInstallmentWeirdness: Dumping an unconscious guard into the sewer after stealing his clothes will not work, as he respawns to street level upon waking up. In later games, your victims will remain unconscious so long as you stash their bodies in a manhole manhole, cupboard, or container.whatever.



** Zhupikov has a habit of stopping waiters wherever he encounters them and helping himself to wine cocktails that are meant for the other guests.

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** Zhupikov has a habit of stopping waiters wherever he encounters them and helping himself to wine cocktails that are meant for the other guests.



** Unfortunately, there are actually two missions in the game where a guard can be killed through no fault of your own: Hidden Valley and The Motorcade Interception.

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** Unfortunately, there are actually two missions in the game where a guard can be killed through no fault of your own: Hidden Valley "Hidden Valley" and The "The Motorcade Interception.Interception".



* FirstPersonSnapshooter: In one level of ''Hitman 2: Silent Assassin'', you are given a camera and instructed to photograph two thugs after killing them.

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* FirstPersonSnapshooter: In one level of ''Hitman 2: Silent Assassin'', India ("Temple City Ambush"), you are given a camera and instructed to photograph two thugs after killing them.



** UH OH, THE TRUCK HAVE STARTED TO MOVE! The knife cuts both ways, though: If you get close enough and then run away, the two ninjas who inspect the trucks will give chase and then break off their pursuit. The top ninja, the one closest to the Truck, will go back and finish his inspection. However, the bottom ninja hasn't gotten back to the rear of the truck yet to finish his work. The ensuing confusion will cause him to freeze, thus stopping the inspection of the trucks. And, since the trucks no longer move, then there will be no more risks of pancaked ninjas for the duration the rest of the mission. You know it's a well-built level when exploiting bugs is the only way to reliably beat it.\\\

to:

** UH OH, THE TRUCK HAVE STARTED TO MOVE! The knife cuts both ways, though: If you get close enough and then run away, the two ninjas who inspect the trucks will give chase and then break off their pursuit. The top ninja, the one closest to the Truck, will go back and finish his inspection. However, the bottom ninja hasn't gotten back to the rear of the truck yet to finish his work. The ensuing confusion will cause him to freeze, thus stopping the inspection of the trucks. And, since the trucks no longer move, then there will be no more risks of pancaked ninjas for the duration the rest of the mission. You know it's a well-built level when exploiting bugs is the only way to reliably beat it.\\\



** There is a commonly-known glitch in this game which allows you to attack Sergei (the final boss) through the confessional door. It's best to leave one of his bodyguards alive before trying this out: Sneak up to the confessional room door and either wire, knife, or sedate Sergei through it. However, you won't actually kill him - he'll just fall to the floor. This also makes him drop the [=SP12=].\\\
Kill the last bodyguard, then shoot the heart to initiate the showdown. Sergei will be alive, but he'll be sliding along the floor on his backside [!]. You can pretty much do whatever you want to him.

to:

** There is a commonly-known glitch in this game which allows you to attack Sergei (the final boss) through the confessional door. It's best to leave one of his bodyguards alive before trying this out: Sneak up to the confessional room door and either wire, knife, or sedate Sergei through it. However, you won't actually kill him - he'll just fall to the floor. This also makes him drop the [=SP12=].\\\
Kill the last bodyguard, then shoot the heart to initiate the showdown. Sergei will be alive, but he'll be sliding along the floor on his backside [!]. You can pretty much do whatever you want to him.
See "Skippable Boss".



* GratuitousNinja: Hayamoto resides on the 6th Floor of a castle along with four shinobis waiting in the rafters. The 5th Floor has several additional guards and sword-wielding ninjas. The ninjas on the ground floor are less vigilant: most of them are just guarding doors, one sits down to meditate, and another is even watching TV.

to:

* GratuitousNinja: Hayamoto resides on the 6th Floor of a castle along with four shinobis waiting in the rafters. The 5th Floor has several additional guards and sword-wielding ninjas. The ninjas on the ground floor are less vigilant: most of them are just guarding doors, one sits down to meditate, and another is even watching TV.TV in the guard's quarters.



** ''Showgun Showdown:'' Generally, you can get away with annoying a few shinobis (causing the suspicion meter to go berserk). The problem is, the more times you make the SAME guards suspicious, the more likely they are to open fire. This is the whole key to the Castle mission. Many players have trouble when trying to get out, but what they don't realize is it's because of things they did going ''in''.
** ''The Motorcade Interception'': The game designers wanted you to use the engine-busting capabilities of the [=MI95=] to halt the front jeep and then snipe the Khan. But this will cause the UN Soldiers to shoot at you and raise alerts which can make things more difficult. However, the developers also gave you the option to shoot the Khan from behind.\\\

to:

** ''Showgun Showdown:'' "Showgun Showdown:" Generally, you can get away with annoying a few shinobis (causing the suspicion meter to go berserk). The problem is, the more times you make the SAME guards suspicious, the more likely they are to open fire. This is the whole key to the Castle mission. Many players have trouble when trying to get out, but what they don't realize is it's because of things they did going ''in''.
** ''The "The Motorcade Interception'': Interception": The game designers wanted you to use the engine-busting capabilities of the [=MI95=] to halt the front jeep and then snipe the Khan. But this will cause the UN Soldiers to shoot at you and raise alerts which can make things more difficult. However, the developers also gave you the option to shoot the Khan from behind.\\\



** ''Terminal Hospitality'': Although some of the hospital guards are carrying guns, don't bother with one while you're dressed as a guard. It only serves to make the nurses edgier.

to:

** ''Terminal Hospitality'': "Terminal Hospitality": Although some of the hospital guards are carrying guns, don't bother with one while you're dressed as a guard. It only serves to make the nurses edgier.



** Sergei is a mob boss who has expanded his empire to include arms dealing. It's suggested that he took over his brother's (Boris) old business when he died.

to:

** Sergei Sergei, like Boris, is a mob boss who has expanded his empire to include arms dealing. It's suggested that he took over his brother's (Boris) old business when he died.



* MrFixIt: In The Jacuzzi Job, go into the electric closet and smash the fuse box. This will knock out the lights and alarm system. In response, a technician will be called up to fix the problem. If the technician doesn't perform his job within a reasonable amount of time then more security will be called up. This means that ambushing him isn't an option.
* MultiDirectionalBarrage: Hidden Valley. As long as you have a disguise, the snipers won't bother you here, so all you have to worry about is the guard in the entrance to the valley. They all have custom rifles.

to:

* MrFixIt: In The "The Jacuzzi Job, Job", go into the electric electrical closet and smash the fuse box. This will knock out the lights and Charlie's alarm system. In response, Before long, a technician will be called up to fix the problem. If the technician doesn't perform his job within a reasonable amount of time time, then more ''more'' security will be called up. This means that ambushing him isn't an option.
* MultiDirectionalBarrage: Hidden Valley."Hidden Valley". As long as you have a disguise, the snipers won't bother you here, so all you have to worry about is the guard in the entrance to the valley. They all have custom rifles.



* PolarOppositeTwins: Charlie behaves very differently from his nerdy brother. He is quite the playboy and has his own penthouse suite full of bikini clad babes. Conversely, the other Sidjan is stuck in the sub-basement of the same building. It is assumed that he is the real "brains" behind the missile key software, judging by the state of his office as compared to his brother's YOLO lifestyle.

to:

* PolarOppositeTwins: Charlie behaves very differently from his nerdy brother. He is quite the playboy and has his own penthouse suite full of bikini clad babes. ( Where ''are'' they keeping those revolvers?) Conversely, the other Sidjan is stuck in the sub-basement of the same building. It is assumed that he is the real "brains" behind the missile key software, judging by the state of his office as compared to his brother's YOLO lifestyle.



** ''Invitation to a Party'': The safe containing the General's briefcase can be any one of 4 safes on opposite corners of the Embassy gala.
** ''Hidden Valley'': The guards in the valley have randomized patrol patterns that can be avoided with timing and patience. But there are also additional instances of randomness that can affect the mission.
** ''Temple City Ambush'': This can be a tricky mission because of the random placement of the Agent and the randomness of the rival hitmen and the civilians. Smith can be found randomly in one of six empty shops; however, it will always be marked as "Carpets International".
*** The infernal Purple Turban Man. It is quite annoying to try to deal with all these Assassins then suddenly have this idiot sidle up behind you and pooch the whole mission. The best outcome is to be lucky and avoid him. Failing that, lead him to an alcove where nobody will ever find him and unsheathe your knife.
** ''Terminal Hospitality'': Head to the basement and you will see a bunch of cultists protecting the four Surgery Rooms. The Cult Leader is in one of them. Unless you're dressed as a doctor, you cannot just waltz into each room to find him. You will spook the nurses and other personnel and this will lead to alerts. You're supposed to use the ventilation system to peek into the surgery rooms and find the one with the two cult members, which contains your target.\\\

to:

** ''Invitation "Invitation to a Party'': Party": The safe containing the General's briefcase can be any one of 4 safes on opposite corners of the Embassy gala.
** ''Hidden Valley'': "Hidden Valley": The guards in the valley have randomized patrol patterns that can ''can'' be avoided with timing and patience. But there are also additional instances of randomness that can affect the mission.
** ''Temple "Temple City Ambush'': Ambush": This can be a tricky mission because of the random placement of the Agent and the randomness of the rival hitmen and the civilians. Smith can be found randomly in one of six empty shops; however, it will always be marked as "Carpets International".
*** *** The infernal Purple Turban Man. It is quite annoying to try to deal with all these Assassins then suddenly have this idiot sidle up behind you and pooch the whole mission. The best outcome is to be lucky and avoid him. Failing that, lead him to an alcove where nobody will ever find him and unsheathe your knife.
** ''Terminal Hospitality'': "Terminal Hospitality": Head to the basement and you will see a bunch of cultists protecting the four Surgery Rooms. The Cult Leader is in one of them. Unless you're dressed as a doctor, you cannot just waltz into each room to find him. You will spook the nurses and other personnel and this will lead to alerts. You're supposed to use the ventilation system to peek into the surgery rooms and find the one with the two cult members, which contains your target.\\\



** ''St. Petersberg Revisted'': Our friend Mr. 17 loads in two places: one on the west side of the Pushkin building, and one over the front entrance. He will always be facing west if you take the bait and go up into the apartments. Find out which window he's in using the binoculars and stay out of that line of fire. The thing to remember is that he keeps moving around.

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** ''St. "St. Petersberg Revisted'': Revisted": Our friend Mr. 17 loads in two places: one on the west side of the Pushkin building, and one over the front entrance. He will always be facing west if you take the bait and go up into the apartments. Find out which window he's in using the binoculars and stay out of that line of fire. The thing to remember is that he keeps moving around.



** ''St. Petersberg Stakeout'': When aiming at the General, be sure not to fire on him while the guy in brown (Sergei) is leaning behind him. The bullet will go right through the target and kill them both, costing you the mission.
** ''Kirov Park Meeting'': The church is pretty much a wash if you want a good rating. Once you've pulled the trigger, the soldiers will be all over you. And with nowhere to run but a spiral staircase leading down... it's ugly. Be smart and scurry up the radio tower on the far end of the map.
** ''Tubeway Torpedo'': There's a tasty two-way mirror in the bunker where you can observe Agent Smith getting the shit kicked out of him by Fearless Leader. If you shoot the General through the glass, it makes a satisfying CRASH, but it will alert absolutely everyone on that floor. Instead, drop the pager Diana gave you and use the phone to call it. The General will stop the interrogation to go find out where the infernal noise is coming from. When he goes back into the interrogation room, he will fail to lock it.
** ''Murder at the Bazaar'': Don't let this mission fool you with its sniper rifles and skylights. It's really much simpler and more visceral than that. You CAN tag the Colonel in the bazaar with the sniper rifle, but it's not exactly going to be clean, and you'll be dodging bullets left and right as you flee the city.
** ''Terminal Hospitality'': No, you can't kill or follow ''him''. If you try, 47 will chase him into a booby-trapped tunnel, causing an explosive Game Over.

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** ''St. "St. Petersberg Stakeout'': Stakeout": When aiming at the General, be sure not to fire on him while the guy in brown (Sergei) is leaning behind him. The bullet will go right through the target and kill them both, costing you the mission.
** ''Kirov "Kirov Park Meeting'': Meeting": The church is pretty much a wash if you want a good rating. Once you've pulled the trigger, the soldiers will be all over you. And with nowhere to run but a spiral staircase leading down... it's ugly. Be smart and scurry up the radio tower on the far end of the map.
** ''Tubeway Torpedo'': "Tubeway Torpedo": There's a tasty two-way mirror in the bunker where you can observe Agent Smith getting the shit kicked out of him by Fearless Leader. If you shoot the General through the glass, it makes a satisfying CRASH, but it will alert absolutely everyone on that floor. Instead, drop the pager Diana gave you and use the phone to call it. The General will stop the interrogation to go find out where the infernal noise is coming from. When he goes back into the interrogation room, he will fail to lock it.
** ''Murder "Murder at the Bazaar'': Bazaar": Don't let this mission fool you with its sniper rifles and skylights. It's really much simpler and more visceral than that. You CAN tag the Colonel in the bazaar with the sniper rifle, but it's not exactly going to be clean, and you'll be dodging bullets left and right as you flee the city.
** ''Terminal Hospitality'': "Terminal Hospitality": No, you can't kill or follow ''him''. If you try, 47 will chase him into a booby-trapped tunnel, causing an explosive Game Over.



** Notice how some guards ''don't even carry their guns visibly?'' That means you shouldn’t either. (The Nuristan terrorists are less uptight about this.)



* ShoutOut: At the top of the table in Charlie's room is a Dopefish (Easter Egg), that is a reference to the Commander Keen video game series developed by id Software in the early 1990s.
* SinisterSubway: St. Petersberg Stakeout. The mission's main problems are getting the sniper rifle out of the metro, and then getting it across the square without being detected.

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* ShoutOut: At the top of the table in Charlie's room is a Dopefish (Easter Egg), that is a reference to the Commander Keen ''VideoGame/CommanderKeen'' video game series developed by id Software in the early 1990s.
* SinisterSubway: St. "St. Petersberg Stakeout. Stakeout". The mission's main problems are getting the sniper rifle out of the metro, and then getting lugging it across the square without being detected.detected.
* SkippableBloss:
** In "St. Petersberg Revisited", don't kill Mr. 17--just sedate him instead. The guards only move into position when he dies. So the idea is to drag poor Mr. 17 all the way to the metro and kill him there. This will take awhile, but it will improve your score. At some point you will let go of him as you drag him along. This means that he is about to wake up. Bring out the rag and sedate him again when he gets up. Embarrassing.
*** It's possible to kill Mr. 17 by throwing him in the path of -- what else? -- a runaway vehicle. (In order for this trick to work he needs to be struck by the city bus; it won't work with a car.) Unfortunately, it is not as simple as that: He must be struck while he is awake. If you leave 17 unconscious in the path of a vehicle it will simply clip through him, and if he awakens in time, he ''[[ArtificialBrilliance will]]'' run out of the way of an oncoming car. You have to time it in such a way so he awakens just before the bus hits him.
** "Redemption at Gontranno": It's best to leave one of his bodyguards alive before trying this out. Sneak up to the confessional room door and either wire, knife, or sedate Sergei through it. However, you won't actually kill him - he'll just fall to the floor. This also makes him drop the [=SP12=].\\\
Kill the last bodyguard, then shoot the heart to initiate the showdown. Sergei will be alive, but he'll be sliding along the floor on his backside [!]. You can pretty much do whatever you want to him.



** ''St. Petersberg Stakeout''. You have 5 minutes to get the Pushkin Building before the meeting starts. After that it's smooth sailing.
** ''Invitation to a Party'': The German Ambassador walks to the safe twice: Once by himself, and again while being 'escorted' by the Spetznatz agent. You have a brief window to intercept the Ambassador the first time he unlocks it, when there's no agent around to muck things up.
** ''The Motorcade Interception''. A truly maze-like mission, where your windows of opportunity are painfully narrow and easily missed.

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** ''St. "St. Petersberg Stakeout''.Stakeout". You have 5 minutes to get the Pushkin Building before the meeting starts. After that it's smooth sailing.
** ''Invitation "Invitation to a Party'': Party": The German Ambassador walks go to check on the safe twice: Once by himself, and again while being 'escorted' by the Spetznatz Spetznaz agent. You have a brief window to intercept the Ambassador the first time he unlocks it, when there's no agent around to muck things up.
** ''The "The Motorcade Interception''. Interception". A truly maze-like mazelike mission, where your windows of opportunity are painfully narrow and easily missed.



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* CardboardPal: Your "Target" in St. Petersberg Revisited. Disregard the mission orders and sneak into the Pushkin Building, and you'll eventually meet Mr. 17 and his cardboard cutout of a boss.

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* CardboardPal: Your "Target" in St. "St. Petersberg Revisited. Revisited". If you go to the suggested sniper's perch (it's the same spot as last tme), you can see him clearly through a window -- but if you shoot at him, he doesn't fall, and alarms go off. This will give away your position to the mobsters hiding in the alcoves. Disregard the mission orders briefing and sneak into the Pushkin Building, and you'll eventually meet run into Mr. 17 and his boss: a propped-up cardboard cutout of a boss.cutout.



* TheCityFormerlyKnownAs: St. Petersberg, formerly known as Leningrad, is a recurring and major location in ''Hitman 2''. ("It's seen it's share of bullets and betrayal over the years.") As 47 notes to the player, with its wide-open avenues and twitchy guards, it's definitely not an ideal place for a comeback.



** The security office computer, as well as Charlie's computer. (You'd think you could disable it with that hefty ax, but apparently not.)

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** The security office computer, as well as Charlie's computer and, later, Charlie Sidjan's computer. (You'd think you could disable it with that hefty ax, but apparently not.)) Bizarrely justified, as there is no tower visible.



* CoverIdentityAnomaly: In ''Silent Assassin'', 47 can adopt a disguise of a "Lord Sinclair" to get close to his target (a female doctor). If she asks 47 for the name of "his" wife, though, he won't know what to say before eventually randomly coming up with "Elsie" (which is way off the mark), blowing his cover.

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* CoverIdentityAnomaly: In ''Silent Assassin'', 47 can adopt a disguise of a "Lord Sinclair" to get close to his target (a female doctor). If she asks 47 for the name of "his" wife, though, he won't know what to say before eventually randomly coming up with "Elsie" (which "Elsie?", which is way ''waaaay'' off the mark), blowing his cover.mark.



* DummiedOut:

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* DummiedOut: DummiedOut[=/=]MissingSecret:



* GoryDiscretionShot: In an advertisement for [=H2=], Charlie's brain matter is spattered on the wall and surrounded with a frame, like an art galley. Image caption: 'Charlie Sidjan, Kuala Lumpur.''.

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* GoryDiscretionShot: In an advertisement for [=H2=], Charlie's brain matter is spattered on the wall and surrounded with a frame, like an art galley. Image caption: 'Charlie Sidjan, Kuala Lumpur.''.''
* GratuitousNinja: Hayamoto resides on the 6th Floor of a castle along with four shinobis waiting in the rafters. The 5th Floor has several additional guards and sword-wielding ninjas. The ninjas on the ground floor are less vigilant: most of them are just guarding doors, one sits down to meditate, and another is even watching TV.



* ItWorksBetterWithBullets: "St. Petersberg Revisted". In case you feel like humoring the game, try equipping the sniper rifle and shooting at "Sergei". Blanks! The bastard gave us BLANKS. (Mr. 17's rifle, on the other hand, works perfectly fine.)

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* ItWorksBetterWithBullets: "St. Petersberg Revisted". In case you feel like humoring the game, try equipping the sniper rifle and shooting firing at "Sergei". Blanks! Blanks. The bastard gave us BLANKS. (Mr.BLANKS.\\\
Mr.
17's rifle, on the other hand, works perfectly fine.) (Oh ''shit.'')



* {{Ninja}}: Hayamoto himself resides on the 6th Floor along with four shinobis waiting in the rafters. The 5th Floor has several additional guards and sword-wielding ninjas.


Added DiffLines:

* StoppedNumberingSequels: This is the only numbered ''Hitman'' game, partly because the canon isn't that important anyway.


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* SurprisinglyImprovedSequel: ''Hitman: Codename 47'' had a good concept, but suffered from very twitchy AI, a buggy disguise system, and no ability to save during missions (apparently as a way of artificially lengthening the game). ''Silent Assassin'' added the ability to save and made improvements on the shortfalls of the original, as did each installment afterwards. ''Contracts'' added better non-lethal takedown methods and ''Blood Money'' used the environment to you advantage, making more kills look like accidents.

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[[redirect:{{VideoGame/Hitman}}]]

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[[redirect:{{VideoGame/Hitman}}]][[quoteright:297:http://static.tvtropes.org/pmwiki/pub/images/h2_hitman.jpg]]
[[caption-width-right:297:Back in business.]]
'''''Hitman 2: Silent Assassin''''', released in 2002, is the second game in the ''Hitman'' series.

Some years after the events of ''[[VideoGame/HitmanCodeName47 Codename 47]]'', the famed contract killer Mr. 47 has given away his fortune and taken refuge in a monastery to atone for his life of crime. A changed man? Unsurprisingly, he is forced out of retirement by his Sicilian friend's mysterious kidnapping. The price tag for Father Vittorio's freedom is $500,000-- Money which 47 no longer has. It appears that his large donation to the church has attracted the attention of the local mafia don who wants a piece for himself. This development spurs 47 to reconnect with The Agency and ask for help. Praise the Lord...and pass the ammunition.

So it's time for another jaunt around the globe, beginning in 47's stomping ground of {{UsefulNotes/Sicily}} and onward to [[{{UsefulNotes/Russia}} St. Petersberg]], the icy mountains of {{UsefulNotes/Japan}} (no time for snowboarding), the Patronas Towers in [[{{UsefulNotes/Malaysia}} Kuala Lumpur]], and finally a religious 'community' in the Punjab region of {{UsefulNotes/India}}.

The gameplay was very ambitious for the time, not to mention chock full of bugs. Regardless, it met with positive reviews and is considered by many to be the first 'true' ''Hitman''. It plays much more stealthily than the original and introduced elements that would become iconic to the franchise (47 unveiling his chrome-plated "Silverballers"). Other new stuff:

* Non-lethal disposal methods (anesthetic, pistol whipping)
* Real-time mapping which allows you to track [=NPCs=]
* Weapons found in enemy turf are re-used in later levels
* Lockpicking
* Stealth-based scoring
* Tinkering with the lights (utility and fuse boxes, or just shooting the lights out) to distract guards
* LOTS of civilians (There are 50 people in the Basement Killing mission, including the Target)

A few other toys were deployed in ''Hitman 2'' before they became permanent fixtures, like throwing distractions (Diana's pager, or honking a car horn), dodging a security camera, or leaving behind a remote-controlled mini-bomb. Also, rival hitmen who aren't mentioned in the briefings will suddenly appear to harass you, which will be familiar to fans of ''[[VideoGame/HitmanBloodMoney Blood Money]]''. The Jacuzzi Job even introduces the notion of making the kill look like a "robbery" or "accident".

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!!Tropes
[[foldercontrol]]

[[folder:Tropes A-C]]
* AsianAndNerdy: The fat hacker named Charlie Sidjan in ''Silent Assassin''. Where ''are'' they packing those revolvers?
* AirVentPassageway: The hospital where Deewana Ji is staying at. It has huge air vents as big as the hallways themselves. Use them to determine which operating room the cult leader is in.
* TheAlcoholic: Gen. Zhupikov has a heart problem due to his excessive drinking and smoking, which requires him to go to the bathroom more often. Once disguised as a waiter, grab a glass of champagne from the kitchen and spike it with poison. Simply walk into the ballroom and graze by the General. He's such an obliging fellow, he even finds an out-of-the-way spot to die. What a mensch.
* AllThereInTheManual: In the source code, the Don's son and brother are named Gucci and Vito, respectively. Also, in the Diana Burnwood trailer for ''[[VideoGame/HitmanAbsolution Absolution]]'', it is mentioned that Gucci commits suicide at some point in time between games.
* AluminumChristmasTrees: Katsuyama-Jo bears resemblance to a real castle in Central Japan, also named Katsuyama, in the Fukui Prefecture. The real castle, which is a reconstruction of the original 16th century castle founded by Shibata Katsuyasu, is a less-known tourist attraction in Japan, Just like the real Katsuyama, the in-game castle has 6 floors and houses a museum.
* ArtificialStupidity:
** ''St. Petersberg Stakeout'': Once you take the shot, just drop your gun. A solider will come charging in once the rifle hits the floor, but he won't make the connection.
** ''Tubeway Torpedo'': The idea behind the mini-bomb is to demolish a breakable wall and lead Smith to safety before the guards come. If you destroy it and hide ''before'' freeing Smith, everybody and their grandma will run to check out your handiwork--but you're nowhere nearby, so let them have their fun. They'll be long gone by the time you return with your CIA friend.
** ''Hidden Valley'': Sometimes the trucks run over ninjas in the tunnel. No, really. Stop laughing! We're being serious here! You'll know it's happened if you get a message like, "guards are alerted" when they find a body and you haven't killed anyone. Oh, guess what? Those kills count against you. Fun, eh? Whats more interesting is that not all ninjas are affected by the trucks; the ones who carry katanas are immune to them.
*** They don't make ninjas like they used to. If you subdue a guard while he's scanning you, it's only counted as a "close call" rather than an alert. They're so stuck in this routine, you can even wait til they walk up to you, circle around 'em and drug 'em in the middle of the ID check.
** ''Shogun Showdown'': Shades of Lee Hong! The shinobis will clamp down on security when Hayomoto dies, but so long as you're disguised and WALK (don't run) downstairs, they won't raise the alarm, or even prevent you from leaving in Hayomoto's chopper.\\\
In fact, if you ''sneak'' your way across the roof after slaying the Yakuza boss (which looks silly), they won’t even pursue you downstairs.
** The solution to The Jacuzzi Job. Charlie is enjoying a threesome with three busty bodyguards in his hot tub. Eventually, the ladies will leave to take a power, and you can have way with Charlie.
** ''The Motorcade Interception'': This is the second mission where people can die from an accident you had no hand in. You have limited control over when the U.N. motorcade appears on the map; if you are a little slow in making them appear, they may run over a guard on the main road.
** ''St. Petersberg Revisited'': If you sedate Mr. 47 rather than kill him, he will be frozen in place (because you disarmed him). This can lead to some slapstick comedy; see "Cutting the Knot" below.
* AttackItsWeakPoint[=/=]ChekovsGun: 47 confesses to his previous contract work and Father Vittorio tells him that he still has a good heart. In the last mission, Sergei is holding the priest hostage inside of the confession booth. Grab a sniper rifle (Once you've shot up the church, there's plenty lying around) and line up a shot on the heart picture in the confessional. Shoot it, and Sergei will come barreling out.
* {{BFG}}: The [=M195=] is considered one of the most powerful rifles in the world. It is important to note that the game considers this to be both a Sniper Rifle AND a Heavy Weapon due to its enormous power. It's actually an anti-vehicle rifle, capable of shooting through engine blocks to disable them. Imagine what this can do to a human head.
* BadJobWorseUniform: The pizza boy outfit won't get you into "Charlie's" lair, only the basement. Once dressed in your oh-so-chic new pink and turquoise outfit, walk over to the pizza window and take his order.
* BadassLongcoat[=/=]HellBentForLeather: Sergei's defining characteristic, apart from his shotgun and mustache, is his brown leather trenchcoat.
* BadassPreacher: Vittorio. 47 helps out around the church garden, and in exchange the padre gives him free room and board at the church. But Vittorio most likely keeps him around as insurance against the local goombas. In the finale, at this point you will hear Father Vittorio plead for 47 to stand down, mentioning "the heart". But this is a clue of what you need to do. Aim at the Confessional Booth and shoot at the heart inside. This will flush Sergei out of hiding.
* BaitAndSwitchComment:
-->'''Gen. Bardachenko''': Now, hold still! If I don't do this right, it will hurt a little.\\
'''Agent Smith''': [tied up] And if you do it ''right''?\\
'''Bardachenko''': It will hurt a lot.
* BattleButler: If the Don becomes alarmed, he will be holed up in his office. His lawyer will join him shortly with a shotgun.
* BigBadDuumvirate: The MIB is Sergei's accomplice. His motives are a mystery; presumably this was a sequel hook which wasn't picked up on. Or maybe he's a reference to ''VideoGame/HalfLife''. We'll never know.
* BigFancyCastle: Shogun Showdown. As you can guess there are plenty of Guards all throughout Hayomoto's multi-story Castle. Although the Castle itself is very "old and creaky", it is equipped with all of the latest security systems.
* BigNameFan: This is David Bateson's favorite game.
* BilingualBonus: Almost every one of Sergei's lines begins with [[SirSwearsALot Russian swear words]]. Some of his phrases, like "Пиздец" or "Хуйня" are considered impolite in Russia and other slavic countries.
* BlackmailIsSuchAnUglyWord: After the priest is kidnapped, 47 notices a parcel with a ransom note attached. The note is from Don Giulliani extending a warm welcome to Palermo's newest citizen, but informing him that there will be a "slight" fee (read: half a mil) for his continued residence there.
-->"Meanwhile, we will be entertaining your host, Padre Vittorio. He very much [[CementShoes enjoys fishing.]]"
* BlankWhiteEyes: The cult leader's condition has made his eyes cloudy.
* BodySushi: Hayomoto Junior is shown to be rather kinky in a surveillance video, as he and a subordinate eat sushi off a women's stomach in the dining room.
* BookEnds: The game opens, and closes, on 47 confessing his sins to Vittorio.
* {{Bowdlerize}}: At the time the game was released there was some controversy concerning some material within the game (guns stashed in the Shiva temple) that was offensive to Indians. Some of this was either altered or removed depending on what version you have.
* BreatherLevel:
** ''Invitation to a Party''. Your black suit is a great disguise here. The guards might get suspicious of you in the waiter's get-up, but as long as you behave in a waiterly fashion, they'll almost never sound an alarm on you. The guards '''outside''' the Embassy will fire on you if they see a waiter walking off with the General's suitcase, so watch it.
** ''Basement Killing''. You get Silent Assassin for running around like a full-tilt ax murderer, all while dressed like a member of the Village People. That's a story 47 can look forward to telling his grandclones when he retires.
** ''The Jacuzzi Job''. This is such a small mission, most of you will probably just mow down everybody and be done with it. (Why did you buy this game, again?) There is only one floor to the apartment, and it is a pretty compact level to boot.\\\
If you're playing for keeps (SA rank), the level will present more problems, but it's immediately followed by Murder at the Bazaar, which is another simple, straightforward mission.
** ''The Death of Hannelore'': This is a practice run for taking down the cult leader. It's quite easy to finish this with zeroes across the board.
* BrokenBridge:
** The castle defenses.
** The fake Charlie.
** Go meet the Agency "contact" in the temple city and you will find it's Agent Smith again. He's holed up in his spy headquarters and pretty drunk. As usual, he was just there to do some basic surveillance and all of a sudden everyone is trying to kill him. Smith wants 47 to find the hitmen, kill them, and photograph them as proof before he'll agree to stick his neck outside. When 47 returns with the pictures, Smith will sober up--for about three seconds, then point him to the secret passage which is located in another shop before passing out.
* CallBack:
** As the game opens, we see a pair of men investigating Boris' old ship, the ''Katarina Ivanova''. The American finds a laptop tracing Boris to Dr. Ort-Meyer's asylum from the last game. When they get there, they find the place in shambles. They look over the surveillance tapes which show the carnage as it happened.
** Lei/Mei Ling is the woman you rescued in ''Codename 47'' (and will again in ''Contracts'') and, to 47's disgust, she has managed to hook up with another crime lord: Hayamoto. You can rescue her again if you want, but there is no reward for doing so. She will, however, give you a keycard granting access to the upper echelon where Hayomoto is, and you will get a bonus save.
* TheCaper:
** The new missile guidance system in Hayomoto's collection.
** The Jacuzzi Job. 47 climbs into Charlie's bachelor pad via the balcony, kills him as instructed, then make the hit look like a robbery by stealing an artifact and some US currency. The alarms will go off if you try to steal anything with the power still on, though. Charlie also has a taste for expensive art; this means additional guards are on patrol inside the place.
* CarFu[=/=]WehaveReserves: Zupikov’s chauffeur will run down any Russian soldiers who get in the way of his car if they are alerted by 47's presence.
* CardboardPal: Your "Target" in St. Petersberg Revisited. Disregard the mission orders and sneak into the Pushkin Building, and you'll eventually meet Mr. 17 and his cardboard cutout of a boss.
* CargoCult: Deewana Ji is the self-proclaimed guru of a doomsday cult which worships a malevolent goddess of war, most likely Durga. The cult also has its own police force.
* CeilingCling: The rafter-dwelling ninjas don't seem to be as psychic as their friends. They won't spring into action until either Hayomoto dies or you cause an alert.
* CloningGambit: Feel free to dress up as Mr. 17. (After all, when 47 first picks up the headset, he pretends to be Mr. 17.) It will work much better than your own suit, plus you can take his rifle. Just get to the exit before the mobsters catch wise. It's possible to hide his body in a specific part of the office so that the guards don't get suspicious at all.
* ColonelBadass: To get access to the bunker where Smith is being held, 47 needs to borrow a spare Russian officer's uniform. Congratulations on your promotion! Be sure to drop your AK as the other officers don't carry one.
* ComputerEqualsMonitor:
** The security office computer, as well as Charlie's computer. (You'd think you could disable it with that hefty ax, but apparently not.)
** Head into the "AIRCON" room in Basement Killing. Pull out your silenced pistol and plug the machine, right where it says, "temperature normal." When the admin comes running, sneak into the server room (he forgets to lock the door) and drug/wire him while he attempts to reboot the poor thing.
* ConcealingCanvas: The safe in Charlie's office. Don't forget to close up the safe and painting after splitting with the cash.
* ContinueYourMissionDammit: Don't let Diana rush you. Once the St. Petersberg meeting starts, it doesn't seem to end.
* CoolGuns: A rather unusual handgun, the .22 is a small caliber pistol with a built-in silencer. It is also made out of materials that won't set off metal detectors. Not very powerful, or even accurate from medium to long distance, but it does make for an interesting addition. To highlight its simplistic beauty, Hayamoto has one on display in his museum.
* CoverIdentityAnomaly: In ''Silent Assassin'', 47 can adopt a disguise of a "Lord Sinclair" to get close to his target (a female doctor). If she asks 47 for the name of "his" wife, though, he won't know what to say before eventually randomly coming up with "Elsie" (which is way off the mark), blowing his cover.
* TheCrimeJob: ''Silent Assassin'' has a level called "The Jacuzzi Job".
* CuttingTheKnot:
** The quick and dirty way to end the first St. Petersberg mission is to ignore the rifle completely. If you fire off a few pistol rounds from the sniper's nest, one is bound to hit the General (he's the one sitting closest to the window).\\\
You can also sneak into the Pushkin Building proper and pop him from the far side of the conference room.
** In St. Petersberg Revisited, don't kill Mr. 17--just sedate him instead. The guards only move into position when he dies. So the idea is to drag poor Mr. 17 all the way to the metro and kill him there. This will take awhile, but it will improve your score. At some point you will let go of him as you drag him along. This means that he is about to wake up. Bring out the rag and sedate him again when he gets up. Embarrassing.
*** It's possible to kill Mr. 17 by throwing him in the path of -- what else? -- a runaway vehicle. (In order for this trick to work he needs to be hit by the city bus; it won't work with a car.) Unfortunately, it is not as simple as that: He must be struck while he is awake. If you leave 17 unconscious in the path of a vehicle it will simply clip through him, and if he awakens in time, he ''[[ArtificialBrilliance will]]'' run out of the way of an oncoming car. You have to time it in such a way so he awakens just before the bus hits him.
[[/folder]]

[[folder:Tropes D-H]]
* DangerouslyGenreSavvy: It appears Hayomoto is alone and unprotected, but there’s four shinobis squatting on the rafters, just lying in wait. Beware.
* DarkLordOnLifeSupport: Deewana Ji is suffering from heart problems and awaiting a transplant in one of the island hospitals. He hasn't made any public appearances in a while, and all of his affairs are being handled by Von Kamprad.
* DieHardOnAnX: The Gontranno Redemption. Okay, this is it. You've got 21 highly alert, heavily armed, strategically located enemies to deal with, and you start with little more than a piece of string. There's no ratings per se, but you can do this mission without ever being shot at, which is about as Bruce Willis as you can get.
* DigitalPiracyIsEvil: "Tunnel Rat". You will find Yussef in a back room, checking out his stash of contraband. The target will be in his closet admiring his pirated copies of ''Hitman.''
* DifficultySpike:
** "The Motorcade Interception". This mission is a pain in the ass. There are a lot of Guards about and you have to use a noisy weapon in order to get the job done. But the guards aren't the real problem. It is the randomly wandering Civilians that can cause the most headaches. One interesting thing about the [=MI95=]: It is so unique to this region that it will '''ATTRACT''' people to it. This is bad news if you do not want to be seen with it, since you can't just drop it and wait for the [=NPCs=] to stroll by before picking it up again. If only you could sneak into the palace and wire the Khan while he is taking a piss or something.
** Notice how some guards ''don't even carry their guns visibly?'' That means you shouldn’t either. (The Nuristan terrorists are less uptight about this.)
* DummiedOut:
** There's an empty spot in the tool shed above the Fiber Wire. Rumors have linked it to a crucifix or a rosary.
** There's some 7.62 mm ammo lying around the Temple City map. What the heck is it for?
* EarlyGameHell:
** ''Anathema''. You might be lulled into thinking is a big, pretty map to help get used to the new controls and paradigms of ''Hitman 2''. The primary challenge is just getting into the damn place. The staff all know each other. (And 47 is lacking a sweet Don Corleone coiffure, so get in their faces for too long and your mob suit won't last.) There are also plenty of rooms where even guards aren't allowed to go; only your targets.
** ''St. Petersberg Stakeout''. 47 opines that St. Petersberg isn't "an easy place for a comeback", and he's not kidding. The biggest problem here is just getting the sniper rifle out of the metro. The hard part is getting to the escalator without the passengers running to alert the guards. There isn't any reliable way to avoid setting them off, but it works best if they spawn in the locker area with their backs turned. You could wait for them to get into a useful position, but you are on a timer here. The easiest thing to do is probably to just reload if they don't cooperate.
* EiffelTowerEffect: Three missions are set in and around the Patronas Towers.
* {{Elite Mook}}s: In Temple City Ambush, you've probably noticed this guy; he's got sunglasses, a purple turban, and a pointy beard. He will start following you, very conspicuously, if he sees you. If he reaches Agent Smith, he'll open fire and kill him.\\\
On the map, he's an innocent, and, if you kill him before he whips out his gun, he'll count as such. However, if you kill him once he's following you with his gun hanging out, he counts as a target, which is to say, he doesn't count at all. (Grease him.)
* EarlyInstallmentWeirdness: Dumping an unconscious guard into the sewer after stealing his clothes will not work, as he respawns to street level upon waking up. In later games, your victims will remain unconscious so long as you stash their bodies in a manhole or container.
* EmergingFromTheShadows: One of Sergei's men gets the jump on the cultists as they're about to make off with his nuke. Out steps Mr. 17, who garrotes the mook and tosses him aside like a rag doll.
* EvenEvilHasLovedOnes: Ever since Hayomoto Sr. went into hiding, the Agency hasn't been able to get a bead on him. To lure him into the open, Agent 47 must first kill his son Masahiro Hayamoto Jr. and implant a transmitter in his corpse. After the guards bring his son's remains to his home, Hayomoto Sr. is inconsolable, weeping openly over Junior's casket and placing a wreath there. Diana captures the moment on satellite feed.
* EvilIsPetty:
** Zhupikov has a habit of stopping waiters wherever he encounters them and helping himself to wine cocktails that are meant for the other guests.
** Not only is Mohammad Amin supplying the rebels with a stolen warhead, he's a cheapskate to boot. He will threaten and beat local merchants to lower the price on their goods.
** Von Kamprad is extremely greedy and rude to the patients. She steals flowers and chocolate from one of them in plain sight.
* EyepatchOfPower: General Bardachenko.
* FakeDifficulty: ''Hitman 2'' is probably the most random stealth game ever put out. If you manage to get Silent Assassin in Hidden Valley on the 360 version, don't be surprised if your Xbox Live account is audited for suspected cheating.
** Unfortunately, there are actually two missions in the game where a guard can be killed through no fault of your own: Hidden Valley and The Motorcade Interception.
*** ID Checks. The very moment the words "Stop it!" appears on the bottom of the screen, start running. Do not stop running until the ninja is just a speck on the horizon.
** The Psychic Guard phenomena. There are instances where you will sedate a guard for his outfit instead of killing him for it. When that guard wakes up, you will get a warning about everyone "looking for a suspicious guard". On some missions, 47 will be ''instantly'' attacked regardless of how hidden you are, even if you are wearing a completely different outfit. Either the guards have some sort of invisible "field" around them, or the entire floor goes on "lockdown", or some combination of both. If you are close enough to the warning zone when the message is issued, then you will be immediately shot.\\\
Furthermore, you will only be attacked at the time the warning comes up--not before and, most importantly, not after. So, what you need to do when sedating a guard is get as far away from his body as possible and wait for him to wake up. Then wait for the warning to come up and disappear before going about your business.
*** Kuala Lampur is a mission where you can be pinned down by Psychic Guards if you try to sedate anyone, including the [=SysAdmin=]. The guards will continuously jog rings around the office, thus preventing you from safely moving about. Therefore, if you wish to sedate rather than kill, then you need to complete your objectives on this floor and make your escape across the [=SkyBridge=] before the victim wakes up.
*** There are two Guards that patrol the [=SkyBridge=]. If you try to cross the [=SkyBridge=] while the guards are on alert, then these two will automatically see through your disguise when the warning comes up, regardless of whether or not they can actually ''see'' you behind the air conditioning units, and will run up to attack you. Very annoying.
** Also, if gunning for the SA rank, you have to kill a few targets manually, since some of the computer terminals will cost you a bullet. One annoying thing about most melee weapons is that they only work on people. You can smack somebody upside the head with a Fire Axe but you cannot break a simple window with it.
** Purple Turban Guy. It’s just next to impossible to sneak up on him. That guy is chalk full of bugs.
* FatSlob: [[strike:Dennis Nedry]] Charlie's brother.
* FirstPersonSnapshooter: In one level of ''Hitman 2: Silent Assassin'', you are given a camera and instructed to photograph two thugs after killing them.
* FollowTheLeader: By the end of the Japan assignment, you twill have [[VideoGame/MetalGearSolid trekked through mountainous tundra, dodged snipers and dozens of anachronistic sci-fi ninjas, defeated the best laser security system money could buy, and infiltrated a massive fortress.]] The perk here, at least, is that at least you get to blow up a helicopter.\\\
This is also the only ''Hitman'' where you can stow away in the back of trucks carrying boxes.
* FrothyMugsOfWater: There is a joke involving the first Russian General. According to Diana, he is said to be a heavy drinker. The glass he is drinking from during the meeting is the means by which 47 identifies him. Turns out it's glass of ''[[AddictionDisplacement water]]'' - an inventory item you can pick up after killing him.
* GagCensor: The character model of the whizzing guard is actually holding one of his fingers with his other hand, to give the amusing illusion of the model having a penis.
* GasMaskMooks[=/=]GogglesDoNothing: The shinobis are wearing infra-red goggles that only serve to make ''them'' easier to see.
* GolfClubbing: Fore! The Don can be seen on his balcony practicing with his driver. You can practice your stroke on his cranium, if you like.
* GoodBadBugs:
** One trick allows you to use the door as a kind of shield when attacking someone. Basically what you do is stand by a door in such a way that when a guard opens it, it will only open partway. He will not spot you, you can still reach through the door and either sedate or kill him with a melee weapon.
** 47 can carry two different one-handed weapons at the same time. This involves fooling the game into treating that weapon like the Silverballers. In addition, the gun in your right hand will not need reloading.\\\
There's a bit of a caveat to this; if you use the Sawn-Off Shotgun as one of your guns, you'll only be able to fire the gun in your right hand, whether or not it's the Sawn-Off. However, it's a good tradeoff to be able to fire a shotgun that doesn't need reloading, whee.
** UH OH, THE TRUCK HAVE STARTED TO MOVE! The knife cuts both ways, though: If you get close enough and then run away, the two ninjas who inspect the trucks will give chase and then break off their pursuit. The top ninja, the one closest to the Truck, will go back and finish his inspection. However, the bottom ninja hasn't gotten back to the rear of the truck yet to finish his work. The ensuing confusion will cause him to freeze, thus stopping the inspection of the trucks. And, since the trucks no longer move, then there will be no more risks of pancaked ninjas for the duration the rest of the mission. You know it's a well-built level when exploiting bugs is the only way to reliably beat it.\\\
On rare occasions, the checkpoint inspectors may freeze on their own (it happens frequently in the PS2 version).
** There is a very rare glitch which happens when one of Charlie's bodyguards fires continuously for too long. The girl wearing the pink bikini will somehow commit suicide when her snub revolver explodes in her face.
** In Temple City Ambush, the only to achieve Silent Assassin is to kill the wandering hitman (Ball Cap Man) without using the [=R93=] Sniper. Being that he will always be in the market and in plain view of everybody, this task is extremely difficult. But, if you wait long enough (and this depends on what version you have), he may freeze up with his arms outstretched. If this happens then 47 can just kill him with a melee weapon. (In the Xbox version, the assassin will never freeze no matter how long you wait.)
** There is a commonly-known glitch in this game which allows you to attack Sergei (the final boss) through the confessional door. It's best to leave one of his bodyguards alive before trying this out: Sneak up to the confessional room door and either wire, knife, or sedate Sergei through it. However, you won't actually kill him - he'll just fall to the floor. This also makes him drop the [=SP12=].\\\
Kill the last bodyguard, then shoot the heart to initiate the showdown. Sergei will be alive, but he'll be sliding along the floor on his backside [!]. You can pretty much do whatever you want to him.
* GoryDiscretionShot: In an advertisement for [=H2=], Charlie's brain matter is spattered on the wall and surrounded with a frame, like an art galley. Image caption: 'Charlie Sidjan, Kuala Lumpur.''.
* GuideDangIt:
** The only point of a disguise is to carry around a rifle. If you behave normally while dressed as a civilian/peasant, the Suspici-O-Meter will never even move into the red, and you can run and frolic with impunity. Most disguises actually make this game HARDER.
** The [=NPCs=] in this game hate running. Passionately. Maybe their parents all died in some sort of marathon accident, but they all get really agitated when you run. Now, maybe they do things differently in the Russian Army, but if they saw a fellow soldier running toward them, their first reaction would probably not be to '''OPEN FIRE!'''
** Just like in [=H:C47=], the soldiers will get suspicious if you're carrying an odd weapon. The SVD looks enough like the AK that the Russians will be fooled if you stay about 20 feet away from them, as long as you have it holstered.
** Do NOT arm the mini-bomb before dropping it first, regardless of what the game says. JUST drop it.
** ''Showgun Showdown:'' Generally, you can get away with annoying a few shinobis (causing the suspicion meter to go berserk). The problem is, the more times you make the SAME guards suspicious, the more likely they are to open fire. This is the whole key to the Castle mission. Many players have trouble when trying to get out, but what they don't realize is it's because of things they did going ''in''.
** ''The Motorcade Interception'': The game designers wanted you to use the engine-busting capabilities of the [=MI95=] to halt the front jeep and then snipe the Khan. But this will cause the UN Soldiers to shoot at you and raise alerts which can make things more difficult. However, the developers also gave you the option to shoot the Khan from behind.\\\
The easiest way by leaps and bounds is to kill a guard at the start to get a disguise, then get the shot off as the limo is about to exit the level. A painfully narrow window, but the shot will be much easier than usual (you'll smack yourself at how easy it is). On top of that, you are considerably closer. Oddly, reaching this location doesn't trigger the immediate limo arrival like the other spots do.
** ''Terminal Hospitality'': Although some of the hospital guards are carrying guns, don't bother with one while you're dressed as a guard. It only serves to make the nurses edgier.
* HackerCave: Charlie's sub-basement.
* HandCannon: The SD Ballers present a problem with this game's ragdoll physics: Plug an enemy with them and they'll fly so far that people on the street may see the corpse and come running. Hence the Agency's recommendation to use the 9mm. (For a laugh, trying shooting the Straw Hat assassin next to the window. He does this beautiful swan dive out the window and into the plaza.)
* HeroStoleMyBike: The key to the Ferrari is on the Don's brother, Vito (the other fat guy in white). But there's no easy way to get it without making unnecessary kills and/or noise. It's possible to kill only one additional enemy (Vito) and not incur a penalty, but you may just consider it a sort of consolation prize if your mission turned into a bloodbath.
* HitboxDissonance: This also points out another problem with the game engine--improper collision detection. If 47 is hit by a truck then he will die which, of course, makes sense. But, as it turns out, the actual contact point extends about two feet from the front of the truck instead of the vehicle itself. And this contact point is lethal even if it is standing still!
* HollywoodHacking: Before moving on to take care of Charlie you need to plant a dongle on the master server which is locked in an air conditioned room. The dongle will allow the client to retrieve the encoded program.
* HongKongDub: There is a noticeable lag in the prologue between Sergei and the MIB. The other cutscenes don't have this problem.
[[/folder]]

[[folder:Tropes I-Z]]
* IHaveYourWife: After putting down Mr. 17, 47 will notice a headset which belonged to his brother and a hear a voice on the other end. That person is Sergei. 47 he threatens Sergei if he doesn't back off. However, Sergei counters with the news that he is the one holding Father Vittorio hostage. This news surprises 47, and he orders Sergei to let him go. But this demand falls on deaf ears. However, he now knows where they are at - the Gontranno Sanctuary.
* AnIceSuit: 47 in the mountains. In a possible nod to Roger Moore, he's still wearing his suit and tie underneath. Also, some of the ninjas are sporting artic camo.
* InexplicableTreasureChests: Bizarrely, Vito lost his other set of keys in a tree [!] next to the roof access ladder.
* ItWorksBetterWithBullets: "St. Petersberg Revisted". In case you feel like humoring the game, try equipping the sniper rifle and shooting at "Sergei". Blanks! The bastard gave us BLANKS. (Mr. 17's rifle, on the other hand, works perfectly fine.)
* ItsAllUpstairsFromHere: The Patronas Towers. Most of the employees have gone home, but a host of guards, three programmers, and one very gullible sysadmin remain.
* KatanasAreJustBetter: If only 47 didn't swing it around like a floor lamp. Also looks damn good when displayed on the wall.
* KentBrockmanNews: TV Report on Sergei Zavorotko's stolen nuclear arms.
* LaserHallway: The doors leading to Hayomoto and his vault are guarded by laser fences. Nothing a key card can't cure.
* LotusPosition: You’ll find Hayomoto in one. That is, whenever he isn’t pacing in front of the window, wondering when the killer is coming.
* MadeOfExplodium: The security consoles in the Valley. You're aiming for the roundish, yellowish part in the middle. Shoot it, and the thing will blow sky high, taking the guard with it. Doesn't count as a kill either!
* TheMafiya:
** Sergei is a mob boss who has expanded his empire to include arms dealing. It's suggested that he took over his brother's (Boris) old business when he died.
** Gen. Makarov is meeting with an old mob contact, Igor, to buy protection and information. Both must be taken down once they emerge out in the open at Kirov Park.
* TheMobBossIsScarier:
-->'''Vitorrio''': "We have a saying in Sicily: I don't know anything, I didn't see anything, I wasn't there--and if I ''was'' there, I was asleep."
* MorallyAmbiguousDoctorate: The redhead doctor. Agent 47 immediately deduces that her only concern is the wealthy patients.
* MoscowCentre: The generals in St. Petersberg are mentioned as being ex-KBG.
* MotherRussiaMakesYouStrong: Sergei is one tough son of a bitch. Even if you snipe him, he'll still be slinging to life when 47 executes him in a cutscene.
* MouthOfSauron: Before you can snuff out the cult leader, you have to kill his personal physician and main propagandist, Dr. Von Kamprad. Deewanna Ji actually has no dialog in this game.
* MrFixIt: In The Jacuzzi Job, go into the electric closet and smash the fuse box. This will knock out the lights and alarm system. In response, a technician will be called up to fix the problem. If the technician doesn't perform his job within a reasonable amount of time then more security will be called up. This means that ambushing him isn't an option.
* MultiDirectionalBarrage: Hidden Valley. As long as you have a disguise, the snipers won't bother you here, so all you have to worry about is the guard in the entrance to the valley. They all have custom rifles.
* MustHaveCaffeine: In Graveyard Shift, head into the kitchen. Shoot out the coffee-cam, and then wait in the upper left corner. The sysadmin will come to check it out, allowing you to bag him in the manner of your choosing. This mission spoofs the world's first webcam, which showed a coffee pot so that the office workers would know when there was coffee available.
* NakedPeopleAreFunny: Charlie looks like a New Year's baby with glaucoma. He even jiggles when you drag his corpse.
* {{Ninja}}: Hayamoto himself resides on the 6th Floor along with four shinobis waiting in the rafters. The 5th Floor has several additional guards and sword-wielding ninjas.
* NoNameGiven:
** The MIB, the first General, the German Ambassador, and the Spetnaz Agent, the Don’s lawyer.
** Charlie's brother. In the source code he's designated "Brat Charliejo" but this obviously isn't a real name.
** The two assassins in Temple City Ambush.
* NobodyPoops: Strangely, the Villa lacks toilet facilities. Perhaps this explains why Vito and his nephew relieve themselves in the back garden near a tree.
* ObviousBeta: Lot and lots of bugs.
** For no adequately explained reason, the Target on the Castle mission counts as an enemy for the purposes of the mission rating.
** In the mountains, disguises aren't quite as useless as elsewhere; the keep the snipers off you. But if you get too close, guards will demand to see your ID. When a guard shouts for you to stop, he won't seem to notice if you don't, and will walk to where you were and check your ID, no matter how far away you are. He will then figure out you're a round eye, even if your round eyes are 50 feet away in heavy snow ''and'' around a corner.
** Temple City. Everybody, Civilians, Guards, and Targets, have randomized patterns. This can make things somewhat frustrating when trying to take down the wandering Assassin in the open Markets. However, all of this randomization can make some of the people, including the wandering assassin, freeze.
** There is some inconsistency regarding who counts as a target and who counts as an enemy. For instance, the "Redemption at Gontranno" game save that is created at the end of the game will overwrite all of your stats and reduce your overall rank (e.g. "Silent Assassin" gets knocked down to "Specialist"), because Sergei is an ''unnecessary'' kill. That's right: Those two dozen or so mobsters whose blood you used to water the garden? All targets. Sergei, the steroid-pumped crime kingpin who's been hounding you for 20 levels? A regular enemy. The mind reels.
* OfficeGolf: The Don's upstairs practicing his golf stroke. After he does, he stands there for a second looking at the ball. Plug him in the head with a sniper rifle, and if you're in the right spot, he'll topple off the balcony into the garden every time. After that you can just pocket his key and finish the mission. Just make sure the posty isn't doing his rounds.
* PolarOppositeTwins: Charlie behaves very differently from his nerdy brother. He is quite the playboy and has his own penthouse suite full of bikini clad babes. Conversely, the other Sidjan is stuck in the sub-basement of the same building. It is assumed that he is the real "brains" behind the missile key software, judging by the state of his office as compared to his brother's YOLO lifestyle.
* PowerHair: Von Kamprad.
* ThePrecariousLedge:
** There's a ledge on the top floor of the villa which connects the east wing with the Don's office.
** After hacking Charlie's computer, 47 uses a window cleaning platform to reach Charlie's penthouse from the [=SkyBridge=]. You CAN fall off the Patronas Towers (2,717 ft.) Be careful.
* ProtectionRacket: The Giullianis run the local racketeering in Palermo, but it may soon backfire on them. 47 can dress as the postman. He's delivering a bouquet of flowers as a 'tribute' from one of Giulliani's neighbors, and this is your ticket to get inside the compound.
* PsychoPrototype: Mr. 17 is an inferior clone specimen created by Dr. Ort-Meyer. He was most likely locked away in the asylum and later sprung loose when Sergei and his partner came looking for 47. Like the previous game's Mr. [=48s=], he doesn't have much in the way of brains, and is easily brainwashed by Deewanna Ji into hijacking the nuclear warhead meant for Sergei.
* PufferFish: Given that Agent 47 is a trained assassin, he is probably well versed in all kinds of poisons including Fugu. Judging by what he pulls out of the fish, it is pobably the liver which is the most poisonous part of Fugu. If you plant the transmitter in the fish, Hayomoto Jr. will ingest both it and the poison simultaneously.
* {{Qurac}}: Nuristan. The guards here are pretty laid back, especially if you're an unarmed civilian.
* RandomlyGeneratedLevels:
** The civilians all appear to be randomized and can cause their share of problems. Guards/kitchen staff have no random patterns and, in general, ambushing them in the open isn't a difficult thing to do. The main wild cards are those damn civilians, especially with of their random movements and speed. And they move much faster than the guards which adds to their annoyance factor.\\\
In the Patronas Towers, they need to be avoided whenever possible so your cover doesn't get blown. They tend to make frequent trips to the tech support office which can be frustrating when trying to acquire the keycard within.
** ''Invitation to a Party'': The safe containing the General's briefcase can be any one of 4 safes on opposite corners of the Embassy gala.
** ''Hidden Valley'': The guards in the valley have randomized patrol patterns that can be avoided with timing and patience. But there are also additional instances of randomness that can affect the mission.
** ''Temple City Ambush'': This can be a tricky mission because of the random placement of the Agent and the randomness of the rival hitmen and the civilians. Smith can be found randomly in one of six empty shops; however, it will always be marked as "Carpets International".
*** The infernal Purple Turban Man. It is quite annoying to try to deal with all these Assassins then suddenly have this idiot sidle up behind you and pooch the whole mission. The best outcome is to be lucky and avoid him. Failing that, lead him to an alcove where nobody will ever find him and unsheathe your knife.
** ''Terminal Hospitality'': Head to the basement and you will see a bunch of cultists protecting the four Surgery Rooms. The Cult Leader is in one of them. Unless you're dressed as a doctor, you cannot just waltz into each room to find him. You will spook the nurses and other personnel and this will lead to alerts. You're supposed to use the ventilation system to peek into the surgery rooms and find the one with the two cult members, which contains your target.\\\
As with the jade figurine in [=H:C47=], the cult leader always starts in one place (the northwest room), and moves about only if you restart the level.
** ''St. Petersberg Revisted'': Our friend Mr. 17 loads in two places: one on the west side of the Pushkin building, and one over the front entrance. He will always be facing west if you take the bait and go up into the apartments. Find out which window he's in using the binoculars and stay out of that line of fire. The thing to remember is that he keeps moving around.
* RenegadeRussian: The Russian Generals are four members of Russian Army who all attend a meeting in the Pushkin Building in St. Petersburg Stakeout. All of their deaths are ordered by Sergei Zavorotko.
* {{Salaryman}}: Office workers in Petronas Towers are working the night shift. The programmers are faster to catch on when you're dressed as Hit-bert.
* SchmuckBait:
** ''St. Petersberg Stakeout'': When aiming at the General, be sure not to fire on him while the guy in brown (Sergei) is leaning behind him. The bullet will go right through the target and kill them both, costing you the mission.
** ''Kirov Park Meeting'': The church is pretty much a wash if you want a good rating. Once you've pulled the trigger, the soldiers will be all over you. And with nowhere to run but a spiral staircase leading down... it's ugly. Be smart and scurry up the radio tower on the far end of the map.
** ''Tubeway Torpedo'': There's a tasty two-way mirror in the bunker where you can observe Agent Smith getting the shit kicked out of him by Fearless Leader. If you shoot the General through the glass, it makes a satisfying CRASH, but it will alert absolutely everyone on that floor. Instead, drop the pager Diana gave you and use the phone to call it. The General will stop the interrogation to go find out where the infernal noise is coming from. When he goes back into the interrogation room, he will fail to lock it.
** ''Murder at the Bazaar'': Don't let this mission fool you with its sniper rifles and skylights. It's really much simpler and more visceral than that. You CAN tag the Colonel in the bazaar with the sniper rifle, but it's not exactly going to be clean, and you'll be dodging bullets left and right as you flee the city.
** ''Terminal Hospitality'': No, you can't kill or follow ''him''. If you try, 47 will chase him into a booby-trapped tunnel, causing an explosive Game Over.
* SequelDifficultySpike:
** Disguises are a smaller factor than in the first game. Not in that you use costumes less, but a suit of clothes alone isn't going to fool the Mafia into thinking you're cousin Luigi. (Ninja and Afgani outfits work fine, but you need to follow the usual rules for blending in.)
** Private security disguises are pretty useless, since they don't hold up to scrutiny. Hope you like sneaking. And waiting. The guards here move VERRRY slowly in such large orbits that predicting them is often quite hard. They also look around quite a bit while they patrol.
** In H:C47 the guards were pretty laid back. You could run all around them without them getting suspicious as long as you were dressed for that area. In SA you have to be careful when running around guards, as they can be pretty twitchy at times.
** Sneaking up on people: This is a also much smaller part of the game than in the original, which is good, because it's bloody hard now. People will get a little suspicious if you walk up on them from behind, and sneaking is very slow. Which means you can generally only sneak up on enemies deliberately placed for that purpose. The unarmed and innocent are much easier: They will flee from you, so you can just run up behind them and grab 'em.
* ShoutOut: At the top of the table in Charlie's room is a Dopefish (Easter Egg), that is a reference to the Commander Keen video game series developed by id Software in the early 1990s.
* SinisterSubway: St. Petersberg Stakeout. The mission's main problems are getting the sniper rifle out of the metro, and then getting it across the square without being detected.
* SpellMyNameWithAnS: Diana claims to have a fat dossier on "Giuseppe Guillan'''o'''", although the game refers to the crime family as Guillani.
* StandardSnippet: The song played by the sexy pianist is ''Allegretto'' by Mozart.
* TheStraightAndArrowPath:
** The crossbow is essentially a weak, awkward, but silent sniper rifle. 47 brings it along for his trip into the Japanese mountains. Sound obviously carries far there, and a gun wouldn't be as practical for long-range shooting. However, you need to shoot the target in the head for a kill; otherwise you will just piss him off.\\\
In addition, it takes a long time to reload which leaves you very vulnerable. And finally, it is the largest weapon in the game which makes it very hard to go around unnoticed. The silenced [=W2000=] takes a very long time to appear (it's renamed "Custom Rifle" in this go-round, and is only carried by Hayomoto's snipers and Sergei's bodyguards in the finale), so if you want a silent rifle this is your only recourse for a while.
* SuperWindowJump: When you jump out the window, someone will always know. Unfortunately, there will always be an alert a little while after you jump out the window. This means that in order to get Silent Assassin, you have to make it to the end of the mission BEFORE the alert comes, while still being stealthy enough that those last guards don't get to shoot you. (On the Xbox 360 and PS3 versions nothing will happen when you shoot out the window so there is no panic.)
* TantrumThrowing: When Sergei discovers his associates in India have played him for a fool, he goes berserk. The MIB helpfully rotates his laptop to show where the data went, only for Sergei to slap it away with a smash.
* TheThemeParkVersion: Nuristan, for those not in the know, is a region of Afghanistan which, unfortunately, looks nothing like its depiction in this game. It's more mountainous, surprisingly green, and the culture has a heavy Chinese influence. IO picked it because it's a place in Afghanistan.
* TheyCallHimSword: General Makarov might be named after the Russian handgun.
* TimedMission:
** If you reach for the chloroform, EVERY stage has a ticking clock. It's not recommended using the rag on guards to obtain a costume. There's no way you'll get the mission done in 5 minutes without shooting someone. It's easiest to sneak past then or just gun them down and take their clothes. Or better yet, look for a spare set lying around.
** ''St. Petersberg Stakeout''. You have 5 minutes to get the Pushkin Building before the meeting starts. After that it's smooth sailing.
** ''Invitation to a Party'': The German Ambassador walks to the safe twice: Once by himself, and again while being 'escorted' by the Spetznatz agent. You have a brief window to intercept the Ambassador the first time he unlocks it, when there's no agent around to muck things up.
** ''The Motorcade Interception''. A truly maze-like mission, where your windows of opportunity are painfully narrow and easily missed.
* TreasureChestCavity: You first assignment in Japan is to kill the son of a Yakuza chieftain, then plant a transmitter in his wounds so his body can be traced to chief's hideout. You can do this the messy way (bullet holes) or the culinary way (one sauteed transmitter, coming right up). Your work pays off: Diana calls to confirm Hayamoto Sr. emerged from one of his castles in central Japan.
* VictoryPose: In a surveillance tape, after Mr. 17 garottes the Russian guard, he does a flashy nunchuck move with his fiber wire. Plainly, his personality is quite different from 47's.
* TheVonTropeFamily: Dr. Von Kamprad.
* WhatHappenedToTheMouse: The MIB disappears after this game. He shares a few similarities with Agent Martinez, one of the late-game targets in ''Blood Money'', but no connection between the characters exists in canon.
* WithCatlikeTread:
** The surface you're walking on affect how loud you are in this game. Grass is quiet. Gravel is noisy.
** The floor of the Castle's first floor will squeak unless you walk along the beams.
** Charlie's brother, like Charlie himself, is utterly harmless. But his pigsty of an office is carpeted with discarded pizza boxes and wrappers, requiring you to avoid the tinfoil and chips on the floor.
** Blundering into the guard's quarters in Hussein's headquarters will wake up his henchmen.
* {{Yakuza}}: Masahiro Hayamoto (早元 昌弘 Hayamoto Masahiro) is the head of a Yakuza clan known as Yamaguchi-Gumi.
* YankTheDogsChain: Free the torture victim if you want to know where Hussein currently is. ''This'' poor guy. He will run away if the torturer who never leaves is killed. He then runs up the stairs and makes a bee line for your entrance point. If either of the guards at the helipad are alive, the torture victim will not survive his escape. He's easy enough to free if you don't care about ratings. Otherwise, he can stay there and get punched in the nuts for eternity for all 47 cares.
* YouTalkTooMuch: The Doc mistakes you for someone else and starts flapping her lips. You can either drop the poison in the water while she isn't looking, or just kill her outright. She's so busy talking, you don't even need to sneak. Eventually her throat will get dry and she'll drink the poison.
* YourPrincessIsInAnotherCastle: Vittorio is allegedly being held in the cellar of the Villa Borghese. By the time 47 arrives, however, he's already been moved. The only point of killing the Don was to retrieve his key and rescue the priest.
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