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Characters appearing in Hitman 2: Silent Assassin.

Not to be confused with Hitman 2.


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International Contract Agency (ICA)

     47 
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     Diana Burnwood 
See here.

VIPs

     Father Vittorio 

https://static.tvtropes.org/pmwiki/pub/images/fathervittorio.jpg
"I don't know anything, I didn't see anything, I wasn't there—and if I was there, I was asleep."

Voiced by: Massimo Agostinelli

An Italian priest who has taken in Agent 47 as a gardener and encourages him to renounce the path of violence. His kidnapping sends 47 back to the ICA in order to get information on his whereabouts.


  • 10-Minute Retirement: Helps facilitate 47's.
  • Actual Pacifist: Has no fighting skill and believes violence should be avoided at all costs.
  • Badass Preacher: 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, you will hear Father Vittorio plead for 47 to stand down, mentioning "the heart". But this is a clue for what you need to do. Aim at the Confessional Booth and shoot at the heart inside. This will flush Sergei out of hiding.
  • Christianity Is Catholic: Is an Italian priest who serves as 47's Morality Chain.
  • Distressed Dude: Father Vittorio is kidnapped twice and has to be rescued by 47.
  • Good Is Not Soft: Father Vittorio seems to be a genuinely good-hearted Actual Pacifist, but he's also Sicilian and thus, having grown up under the rule of the Cosa Nostra, is wise to the ways of the world. This actually makes him a pretty good mentor figure to 47, as he's able to relate to the Hitman much better than if he were a naive idealist priest.
  • Good Shepherd: One of the kindest, most decent people in the franchise.
  • The Mentor: The first person who ever tries to relate to 47 as a human being rather than as a weapon.
  • The Mob Boss Is Scarier:
    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."
  • Morality Chain: Is the only thing keeping 47 from returning to the ICA. Although eventually, after rescuing him, 47 rejoins the ICA anyway.
  • Odd Friendship: A pacifist Catholic Priest and his assassin gardener.
    • Doubly so in the Benson novel where 47 maintains their friendship despite returning to assassindom.
  • Parental Substitute: He's more of a father-figure to 47 than Dr Ort-Meyer ever was.
  • Put on a Bus: 47 leaves Vittorio, never to return, at the end of Silent Assassin.
    • The Bus Came Back: Shows up in Hitman: Damnation Enemy Within where he takes in a bunch child would-be sex slaves that 47 rescues from his target.
  • Your Princess Is in Another Castle!: Vittorio is allegedly being held in the cellar of the Villa Borghese. By the time 47 arrives, however, he's already been moved.

     Carlton Smith 
See here.

     Lei Ling 
See here.
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Targets

     Don Giuseppe Guillani 
A Sicilian mafia Don who, upon learning that the gardener at Gontranno Sanctuary is the infamous international assassin Agent 47, kidnaps the Sanctuary's priest Father Vittorio and ransoms him for the millions he believes 47 has, kicking off the plot of the game. Unfortunately, 47 has already given away all his blood money to charity, but he still has his particular set of skills which are going to turn out to be a nightmare for the Don.
  • All There in the Manual: In the source code, the Don's son and brother are named Gucci and Vito. Also, in the Diana Burnwood trailer for Absolution, a newspaper report mentions that Gucci commits suicide at some point in time between games (though the context implies it may have been another hit by 47).
  • Battle Butler: If an alert gets sounded, the Don will take refuge in his office, and his lawyer will also show up with a double-barrel shotgun to protect his boss.
  • "Blackmail" Is Such an Ugly Word: The ransom note for Father Vittorio includes a "welcome-to-the-neighborhood" fish and warmly welcomes Palermo's newest resident while politely informing him there will be a "slight charge" (read: half a mil) for his continued residence there.
    "Meanwhile, we will be entertaining your host, Padre Vittorio. He very much enjoys fishing."
  • Bullying a Dragon: Upon learning that the gardener at the local church is actually the world's most infamous international assassin, he has his goons kidnap the church's priest and ransoms him for $500,000. Surprise, surprise, the next day the Don ends up mysteriously assassinated.
  • The Dragon: Giuseppe's brother Vito seems to be his main enforcer, as he's the one who leads the goons in kidnapping Father Vittorio. He and the Don's son Gucci also carry desert eagles instead of 9mm pistols and can see through disguises much faster than regular guards, presumably because they know every guard's face.
  • Driven to Suicide: A news clipping seen in the Hitman: Absolution trailer for Diana Burnwood indicates that Giuseppe's son Gucci died some time after the Don's death in what was ultimately ruled a suicide, although the context of the newspaper clip suggests it was actually another one of 47's hits, in which case it'd be a case of the Hitman tying up some loose ends.
  • Golf Clubbing: The Don spends much of his time practicing his stroke on his balcony. He's got a spare club in his room, which you can use to practice your backswing on his face.
  • Hand Cannon: Vito and Gucci pack Desert Eagles. Vito wears dual holsters for two of them, but only wields one in gameplay.
  • Hero Stole My Bike: You can steal the Don's expensive sports car to make your getaway after whacking him, but you'd have to get the keys off his brother Vito, which can endanger a perfect stealth rating (the Don apparently lost a spare set of keys near a tree by the roof access ladder, but you still need to go out of your way to get them).
  • Office Golf: 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 postman isn't coming in.
  • Protection Racket: 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.
  • Revolvers Are Just Better: The Don packs a snub-nosed .357 magnum revolver while all his goons carry Beretta 9mm pistols.
  • Spell My Name with an "S": Diana claims to have a fat dossier on "Giuseppe Guillano", although the game refers to the crime family as Giuliani.
  • Starter Villain: His kidnapping of Father Vittorio kicks off the plot, and he's the first target of 47's after coming out of retirement. It's strongly indicate's he's just a pawn of Sergei Zavorotko and Mr. X.

     The Russian Generals 
A quartet of corrupt Russian generals who are involved with Sergei Zavorotko. Sergei has one of them assassinated by 47 for unspecified reasons; this results in the remaining 3 generals panicking and starting to dig into the circumstances of the assassination, forcing Sergei to have all of them assassinated as well. They consist of an unnamed ex-KGB official, General Makarov, General Mikhail Bardachenko, and General Vladimir Zhupikov.
  • Alcohol-Induced Stupidity: General Zhupikov will steal random drinks off the waiters at the party; all that alcohol causes him to go to the bathroom frequently as well as wander off alone into one of the side offices to oogle at the maid, both perfect opportunities to ambush and strangle him. You can also just poison a glass of champagne and graze by him.
  • Bait-and-Switch Comment:
    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.
  • Cold-Blooded Torture:
    • Surveillance footage shows the nameless first general, an ex-KGB official, having one of his soldiers smash an unnamed dissident's head repeatedly on his desk before executing the poor guy himself with a revolver.
    • Bardachenko is busy in his underground base beating up Agent Smith for information, on the mistaken belief that Smith is the one who assassinated the two previous generals earlier.
  • Cool Shades: Makarov wears a pair.
  • Deadly Hug: In the Kirov Park mission, General Makarov and Igor can be sniped when the two of them greet each other with a hug, killing them both with one shot.
  • Eyepatch of Power: General Bardachenko.
  • Frothy Mugs of Water: 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 water - an inventory item you can pick up after killing him.
  • The Mafiya: All four generals are involved with Sergei, a powerful Russian crime lord. General Makarov also seems to be friends with another Mafiya don named Igor; the two of them become assassination targets to prevent them from uncovering the truth behind the killing of the first general.
  • No Name Given: The first general you assassinate is never named, and you don't even get a good look at his face unless you infiltrate the building and examine his corpse after sniping him.
  • Renegade Russian: They're four Russian generals who are involved with crime lord Sergei Zavorotko's nuclear weapon scheme.
  • Screw This, I'm Outta Here!: After the other 3 generals turn up dead, Zhupikov calls it quits, flees to the German embassy, and attempts to defect to the West. The KGB are not amused and send in a Spetznaz agent to deal with the problem.
  • Suspect Is Hatless: One of the identifiers Diana gives 47 to identify the correct general to snipe is the fact that he's bald. This tidbit is of limited usefulness, since everyone in the meeting room is bald other than Zhupikov.
  • They Call Him "Sword": General Makarov might be named after the Russian handgun.

     The Spetznaz Agent 
A Spetznaz agent working for the KGB who is dispatched to infiltrate the party at the German Embassy in order to deal with General Zhupikov's defection and retrieve the briefcase containing the missile guidance system Zhupikov is planning to sell to the West.
  • Blonde Guys Are Evil: He's blonde and, while he is just doing his job, he's evil enough to murder the German ambassador in the process of retrieving the briefcase.
  • Elite Mooks: The Spetznaz agent is considerably tougher than anyone else in the game other than Mr. 17 and Sergei himself, able to take a full 15 round mag of 9mm pistol fire before going down if you don't land a headshot. If you manage to steal the briefcase before he does, he'll also run to the extraction point and patrol the area in order to ambush you before you can escape; while doing so he moves considerably faster than normal patrolling mooks. Thankfully the area is mostly clear of guards, so if you do get into a shootout with him there it'll be a one-on-one fight.
  • Gang Up on the Human: if you end up in a shootout with him, the embassy guards will join in on his side for no reason, since he has no more right to be armed there than you do, not to mention possibly having just murdered the German ambassador.
  • Leave No Witnesses: He'll pop the German ambassador after holding him up for the briefcase for this reason, and will also open fire on you if you wander in while he's doing this.
  • Punch-Clock Villain: He is ultimately just a civil servant doing his job for his country, though he's still happy to murder the German ambassador to Russia in the process.
  • Skippable Boss: Although the Spetznaz agent is marked as a target on the map (red dot), you can actually complete the mission without killing him or by ignoring him completely (either knock him unconscious when he holds the ambassador hostage, or evade past him to the extraction if you steal the briefcase before he does).
  • Weapon of Choice: He's uniquely armed with a .54 pistol which despite being a tiny, concealable firearm completely averts Little Useless Gun, unlike the silenced .22 from Hayamoto's museum. It packs almost as much punch as a full 9mm pistol. It's a compact concealable firearm designed for KGB secret agents and basically the Russian equivalent to James Bond's famous Walther PPK.

     Masahiro Hayamoto Junior 

https://static.tvtropes.org/pmwiki/pub/images/masahiro_hayamoto_junior.jpg

Masahiro Hayamoto Jr. is the target in "Tracking Hayamoto". He's the son of the world's top Yakuza leader, Masahiro Hayamoto Sr. 47 kills him in order to draw his father out of hiding in order to assassinate him.


  • Asshole Victim: Targeting a man's child solely to get at the man himself is universally considered a dick move, but Junior is a full-fledged Yakuza heavy himself, so it's hard to feel much sympathy for him.
  • As Long as It Sounds Foreign: Junior isn't a normal naming convention for a Japanese man.
  • Body Sushi: Hayomoto Jr. is shown to be rather kinky in a surveillance video. He and a subordinate eat sushi off a women's stomach in the dining room.
  • Casual Kink: He eats his sushi off the body of a bikini-clad woman.
  • Cool Shades: Has a pretty impressive set of ones.
  • Even Evil Has Loved Ones: He is beloved by his father.
  • King Mook: Hayamoto Jr. and the unnamed Yakuza bigwig he's having dinner with both have double health compared to normal Mooks, though they still drop pretty quickly when shot.
  • Man in White: Masahiro sports a pretty awesome white suit, which matches well with his White Hair, Black Heart hair.
  • No-Sell: His bodyguards are a rare exception in the series, as they absolutely will not be fooled if 47 tries to disguise himself as one of them (likely due to a combination of them all knowing each other personally and none of them being a bald white guy). Only Sergei's bodyguards in the final level are similarly competent.
  • Treasure Chest Cavity: 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.

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     Masahiro Hayamoto 

https://static.tvtropes.org/pmwiki/pub/images/masahiro_hayamoto.jpg

Masahiro Hayamoto is the head of the Yamaguchi-Gumi Yakuza clan. He has recently purchased an advanced Russian missile guidance system from General Zhupikov, making him a target of Sergei's assassination spree using Agent 47. He is considered one of the most dangerous men in the world and impossible to find. It requires 47 eliminating his son to find him.


  • Cool House: Operates out of the six story Katsuyama-jo castle.
  • Cool Shades: Like his son, he sports a pair.
  • Dark Is Evil: In contrast to his son's Light Is Not Good all white suit, Hayamoto himself wears an all-black kimono.
  • Even Evil Has Loved Ones: Ever since Hayomoto Sr. dropped off the grid, the Agency hasn't been able to get a bead on him. To lure him out, Agent 47 must first kill his son, Hayamoto Jr., and plant a transmitter in his corpse. When the guards retrieve Jr.'s remains, Hayomoto Sr. is inconsolable, weeping openly over Junior's casket and placing a wreath there. Diana captures the moment on satellite feed.
  • Evil Power Vacuum: In HITMAN™, Yuki Yamazaki's rise to power starts with the gang wars that resulted from Hayamoto's death.
  • The Guards Must Be Crazy: One of the series' biggest aversions; Hayamoto's ninjas are hyper-vigilant and do things such as patrolling through obvious hiding spots and immediately demanding I.D. when they spot a guard who seems out of place. This makes the Japan levels in Hitman 2 some of the most frustratingly difficult in the series if you try to play stealthy. Oddly the guards in Hayamoto's inner sanctum are somewhat more relaxed, perhaps because they don't expect anyone to actually make it past the small army outside. They'll still check I.D. if you stand in their face for too long, though.
  • Katanas Are Just Better: Fights with a katana when confronted. Unlike Lee Hong's poisoned dao from the previous game, it's not a one-hit kill, but still deals significant damage.
  • King Mook: Hayamoto has twice as much health as a normal Mook, but still drops pretty quickly when shot.
  • Lotus Position: You'll find Hayomoto in one. That is, whenever he isn't pacing in front of the window, gazing at the mountains with foreboding. He knows you're coming.
  • Mundane Utility: It seems Hayamoto bought the missile guidance system off the Russian general just to keep as a trophy in his private museum. This ends up getting him and his son killed as Sergei puts a hit on him just to retrieve it.
  • Outliving One's Offspring: Has to endure this before 47 eliminates him.
  • Paid Harem: Keeps Mei-Ling around as his mistress. Mei-Ling mentions she's bored out of her mind.
  • Properly Paranoid: Has six ninjas guarding him at all times, in addition to living off-the-grid in the middle of nowhere protected by a small army of snipers and hyper-vigilant high-tech ninjas.
  • Weak, but Skilled: Despite his age, Hayamoto is a badass who wields his katana like a pro and can acrobatically slide, dodge, spin, and leap just as well as his own katana-wielding Shinobis. Agent 47, in contrast, wields a katana like a floor lamp but can still handily beat Hayamoto in a sword fight simply by virtue of being a clone Super Soldier.
  • Wolfpack Boss: If you try to confront him in combat rather than stealth assassinating him, a cadre of ninja bodyguards armed with katanas will drop in from the ceiling to help him fight you.
  • Yakuza: Masahiro Hayamoto (早元 昌弘 Hayamoto Masahiro) is the head of a Yakuza clan known as Yamaguchi-Gumi.

     Charlie Sidjan 
A wealthy Malaysian hacker and cryptologist who has stolen a secret American encryption algorithm capable of allowing warheads to penetrate the United States' missile shield. 47 is hired to kill him and steal the algorithm. Charlie turns out to have an identical twin who seems to be the real brains behind the hacking operation, whom 47 kills by mistaken due to not realizing Charlie has a twin brother.
  • Asian and Nerdy: Charlie's twin is an obese computer nerd who spends all his time working alone in his company's basement server room and living off a steady diet of take-out pizza and potato chips. Charlie himself is an aversion, being a flamboyant playboy with a taste for cheap women and expensive art.
  • Bodyguard Babes: Charlie has a quartet of scantily-clad, attractive young women who serve as both a Paid Harem and as his personal bodyguards.
    • Smarter Than You Look: One of Charlie's paid harem is in the living room playing the Allegretto from Mozart's Rondo Alla Turca on the piano.
    • Victoria's Secret Compartment: Charlie's bodyguards are somehow able to draw .357 magnum revolvers on you despite wearing nothing except very skimpy bikinis. Then again, 47 himself can carry a small arsenal on him while wearing nothing but swim trunks...
  • Fat Slob: The Dennis Nedry expy in "Basement Killing".
  • Gory Discretion Shot: In an advertisement for Silent Assassin, Charlie's brain matter is spattered on the wall and surrounded with a frame, like an art galley. Image caption: 'Charlie Sidjan, Kuala Lumpur.''
  • Hacker Cave: Charlie's twin has turned the Carniwarez basement server room into one; it's a massive cavern with a folding table at the far end where the twin is typing away on multiple computers, while the entire floor is littered with discarded pizza boxes and potato chip bags.
  • Naked People Are Funny: When you come for him, Charlie is chilling stark naked in his hot tub with 3 of his bodyguard babes. His obese figure jiggles if you drag his corpse around, and if you look closely when confronting him you can even see his fear-shrunk penis.
  • Nerd Glasses: "Charlie" wears glasses; his brother sports Ray-Bans.
  • No Name Given: Charlie's brother. In the source code he's designated "Brat Charliejo" but this obviously isn't a real name.
  • Non-Action Guy: Both of the Sidjan twins have zero combat skills and are completely defenseless against you; the one in the basement can only hit his panic button and scream for help, while the one in the penthouse can only hide underwater in his jacuzzi and rely on his Bodyguard Babes to protect him.
  • No Name Given: Charlie's twin brother is unnamed in the game itself. His NPC assets are listed as "Brat Charliego" in the game files, though obviously that's unlikely to be his actual name.
  • Polar Opposite Twins: Charlie's twin is a Fat Slob computer nerd working out of the building's basement in a pile of discarded pizza and potato chips, while Charlie himself is a flamboyant playboy who spends his time in the penthouse suite chilling in a jacuzzi with a trio of scantily clad bodyguard babes.
  • Used to Be a Sweet Kid: If we don't already feel sorry for Charlie's brother, the only "surveillance" clip is of him playing ball as a child.
  • Your Princess Is in Another Castle!: 47 is sent to Malaysia to kill Charlie. 47 sneaks into the company's basement and (seemingly) does so. It's only then that he realizes Charlie has a twin brother. Not sure which one is the guy he was hired to killed, 47 tracks down the surviving twin and kills him too.

     Sheik Abdul Bismillah Malik 
The local Khan, or leader, of a renegade region of Nuristan (Afghanistan). He manages to steal a shipment of nuclear warheads from Sergei Zavorotko, which he plans to sell to the U.N., so Sergei hires 47 to kill him and retrieve the nukes. His subordinates Colonel Mohammad Amin, Lt. Ahmed Zahir, and Lt. Yussef Hussein are also targets.
  • Flat Character: Sheik Malik and his subordinates receive the least characterization out of all the major targets in the game. You learn absolutely nothing about Malik himself other than the fact his face is plastered on posters everywhere.
  • Digital Piracy Is Evil: Besides operating a torture chamber and sitting on a crate of stolen nuclear warheads, Lt. Hussein also has a stockpile of pirated video games in his closet. The game in question appears to be Hitman: Codename 47.
  • Dirty Coward: Colonel Amin will happily bully defenseless shop keepers, but doesn't carry a weapon and will run away the moment he gets wind of any trouble in the area.
  • Expy: Colonel Amin and Lieutenant Zahir look and dress a lot like Saddam Hussein and Mullah Omar, respectively.
  • The Pirates Who Don't Do Anything: Lt. Zahir spends all his time in his house chilling by his bed in the middle of the day instead of doing anything productive. Maybe he has narcolepsy.
  • Qurac: Nuristan is clearly Afghanistan with the serial numbers filed off.
  • Screw This, I'm Outta Here!: Malik's limo driver (who seems to be a soldier/bodyguard and not a simple civilian) will leap out of the limo and run away instead of staying around to protect his boss if the motorcade gets stopped by 47 shooting at it.
  • Sequence Breaking: In "Murder at the Bazaar", it's possible at the start of the mission to run straight to Colonel Amin's spawn point and shoot him in the face with a silenced weapon before he can meet up with his bodyguard and enter the bazaar. This makes the level much shorter and easier than intended, as you can then stash the Colonel's body, use his uniform to enter the Lieutenant's house unmolested, kill the Lieutenant, and leave the level without incident; assassinating the Colonel inside the bazaar is the trickiest part of the mission and you've just skipped it entirely.
  • Skewed Priorities: Lt. Hussein seems much more concerned about his stockpile of pirated video games rather than the recently stolen nuclear warheads he's been tasked with guarding.
  • Skippable Boss: "Murder at the Bazaar" can technically be completed without killing Colonel Amin and Lt. Zahir; you just need to pick up the items they're carrying to trigger the completion of the mission objectives. However, since acquiring said items requires knocking them out anyway, there's really no difference gameplay-wise.
  • Villains Out Shopping: Done quite literally with Mohammad Amin. He will threaten and beat local merchants to lower the price on their goods.
  • Vulnerable Convoy: Malik is traveling in an armored limo under escort by U.N. jeeps. 47's goal is to snipe Malik while the convoy passes by his position. The limo itself is too heavily armored for you to take out the engine, but you can snipe the engines of one of the jeeps, stopping the convoy and giving you a perfect shot at the Sheik (though this also results in all the U.N. troopers disembarking and gunning for you with assault rifles). Or, you can just snipe Malik through the limo's window, but since he's a moving target at long range this can be pretty tricky.

     Cult Contract Killers 
A trio of contract killers working for Deewana Ji's doomsday cult, serving as his top enforcers. They are the targets in the "Temple City Ambush" mission, in which the three of them are hunting for 47's ally Agent Smith.
  • Assassin Outclassin': They're in town to locate and kill Agent Smith, who's been spying on the cult's activities. Smith sends Agent 47 to kill them instead.
  • Cold Sniper:
    • Straw Hat Man is positioned in a second-story window overlooking the marketplace with a R93 sniper rifle, waiting for Agent Smith to walk by so he can kill him, but he'll be happy to snipe 47 also if you wander into his crosshairs. You can sneak up on him, wire him, then use his own sniper rifle to take out his 2 partners as they patrol the market square.
    • A pair of generic assassins appears at the end of the mission, with a sniper overwatch position overlooking the exit to the level. You can just run past them, they won't even be able to acquire you as a target if you move fast enough as long as you don't take the long alley they're facing down.
  • Fan Nickname: None of the 3 contract killers are named in the game itself, so they're instead referred to by fans by their unique headwear; Straw Hat Man, Baseball Cap Man, and the infamous Purple Turban Man.
  • First Person Snapshooter: In one level of India ("Temple City Ambush"), you are given a camera and instructed to photograph two "thugs" after killing them.
  • Foreshadowing: Purple Turban Man isn't mentioned in the mission briefing or by Agent Smith (who only tells you about 2 contract killers trying to kill him), and is marked as a civilian on the map rather than as a target. However, he appears alongside Straw Hat Man and Baseball Cap Man in the mission briefing video hijacking the helicopter from Sergei's soldiers, cluing you in the this guy in the purple turban isn't some random civilian.
  • No Name Given
  • No-Sell: None of them will be fooled by any disguise, though they usually won't open fire on you immediately due to being in a public area.
  • Try and Follow: If he spots you, Purple Turban Man will stick to you like hot glue in the hopes you'll lead him to Agent Smith. You'll be unable to deal with the other 2 contract killers undetected as long as he's shadowing you. The best way to deal with him is to lead him to a secluded area and cap his ass.

     Dr. Hannelore Von Kamprad 
A high-profile doctor who is Deewana Ji's right-hand woman and chief propagandist. She is the target of the mission "The Death of Hannelore".
  • Alone with the Psycho: One of the first examples where 47 can arrange to be alone with one of his targets by disguising himself as someone the target is expecting to meet (a wealthy patient named Lord Sinclair). Unfortunately for 47, his social skills don't seem to be as developed as they are in Hitman 2016, and Dr. Von Kamprad soon catches on that 47 isn't who he appears if he fails to kill her quickly enough.
  • Cover Identity Anomaly: If you fail to kill her mid-conversation, Dr. Von Kamprad eventually realizes "Lord Sinclair" is an imposter when he turns out to not know the name of his own wife.
  • Disposing of a Body: Quite unusually for a Hitman mission, you're explicitly required to hide her body in a specific closet after killing her to succeed the mission. Presumably this is to avoid alerting Ji that something is wrong before you can find and kill him. Fridge Logic kicks in if you start a fire fight and massacre the clinic's guards, thus making it obvious to the cult that something is up, and are still required to hide Dr. Von Kamprad's body anyway. In practical terms the mission requirement is likely so you can't just snipe Von Kamprad on her balcony with a sniper rifle from the mission starting area and call it a day.
  • The Dragon: She's mentioned as Ji's right-hand woman, as well as the public face of the cult while Ji is in seclusion due to his weak heart.
  • Evil Is Petty: The surveillance video shows her stealing a bouquet and chocolates from a sedated patient.
  • Evil Redhead: She has bright red Power Hair and is the second-in-command of a militant doomsday cult with nuclear ambitions. she also steals flowers and chocolates from her patients.
  • Kick the Dog: In the mission briefing video for her assassination, she's shown poaching some "get well soon" chocolates and flowers from one of her recovering patients, presumably using the pretext that he can't have them due to his condition, then eating the chocolates herself and casually tossing the flowers away. If you meet her as "Lord Sinclair" she'll also casually dump a bunch of additional expenses on you than she failed to mention in her previous meeting with Sinclair.
  • Morally Ambiguous Doctorate: Agent 47 immediately deduces that her only concern is the wealthy patients.
  • Mouth of Sauron: 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.
  • Power Hair: Von Kamprad.
  • The Smurfette Principle: She was the first ever female target, and is the only one in the first three games.
  • The Von Trope Family: Dr. Von Kamprad.
  • You Talk Too Much: The Doc mistakes you for someone else and starts flapping her lips. You can either sprinkle 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.

     Deewana Ji, aka "Zip Master" 
The leader of a powerful doomsday cult operating out of the Punjab region of India, known to his followers as "Zip Master". Having stolen the encryption algorithms from Charlie Sidjan and the nuclear warheads from Sheik Malik, he's the one who manages to fully assemble the nuclear missile system capable of attacking the U.S., and is the final target before confronting the game's Big Bad, Sergei Zavorotko.
  • Apocalypse Cult: Ji is the leader of a doomsday cult that is the de-facto government of the region of Punjab that they occupy, and which has recently acquired nuclear weapons.
  • Bald of Evil: Ji is completely bald as well as the maniacal leader of a doomsday cult with nuclear ambitions.
  • Climax Boss: He's mentioned as early as halfway through the game and is the one who actually manages to assemble the completed nuclear weapon system, becoming the target of the game's final arc before the finale in which 47 confronts the actual Big Bad.
  • Dark Lord on Life Support: Deewana Ji suffers from heart problems and is 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. By the time you locate him, he's prepped for surgery and in no condition to resist you
  • Lean and Mean/Evil Old Folks: Ji is remarkably thin, likely due to his advanced age and possibly his heart condition.
  • Praetorian Guard: Ji's unconscious body is protected by a pair of cultists who are apparently the ones who intercepted the Nuristani warheads after 47 secured them. They will immediately open fire on 47 if they witness him deliberately botch the surgery on Ji. If you get them out of the room by shutting of the power before killing Ji, once Ji is dead they will psychically know that 47 is responsible and will roam the hospital looking for him, opening fire on him on sight (fortunately they don't bother to notify any of the other guards or cultists roaming the hospital).
  • The Starscream: Ji is a client of Sergei's who apparently proposed purchasing the nuclear weapon system from him. Instead, he intercepts the encryption algorithms when Sergei tries to steal them, then steals the actual nuclear warheads from the Nuristanis after Sergei sent 47 there to steal the warheads back for him. Sergei is enraged and sends 47 to kill Ji.

     Agent 17 

https://static.tvtropes.org/pmwiki/pub/images/agent17.jpg

"Another brother? Thought I killed all of you. I wondered who was behind all of this; trying to kill me with a lesser hitman."
Agent 47, upon killing him.

An inferior older clone specimen created by Doctor Ort-Meyer. He was found in the asylum by the Mystery Man and Sergei before being recruited as their operative. They loan him out to Deeanna and his cult before sending him after 47. 47 kills him before going after his boss.


  • Assassin Outclassin': Inverted. 17 attempts to pull this on 47 but it doesn't work and 17 is the one who winds up dead.
  • Batman Gambit: Arranges one to trap 47 with a sniper rifle of blanks plus a cardboard cut-out of Sergei as well as instructions designed to lead our antihero to his doom. At the end of the previous level, he also shoots at 47 then runs away in the hopes of luring him through a door that's been boobytrapped with an explosive mine. He might not be 47's equal, but he's still a reasonably clever Hitman and not a mindless brute.
  • Blind Obedience: Ort-Meyer considered him a failure due to 17 being incapable of independent thought so locked him away. Amusingly 47 didn't catch onto this fact, and could have ordered 17 to go after Sergei, and 17 would have done it.
  • Brainwashed and Crazy: He is brainwashed by Deewana into betraying Sergei, though he may simply possess very little free-will.
  • Cain and Abel: He's yet another of 47's brothers who have tried to kill him. Amusingly, this makes them both Cain.
  • Cool Shades: Possesses a pair of these. The shades and his yellow tie are what distinguish him physically from 47 himself.
  • Cold Sniper: His plan to kill 47 is based on his being one of these.
  • The Dragon: Serves as this to Sergei and the Mystery Man.
    • Co-Dragons: Technically, 47 is an unknown dragon for them as well.
  • Emerging from the Shadows: One of Sergei's men gets the jump on Ji's men just as they're carting off the missile. Out steps Mr. 17, garroting the Russian and tossing him aside like a rag doll.
  • Evil Counterpart: Well, evil(er) counterpart.
  • Finishing Move: In the surveillance video, 17 twirls his garrote after strangling one of Sergei's men.
  • Fisticuffs Boss: In the level in which you confront 17, you're limited to your trusty fibre wire and a sniper rifle loaded with useless blanks. You pretty much need to sneak up on him and wire him. You can strangle a guard for their gun to fight him, but you'd better score a headshot otherwise a single mag doesn't hold enough ammo to kill him.
  • Flat Character: Displays no personality and only exists to give some semblance of threat to 47.
  • Flawed Prototype: 17 is pretty much an earlier version of 47, made before 47 and with an imperfect cloning process. So while his assassin skills are quite formidible, he isn't on 47's level, nor has 47s enhanced physiology (besides maybe sharing his successor's Made of Iron properties). 17 also lacks free will and will blindly follow any order given to him by anyone.
    • He is this more directly to the Agent 48s, as they also lacked free will (tho the 48s had the full suite of gene enhancements).
  • Hand Cannon: When his attempt to snipe you in the ambush fails, he'll pull a desert eagle on you if you try to confront him up close and personal.
  • I Have No Brother: Not him but how he affects 47. 47's line says everything he thinks of 17.
  • Last of His Kind: 47 killing him makes 47 this.
  • Made of Iron: It takes a good three dozen 9mm pistol rounds to the torso to put him down (which is roughly how much punishment 47 himself can take on Normal difficulty), compared to just 3-4 shots to bring down standard Mooks. A good headshot will still drop him, and full auto rifle fire also mows him down quite fast.
  • Psycho Prototype: 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 [[spoiler:hijacking the nuclear warhead meant for Sergei.
  • Skippable Boss: "St. Petersburg Revisited" is essentially clear of guards until you actually kill 17, at which point they flood the area. The easiest way to get a perfect stealth rating is to sneak up on 17, drug him, and drag his unconscious body to the extraction point, only killing him when you're ready to escape (this can only be done when replaying the level, since initially you're not allowed to bring equipment in with you).
  • Stealth Expert: In the mission briefing cutscene in India where he's first introduced, he manages to sneak up on and garrote a Russian soldier who was holding the 3 cult contract killers at gunpoint. In the game itself, he doesn't show up on the map at all.
  • Take That!: 47 calling him a "lesser hitman."

     Mystery Man/Mister X 

https://static.tvtropes.org/pmwiki/pub/images/mm.png
"Let's go find him, then. A killer like that never retires."

A mysterious figure who is working with Sergei on behalf of an organization which is not developed in Silent Assassin. He manages to get away but is one of the targets in Hitman: Sniper Challenge.


    Sergei Zavorotko 

https://static.tvtropes.org/pmwiki/pub/images/sergeiz.jpeg
"This guy is damn fantastic. (Maybe not as strong as me, but...fast!)"

Voiced by: Klaus Hjuler

A well-connected mob boss and 47's 'Uncle'. Sergei was the guy who, along with a well-dressed Mystery Man, formulated a plan to lure Agent 47 out of retirement after he dropped off the grid. He might be the most vanilla bad guy in Hitman, but he's also the strongest one physically.


  • All Your Base Are Belong to Us: In H2, Sergei and his hit squad take over the Gontranno Sanctuary and hold Father Vitorrio for ransom. 47 has the home court advantage, though, and Sergei hasn't found your weapons locker yet.
  • Arms Dealer: As the brother of Boris (one of Ort-Meyer's genetic templates), he runs a big-time arms dealership; currently he is trying to steal nuclear secrets and sell them on the black market.
  • Attack Its Weak Point/Chekhov's Gun: In the opening of Silent Assassin, 47 fesses up to his previous contract work, and Father Vittorio tells him that he still has a good heart. In the last mission, Sergei holds the priest hostage inside his own confession booth. After killing all of his bodyguards, 47 flushes the boss out of hiding by carefully aiming at a stained-glass window inside the booth, temporarily blinding him.
  • Authority Equals Asskicking: He comes at you with a SPAS-12 shotgun that can kill you in just a couple shots and can take three dozen pistol rounds to the torso before going down (compared to just 3-4 shots for standard Mooks). Headshots or automatic rifle fire still kill him extremely quickly, though.
  • Badass Longcoat/Hell-Bent for Leather: Sergei's defining characteristic, apart from his shotgun and mustache, is his brown leather trenchcoat.
  • Badass Mustache: Like his brother, Boris, he sports an impressive Porn Stache.
  • Big Bad Duumvirate: The MIB (also called the Mystery Man or "Mr. X") is Sergei's accomplice throughout the game. His motives are a mystery; presumably this was a sequel hook which wasn't picked up on.
  • Battle in the Rain: "The Gontranno Redemption". Sergei's got your boy, Vittorio, at the sanctuary and threatens to kill him if 47 doesn't show himself. When you start the mission, you will be in a darkened, rainy courtyard in front of the church doors.
  • Bilingual Bonus: Almost every one of Sergei's lines begins with Russian swear words. Some of his phrases, like "Пиздец" or "Хуйня" are considered impolite in Russia and other slavic countries.
  • Boss Banter: Sergei can shrug off any firepower you throw at him, sneering, "Is that the best you got?!"
  • Brains and Brawn: Mr. X is the brains of the operation, with Sergei contributing his manpower and muscle to the cause.
  • Bullying a Dragon: Is stupid enough to taunt 47. Even as the latter threatens to slit his throat if he continues to annoy him.
  • Can't Get Away with Nuthin': Sergei is dangerous, but as a mob boss his incompetence begs belief. He has a Russian general assassinated during a meeting, then has to have all the other generals at the meeting assassinated left, right, and center after they freak out about the assassination. His own clients even con him. It's only thanks to the employ of 47 that any of his evil ambitions are realized.
  • Captain Ersatz: Sergei's is likely inspired by the antagonist of the same name in the 1996 action film Eraser. The villain in the film even wears the same outfit and looks extremely similar other than not being balding.
  • Cardboard Pal: Your "Target" in "St. Petersberg 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 briefing and sneak into the Pushkin Building, and you'll eventually run into Mr. 17 and his boss: a propped-up cardboard cutout of Sergei.
  • Contrasting Sequel Antagonist: While Dr. Ort-meyer was a physically diminutive Evil Genius Mad Scientist, Sergei is a huge brute of a man and incredibly tough and strong, but not terribly bright given how his plans keep getting out of his control.
  • Crime After Crime: Sergei and Mr. X arrange for Mr. 47 to come out of retirement by manipulating Don Giuliani into kidnapping Father Vittorio, then hire 47 to kill a Russian general for unspecified reasons. However, because Sergei is daft enough to arrange the assassination to occur in front of 3 other generals, those generals freak out and Sergei is forced to have 47 kill them as well to cover up his involvement in the death of the 1st general. Additionally, the assassinations prompt the 4th general to sell a missile guidance system Sergei wants to Masahiro Haymoto, forcing Sergei to have 47 kill him as well, which also requires 47 to kill his son Hayamoto Jr. in order to flush him out of hiding. That's a good 5 deaths that could have been avoided if Sergei had been more discreet with the initial assassination.
  • Dragon Ascendant: It's somewhat implied that he took over Boris' business when he died, or at least folded his brother's organization into his own. He does not seem to mourn his brother's death, and sounds almost jealous that Ort-Meyer didn't clone him instead!
  • Elite Mooks: Sergei's bodyguards in the final level won't be fooled by disguises, and the handful of bodyguards he has personally protecting him in the center of the church are all armed with high powered sniper rifles that can kill you in one shot.
  • Empty Quiver: Throughout the game, Sergei's goal is to use 47 to assemble the components of a nuclear missile system that will be able to penetrate the U.S. missile shield. The plan goes sour when the completed missile is stolen, and U.N gives the go-ahead for ICA to terminate him, repeat customer or no.
  • Gratuitous Russian: Zig-zagged trope. Guards in St. Petersburg missions speak surprisingly authentic and accentless Russian. Sergei Zavorotko's dialogues, however, are full of random Russian swear words inserted in an inappropriate or contextually wrong way, which makes him sound less like a desperate criminal and more like somebody with exotic case of Hollywood Tourette's.
  • He Knows Too Much/Murder Is the Best Solution: Sergei is about to make the biggest score of his life — so big, he has no compunctions about killing off anyone who can link him to it, including a quartet of government officials.
    1. The first target, an unnamed Russian Army General, was killed for undisclosed reasons, possibly because he refused to sell some U.S. defense codes to Sergei. Two other Generals were added to the hit list to prevent them from probing into the details of the shooting. The last General, Zhupikov, tried to abscond with the codes and defect to Germany, but 47 intercepted him at an Embassy gala.
    2. The Japanese arms dealer, Masahiro Hayamoto, had already bought the missile guidance system from the Russian generals that Sergei needs.
    3. Charlie Sidjan is a Malaysian electronics tycoon who has stolen a missile chip capable of fooling the U.S. missile shield. The FCK crates in Russia (which turns out to be the name of the building where Sidjan runs his business) suggest that he has ties to Sergei or the Russian generals.
    4. The Nuristan Rebels in Afghanistan stole a shipment of nuclear warheads from Sergei and are attempting to sell them to the U.N..
    5. Deewana Ji is the self-proclaimed guru of a doomsday cult. The cult leader also managed to turn Mr. 17, who hijacks a shipment of missiles which is intended for Sergei.
    6. Last but not least, Sergei panics and tries to kill 47 after news of his hijacked missiles hit the papers.
  • I Have Your Wife: After putting down his brother, 47 will notice a headset around his neck and a hear a voice on the other end. That person is Sergei. 47 threatens to slit Sergei's throat if he doesn't back off. However, Sergei counters with the news that he is the one who's been holding Father Vittorio hostage. However, 47 now knows where they where to find them: the Gontranno Sanctuary.
    Sergei: Let's just say he's here for spiritual guidance.
  • I'll Kill You!: After shooting him through the confessional window, Sergei gets so irate, he clubs Vittorio with his gun and smashes through the wooden booth like he's the Kool-Aid Man, bellowing threats as he runs around.
  • It Works Better with Bullets: "St. Petersburg Revisited". In case you feel like humoring the game, try equipping the sniper rifle and firing at "Sergei". Blanks. The bastard gave us BLANKS.
  • Large and in Charge: As Sergei points out in the intro, he's a better physical specimen than his brother, and is confident he could take 47 in a fight.
  • The Mafiya: Sergei is a Russian mob boss who has expanded his empire to include arms dealing. In one of the St. Petersberg missions, he arranges for you to kill a rival capo.
  • The Man Behind the Man: With the help of the MIB, Sergei gets in touch with the Sicilian Mob and pays them to abduct Vitorrio. 47 comes to the rescue, killing the don of the Giuliani family in retaliation, but by then it's too late to save the Padre.
  • Meet the New Boss:
    • Like the previous game's villain, he sends 47 on errands and then tries to kill him once the plan comes together. Also, like Ort-Meyer, he won't come out until you kill all of his goombas.
    • 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. After the cult leader dies, he returns to work for Sergei, ambushing Mr. 47 from inside of the Pushkin Building.
      47: Another "brother"... Thought I killed all of you.
  • Mother Russia Makes You Strong: Sergei is one tough son of a bitch, capable of busting through wood walls like the Kool-Aid man and tanking a few dozen bullets to the torso before going down. Even if you snipe him in the face with a high-powered rifle, he'll still be clinging to life when 47 executes him in a cutscene.
  • No Honor Among Thieves: Sergei did business with Deewana Ji in the past, and is shocked to find the Sikh cult has hacked his data transfer and diverted it to a server in India.
  • No-Sell: In the final level, his cadre of personal bodyguards absolutely will not be fooled if 47 tries his usual Kill and Replace disguise methods against them, most likely due to them knowing each other personally and being better trained than normal.
  • Renegade Russian: The Russian Generals are four ex-FSB members who were present at a summit in "St. Petersburg Stakeout". All of their deaths are orchestrated by Sergei Zavorotko.
  • Shotguns Are Just Better: Watch out when dealing with him inside the Sanctuary: His Spas-12 will chew through your health in seconds and he's tough enough that you can't necessarily just out-DPS him, so a stealthy approach is best.
  • Sir Swears-a-Lot: Almost all Sergei's sentences begin with Russian words or phrases that, on closer examination, are profanities.
  • Skippable Boss: As long as one bodyguard is still alive, Seregi won't leave the confessional room. Sneak up to the confessional 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 guards and 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.
  • Tantrum Throwing: When Sergei discovers that his associates in India have played him for a fool, he goes berserk. The MIB helpfully rotates his notebook to show him where the data went, but Sergei slaps it away with a smash.

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