Follow TV Tropes


Video Game / Hitman 2

Go To

Make the world your weapon.

Hitman 2 is the seventh game of the Hitman series by IO Interactive. A sequel to 2016's Hitman, it is also the first game of the franchise to be published by Warner Bros. Interactive Entertainment, after Square Enix dropped the developer in 2017.

Set after the events of its predecessor, Hitman 2 continues the story of Agent 47 as he seeks to eliminate the mysterious Shadow Client, a quest that will unravel the secrets of 47's past and his true identity.

Hitman 2, like its predecessor, has six locations at launch, but unlike its predecessor's episodic release schedule that parceled them out over a period of months, Hitman 2 is a full release. Said locations are a luxurious beach mansion in New Zealand, a motorsport race in Miami, a village in the rainforests of Colombia, the slums of Mumbai, a quiet American suburb, and a mysterious island in the North Atlantic. Some of these locations are even larger than ones featured in past Hitman games.


Mechanically, this iteration of Hitman is almost identical to its predecessor. It does have a few notable changes, however - mirrors now work as...well, mirrors (enemies can see you if you stand behind them), the enemy A.I. has been adjusted to be both more persistent and smarter in tracking you, foliage is able to be hidden in,a feature that returns from Absolution, among other much smaller changes. The major big change however is the long awaited return of the briefcase back into the game, which allows you to smuggle weapons, tools, explosives and the occasional fish into secure areas, as well as being able to use it as a handy throwable item, blunt melee object and a lure.

The game also introduces two new modes; a co-op sniper mode that was made available to play immediately upon pre-ordering any version of the game but is available to everyone after purchase. Additionally, the levels from Hitman (2016) are available for this game on launch as part of a Legacy Pack DLC, which incorporates the new features of Hitman 2 into the first campaign's levels. Owners of the first game got the DLC (along with a unique briefcase and other goodies) for free.


Not to be confused with the much earlier second entry of the Hitman franchise, Hitman 2: Silent Assassin.

Hitman 2 provides examples of the following tropes:

    open/close all folders 
    In General 
  • 20 Minutes into the Future: Following Hitman's lead, this game is presumably set in the early/mid-2020s.
  • Acceptable Breaks from Reality:
    • While the AI is quite smart, they are still able to be manipulated into doing certain actions, such as luring a guard away from the area with a dropped weapon or the briefcase.
    • Like with Hitman 2016, Absolution and Blood Money, closets and bins are never checked for bodies, so you'll always have the opportunity to take care of at least a few pesky NPCs.
    • No one makes a note of any disguises lying on the ground, so you can change to them when you need them.
    • Guards don't get suspicious if they escort you out for trespassing repeatedly. So as long as you're willing to go back to the start you can try as many times as you need to sneak through a trespassing zone. This also doesn't affect your Silent Assassin ranking either.
    • You can poison somebody with rat poison and then knock them out; they won't die despite the stuff remaining in their bodies nor can they drown in their own vomit.
    • 47 can poison food or drinks in full view of the public (including the intended target) if he is wearing any kind of food service uniform, such as a waiter, a bartender, or a chef.
    • When 47 has to talk to someone while disguised as someone specific, his targets almost never notice that the person's voice has changed, even if they know them personally.
    • Even if one-of-a-kind characters are killed in public, you can still take their clothes and pretend to be them. Not even the guards who bagged the body will question their sudden reappearance.
    • Like in the previous entries, once your target dies, Diana and 47 will immediately know about it, no matter how impossible (for example, poisoning someone's food and walking to the nearest exit to wait). If 47 had to see his target's body, it would slow the gameplay down considerably.
  • Adam Westing: Sean Bean is playing an assassin in the Undying Elusive Target Mission, who has faked his death multiple times, so much so that the ICA is out to get him.
  • Adaptation Distillation: It takes gameplay mechanics from Blood Money (the Briefcase), mechanics from 2016 (Improved A.I, map design philosophy of bigger maps, streamlined control scheme) as well as well as from Absolution (the foliage hiding, melee lock-on, and hiding in containers with bodies).
  • A.K.A.-47: Played Straight. No weapon in-game shares its name with its real-world counterpart. This was either to avoid copyright issues or to aim the budget at other parts of the game. The Blackballer/the ICA 19 and the Silverballer avoids this problem, as they're better known by their nicknames by this point.
  • And Your Reward Is Clothes: The inventory system carried over from the previous game includes the ability to change 47's starting outfit. Having the GOTY Legacy Pack nets you suits added in Hitman 2016. While some costumes are exclusive to their level, completing an elusive target in a level for the first time unlocks a variation of that level's unique suit to your starting inventory to use in any level. Most suits are tied to the elusive target system, as listed below:
    • Completing 1 Elusive Target with a silent assassin rating unlocks the "Terminus" suit, the damaged suit named after the level that suit comes from in Absolution It also has a bandaid covering 47's barcode.
    • Completing 3 Elusive targets unlocks the suit 47 wore in Hitman: Absolution.
    • Completing 5 Elusive Targets with a silent assassin rating unlocks the "Winter Suit", a grey-ish trench-coat that goes over 47's default suit.
    • Completing 6 Elusive targets unlocks the suit 47 wore in Hitman: Blood Money.
    • Completing 9 Elusive targets unlocks a gloved variation of the default suit.
    • Completing 12 Elusive targets unlocks the suit used by Mark Faba in "The Undying" Elusive Target, aptly title "The Undying Look".
    • Completing 15 Elusive targets unlocks the "Casual Undercover" suit, complete with Shades, a black trench coat over a white buttoned-up shirt.
    • Like with 2016's Holiday Hoarders, Completing every challenge in the free (but temporary) "Holiday Hoarders" mission unlocks the Santa Claus 47 outfit.
  • Anti-Frustration Features:
    • Autosaving only exists because of this.
    • Upon death, NPCs drop their items, while in Blood Money they remained on the body, making them irretrievable in some cases. This way, if you say, push someone out-of-bounds, their items can still be picked up.
    • Normally, once you begin completing objectives during Elusive Target contracts, you can't restart or quit anymore. However, if you're disconnected from the internet, you can restart from the beginning without penalty.
  • Artificial Brilliance: IOI is really trying to improve the notoriously bad AI that plagued the previous games...
    • NPCs can now see reflections in mirrors, something which was missing in the previous game as an oddity IOI never bothered to fix. Now you have to duck if you want to take out the target washing his hands instead of standing up.
    • If 47 is found trespassing, he will be escorted out, except in certain situations.note 
    • If the detection bar rises to about halfway and the NPC loses their sight of 47, they will check the immediate area as they are certain they saw something.
    • If the alarm is triggered, the target(s) will be escorted to safety. If the safe point is compromised, they will be escorted elsewhere.
    • Guards will flank 47 if given the opportunity. Any firefight can end in quick death if there's even one way a guard can get behind 47, as they will use it while others keep 47 occupied.
    • If 47 is taking cover in a different room, the guards might not enter and instead take cover and refuse to leave unless 47 escapes through another route. If 47 pokes his head out of the room, they will open fire.
    • Guards will pick up any firearms they find, and civilians will tell the nearest guard if they find one. They'll also disarm explosives unless they look harmless.
    • Guards can tell from which direction a silenced sniper shot was fired if they see someone getting shot. They will then investigate the origin of the shot.
    • Guards will now use flashbang grenades in combat if you stay in one area for too long and/or enough guards gather up in the general area.
    • If you release a winch to drop something or shot someone but the guards don't witness it, they will still know it was you if you hang around the vicinity.
    • While you can still hide inside closets, chests etc, guards will now realize that if you entered a room and disappeared without a trace, they'll stay a little longer to try and coax you out of hiding. Naturally, staying put is the better option.
  • Artificial Stupidity: That said, the AI is still far from perfect:
    • If anybody catches 47 poisoning a food/drink, they will be suspicious, possibly even alert the guards, but will eventually consume the poison anyway. Additionally, people will still continue to drink from glasses you've repeatedly poisoned. That fourth bout of vomiting won't stop them from going back for fifths.
    • Unless the detection meter fills, other people don't mind you walking into areas you are not supposed to be in. Usually justified, but there are times when a guard is watching you walk through a doorway into a restricted area, yet does nothing unless the meter fills.
    • If you walk into a bathroom another NPC is using and get seen, they will complain about the lack of privacy, stare at you and possibly get suspicious. This happens even if you were in the bathroom before them.
    • NPCs do not notice blood, only bodies, which obviously makes it easier to get away with murder.
    • 47 can knock out or kill a guard who is radioing a disturbance without alerting command. Similarly, he can eliminate targets while they are talking to their associates on the phone without alerting everyone.
  • Authority Equals Asskicking: Averted hard, in sharp contrast to previous games in the series. Every single one of your targets is unarmed and has absolutely no way of fighting back if attacked directly. At most they can flee as their bodyguards escort them to a safe zone. If cornered, at most the bravest of them will insult 47, while the rest can only cower and plead for mercy.
  • Bait-and-Switch: The trailer for the first Elusive Target consists of the target talking to his bald therapist. Then he shoots said therapist, and it's revealed that 47 is watching the entire thing from a security camera feed.
  • Bragging Rights Reward: Getting full mastery in a level unlocks a unique item for that level. These tend to be Joke Items which still have utility in-game, but aren't really that useful to anyone skilled enough to unlock them in the first place.
  • Bread, Eggs, Breaded Eggs: Completing certain challenges can lead to this happening:
    "Silent Assassin", "Suit Only", "Silent Assassin, Suit Only"
  • Book-Ends: "Nightcall" takes place on a dark beach's coast. Similarly "The Ark Society" takes place in the dark near a coast, but instead on a fictional island. Additionally, both missions only have female targets.
  • Boring Yet Practical:
    • Of all the weapons in your arsenal, the most versatile is probably the screwdriver. It can be used as a distraction tool, a melee attack, or thrown as a weapon, a means to set up environmental traps, and it can be carried openly with any disguise, even on Master Difficulty.
    • The Briefcase is also quite useful in its own right. You essentially have a throwable distraction object, a means to lure guards away from an area temporarily, and it can be used to knock people out. Oh, and you can stuff a sniper rifle in the briefcase to transport it to a more ideal location.
    • The coin can not only be thrown, it can be placed. If anyone spots a coin you've interacted with, they'll go and pick it up; place one on a puddle or a cliff, and you've just set up an potential accident.
  • Cold Sniper: 47 is often distanced from human emotions. He is also very skilled with a sniper rifle.
  • Complexity Addiction: It's possible to invoke this. Some player-made contracts rely on them.
  • Conspiracy Thriller: The plot of the first game reveals that 47 is in the middle of a war against two nebulous organisations, The ICA, and Providence. The second game continues this storyline.
  • Crazy-Prepared: It seems that 47 takes every possible scenario into account, and thus shows off unexpected, but rather impressive, knowledge and skills that many wouldn't expect a bald assassin to know. For example, he knows how to play the bongo drums well enough to blend in with a band, he has tattoo sleeves prepared should he need to disguise as someone with tattoos on them (like P. Power, the tattoo artist in Columbia). While some of these moments are obviously made to maintain the Rule of Funny, the intel ICA digs up for 47 is also pretty detailed, justifying many of these moments.
  • Developers' Foresight:
    • If a witness reaches a guard, they will accurately describe whatever 47 was wearing at the time of the crime. Guards also tell the details over their headset some time later, although this doesn't seem to create new extra-aware guards or witnesses.
    • NPCs seem to have slightly different lines depending on how many bodies they discover in one spot. Similarly, the lines will be different if the player stole the victim's clothes.
    • A neat detail about accidents; if the target was conscious upon, say, falling off a balcony, the death seems to get no investigation. However, if they already were unconscious or dead before being thrown off the ledge, there will be a brief investigation, since the victim would likely show some signs of foul play.
  • Difficulty by Region: Besides the changes to gameplay (i.e. NPCs being able to see reflections in mirrors), the levels from Hitman 2016 have also been slightly adjusted, i.e. adding a guard to a previously empty security room on professional mode, and also adding more cover and tall grass to hide in at certain locations.
  • Easier Than Easy: The idea behind Casual Mode is to make players who aren't familiar with Hitman's mechanics still have a chance at completing the level. Camera's are absent from this mode, there are less guard patrols, and firefights are considerably more viable here.
  • Embedded Precursor: Every mission from Hitman (2016) is also in this game as DLC, and it's free to download if you already own the previous game. They have received small updates to match the gameplay improvements in Hitman 2, such as working mirrors, blending into crowds, and hiding in tall grass.
  • Evil vs. Evil: The Shadow Client and his associates are certainly no saints, but their adversary, Providence, isn't winning any prizes either.
  • Exact Eavesdropping: The game notifies you when a conversation you're overhearing could lead you to an assassination opportunity (or Mission Story as it's called in this game).
  • Exact Words: 47 will sometimes indulge in this if he's in disguise. For example, if he talks to Shah while disguised as the new foreman in Mumbai, he talks about his approach to assassinations while making it seem like he's telling her about his management style and techniques.
  • Gosh Dang It to Heck!: Guards will occasionally say "What in the fargly 'H' 'E' double hockey sticks is that doing there?" when they encounter a suspicious object.
  • Hidden in Plain Sight: Blending into both crowds of people and bushes/foliage returns from Hitman: Absolution after being absent in the previous game.
  • Homing Boulders: Thrown weapons are able to track targets around corners and through walls. It's most noticeable with the briefcase due to the slow speed.
  • Idiosyncratic Difficulty Levels: You can play Hitman 2's levels on Casual, Professional, or Master difficulties.
  • Karmic Death:
    • All of the targets have at least one.
      • Tricking Robert Knox into blowing up his daughter Sierra with a bomb he meant for her opponent, and subsequently shoving him over the ledge. Alternatively, blowing up Sierra during her victory celebration or poisoning her with the trophy champagne.
      • Feeding Rico Delgado to his man-eating hippo, grinding Jorge Franco in a cocaine grinder and throwing Andrea Martinez off a ledge as she reads her ex-boyfriend's love note. Alternatively, crushing Rico (and optionally Andrea) with a giant statue of himself.
      • Blowing Dawood Rangan off his apartment rooftop and strangling Vanya Shah to death disguised as a tailor. Alternatively, sniping both as the Kashmiran and murdering the Maelstrom when he meets with you.
      • Blowing Nolan Cassidy up in the vault of a house he intended to buy and smothering Janus during his therapy session.
      • Burning Zoe Washington inside an effigy and shoving Sophia Washington into an Iron Maiden as she threatens you. Alternatively, kicking Sophia off a cliff as she ponders whether or not to kill the Constant.
  • Kill Them All: Still possible, albeit takes a lot longer, as there are around 300 NPCs in each level. Many consider it a Self-Imposed Challenge.
  • Lethal Joke Item: The remote-explosive ducks. They will not be disarmed when found.
  • Loophole Abuse: Just like 2016, there's never technically been a game called "Hitman 2" until now - ''Silent Assassin" has a subtitle.
  • Limited Loadout: When selecting a loadout for each mission, 47 can start out with one pistol and two supplementary weapons/gadgets on his person and one additional weapon (of any variety) or gadget stashed in an Agency pickup somewhere in the level. The briefcase increases the slot by one as you can carry a third item in the briefcase while obviously having the briefcase with you as an impromptu melee weapon/carry case. In terms of what can be picked up in-game, 47 can carry as many small weapons and items as he can find, but only a single rifle grip gun or large melee weapon slung across his back or in hand.
  • Loads and Loads of Characters: As can be seen on the characters page, the game has a huge amount of targets and other notable NPCs. Like in Absolution and 2016, each NPC (save for the crowd filler with dumber AI) have a unique name attached to them, all of which can be seen in Contracts mode.
  • Make It Look Like an Accident: Just like in Blood Money and 2016, this is a viable way of eliminating the target(s). Even if the body is discovered when the target gets killed in an accident or with poison, it doesn't count against the "Bodies Found" section in the post-mission scoring.
  • Master of Disguise: Agent 47, natch.
  • Mission-Pack Sequel: Literally. This game was originally planned to be the second season of the previous game, meaning these missions started out as DLC before being turned into a full sequel. Amusingly, the reverse has also happened, as the first game is DLC for this game, and also free if you own said game.
  • Mooks but No Bosses: Like the previous game, Hitman 2 averts Elite Mooks and Authority Equals Asskicking to a notable degree, most likely as a result of IO Interactive attempting to distance the series from its older, more video-gamey roots. All assassination targets are unarmed and have no means of resisting you if you attack them openly.
  • Murder, Inc.: The ICA, an organisation that accepts contracts to kill people, whoever they are and whoever ordered their death.
  • Needle in a Stack of Needles: Downplayed, as while 47 knows what the normal and Elusive Targets look like, it's up to the player to find them among the NPCs within the level, some of which look similar to each other.
  • Not Even Bothering with the Accent: Averted. Unlike in the last game, characters and NPCs have accents that fit their nationalities rather than just having generic American/British accents. The accents still appear from time to time, but it's much less immersion breaking than it was in the previous game.
  • Nintendo Hard: Master mode is very tough and will likely require players to retry several times to get the hang of the new rules. Bloody kills and most accidents ruin an NPC's disguise, as well as NPCs being more Attentive to gun sounds. In short, IOI looked at possible tactics most players would use for each level, since most routes have at least one new obstacle specifically to make it more impractical to those trying it.
  • No-Sell: Guards or NPCs who have white dots over their heads will get suspicious of you if you enter their line of sight while wearing their disguise, as they know everyone in the level with that particular outfit.
  • Nerf: Fire extinguishers, and to a lesser extent the grey propane tanks. In Hitman (2016) fire extinguishers could be used as portable accidents, as they could be carried around without suspicion and when blown up, they detonated with lethal force; the game counted this as an accident kill, meaning they could be used to kill targets without losing the silent assassin rating. Here they instead knock out any unfortunate NPC who happens to be near them as they detonate. The propane tanks can still kill, but have a smaller lethal radius, only knocking out anyone not within about 1-2 meters.
  • Old Save Bonus:
    • If you own the previous game, you get the Legacy Pack containing the levels and a unique briefcase for free. The progression of the levels and the bonuses you get from them do not transfer, however. Mercifully, the most useful equipment, like the lockpick, Silverballer, and poisons, are unlockable early on, making the grind a bit more bearable for returning players.
    • Completing any of the Elusive Targets in the previous game earns you the Winter Suit and ICA Performance coins.
  • Our Lawyers Advised This Trope: The game opens with a disclaimer similar to the ones from the Assassin's Creed series, indicating that the game was made by a multicultural team of various nationalities, religions, genders, and ethnic backgrounds. Since the game was published by Warner Bros. (technically) rather than Ubisoft, and since at no point does the game touch on any sensitive real-life religious, political, or racial controversies, one does wonder what the purpose of the disclaimer is meant to achieve. It's possibly a response to the internet backlash the previous game Absolution received for including latex-clad dominatrix nun assassins as enemy characters, or the much older controversy from Hitman 2: Silent Assassin where one of the levels (a luxury hospital) was architecturally based on a real-life Sikh holy site.
  • Pragmatic Villainy: Since the ICA is supposed to be a neutral organisation, its agents generally do not take a stance in the morality of their missions or their targets. In the end, the ICA is only concerned with completing its contracts, and the fact that most of their targets happen to be very unsavoury characters anyways is just a small bonus.
  • Retcon: Using the ejector seat assassination on Jasper Knight actually killed the actor in the first game. In this one, Diana's dialogue was changed to mention that his parachute was still working and that he didn't die.
  • Save-Game Limits: While in combat, the saving system is disabled. Elusive Targets, Custom Contracts, and Escalations don't allow saving at all. On a related note, Holiday Hoarders doesn't allow saving due to its Temporary Online Content nature.
  • Scenery Porn: All of the levels look amazing, even on the lower graphical settings.
  • Schmuck Bait: Almost everyone will check out any noises they hear, and pick up any placed coins/weapons 47 has interacted with. You can place a coin on a ledge, throw something to get someone to investigate, and push them off once they notice and try to pick up the coin, for example. They're not idiots though, so trying this while they are watching won't work.
  • Serial Escalation: The locations of this game are even larger than previous ones.
  • Sequel Difficulty Drop:
    • Crouch-running no longer causes guards to turn around to investigate the noise (read: almost always at you) on Master difficulty, a mechanic that was in 2016's Professional Mode and was universally hated because it slowed the game's pace down considerably.
    • Casual mode. The intention behind it is to let players screw around in a given level so they can get used to the layout and the mission stories.
    • If you're caught trespassing, so long as you follow the guards' instructions to leave the area, and don't try and antagonise anyone, your Silent Assassin Rank will stay intact. This will not work if you're already compromised or if you trespass in a Hostile Area.
    • Master difficulty isn't quite as difficult as 2016's Professional Mode, as the item limitations are not present. For example, you are allowed to carry the Silverballer in guard disguise, etc.
  • Sequel Difficulty Spike: In a cool zig-zag of the trope, the game restores some older gameplay elements that were missing only from the previous game. Cameras now alarm nearby enemies on Professional and Master difficulties, NPCs can see 47's reflection in mirrors, among other changes.
    • Things like the coin and lockpick are not standard. Considering that 47 can literally carry as many melee weapons and pistols as he wants, it's odd that he can't fit some coins and a lockpick in without sacrificing something else. Still, if you need a lockpick you can put it in a briefcase drop and get it later.
    • An unintentional example: Certain situations block saving, and the Autosave only happens randomly and after certain one-time-only triggers, meaning that longer sessions (such as Kill Them All playthroughs) can leave you unable to save for hours at worst.
    • Subverted in Casual mode. Most direct action is a last resort and discouraged in the main game; on Casual mode on the other hand, the AI is very forgiving for those who get into firefights often.
    • Sniper Rifles are now illegal in every disguise, including guard ones. This is where the briefcase comes in...
  • Shoot Out the Lock: Returning from Blood Money and 2016 is the ability to blast open doors with powerful weapons. While your Silverballer isn't powerful enough, a shotgun blast or a burst from an automatic weapon often does the trick.
  • Stuff Blowing Up: Let's see... Aside from the obvious explosives, shooting a fire extinguisher causes it to explode, knocking out anybody nearby. Open gunpowder bags also explode. Propane tanks start leaking when shot, and any spark afterwards will blow it up.
  • Something Completely Different:
    • This is the first game in the series to feature full-on multiplayer, with both the cooperative aspect of the Sniper Challenge set in Austria, and the competitive Ghost Mode where players have to compete to kill the same target in parallel universes.
    • It's the first Hitman game in the franchise to feature playable characters that aren't Agent 47, as playing Sniper Assassin Co-op has you and a buddy play two separate assassins, named Knight and Stone.
  • Stopped Numbering Sequels: Zig-zagged. This is a direct sequel to the 2016 Hitman, which itself was actually the sixth entry in the series, but this one is also technically the only game with the exact title of Hitman 2 — the actual second game in the series is Hitman 2: Silent Assassin.
  • Super Drowning Skills: ANYONE will die the instant their face makes contact with water, even if it's a tiny puddle.
  • Temporary Online Content:
    • Elusive Targets. Each one is only available for a limited amount of time, and once that period passes, they're gone. Additionally, once you complete or fail the contract, that's it; you can't replay it at all.
    • Holiday Hoarders, the re-released Christmas-themed level set in Paris, has become seasonal content. You have a limited amount of time to complete the challenges and unlock the Santa 47 suit for use.
  • Throwing Your Sword Always Works: The throwing mechanic is lifted from the previous game wholesale, which itself was reused from Absolution, and it locks onto NPC heads. Lethal items will always kill them and blunt weapons will always knock them out, walls, stairs and corners be damned.note  Became a case of a Good Bad Bug when it came to the briefcase, which looks particularly amusing, as it moves really slowly compared to other melees.
  • Unlimited Wardrobe: Downplayed due to there only being a limited number of levels, but still applies. Unlike previous games, 47 has a different default outfit for every location he visits. His classic suit is still available as a sartorially elegant option, but unless the player selects options otherwise he will generally arrive at a mission wearing whatever would let him most easily blend in, be that a dinner jacket for the slums of Mumbai or a wetsuit for New Zealand.
  • Variable Mix: The background music gets more intense in certain situations, like when you're being hunted or you're close to exiting the map.

    New Zealand: "Nightcall" 
47 sneaks into the safe house of Alma Reynard, one of the Shadow Client's top lieutenants. As he searches for intel, Alma and her entourage of bodyguards come home, and 47's objective changes to assassination.
  • Big Storm Episode: Thunder and lightning can be seen and heard throughout the map.
  • Continuity Nod:
    • Alma Reynard is the target for this mission, and was the girlfriend of Sean Rose, a target in Colorado in Season One.
    • The news program playing in the house provides several:
      • Aleksander Kovak, the client from "The Last Yardbird", was arrested after trying to convert the money he got from the targets' deaths into Bitcoin and will likely be charged with their murder.
      • The Kronstadt Industries surgical bed is said to have caused its first casualty in GAMA with the hospital claiming it was "human error", heavily implying this refers to one of Soders's potential deaths. The segment also mentions Robert Knox and his recent PR troubles.
      • Jordan Cross's record company is releasing some tracks from the former posthumously, which Heidi Santoro, who struck out on a career of her own with her ex-drummer, described as a "shameless cashgrab".
      • There's a new Cassandra Snow movie coming out, with the implication that Craig Black's death won't stop further movies being made. Ironic, considering his motivations as a Cult operative in the Patient Zero campaign was to be remembered for his cult activities, not his books or films (which he despised).
  • Extreme Omnivore: Alma's dog Max apparently has a taste for car tires.
  • Missing Mom: If you wait long enough, Alma will eventually wake up in the middle of the night to call her sister Celia and apologise for missing her daughter Mercedes's birthday, who is currently living with Celia.
  • Stealth-Based Mission: The mission takes place around a large beach house on an otherwise empty seaside. Disguises are limited to guards and potentially other employees inside.
  • Tutorial Level: Similar to the Agency Training missions in 2016, this is low-stakes, low-threat mission with few disguises and a limited number of entry points into the house in order to show the player both the sandbox-esque level design and some of the things they're able to do. This level also introduces some of the new concepts to work with, such as tall grass and working mirrors.
  • We Need a Distraction: 47 needs to return to his boat to exit the mission, but since parking it and infiltrating the mansion, several guards have been deployed to patrol the beach and a few are investigating his boat. He needs to detonate some explosives left in the open bed of one of their trucks to draw their attention away from the boat so he can slip past and exfiltrate otherwise unnoticed.

    Miami: "The Finish Line" 
Taking place during the Global Innovation Race, a massive Miami-based racing expo for tech companies, 47 is contracted to kill Sierra and Robert Knox, the heads of Kronstadt Industries. He is given this contract by Providence themselves, as Sierra and Robert are secret defectors, and must now be eliminated.
  • A.I. Is a Crapshoot: 47 can stage an accident to kill Robert Knox that is made to appear to be this.
  • Blackmail: An opportunity involves a disgruntled ex-employee wanting to blackmail the Knox family.
  • Bait-and-Switch: The Florida Man complains loudly about not having enough "crystal" for his food products. He means sugar.
  • Continuity Nod:
    • The two targets in Miami are both linked to Kronstadt Industries, whose products are hugely important to the running of GAMA Hospital in Hokkaido. The hospital's AI, KAI, introduces herself in the first game as a second-generation artificial intelligence created by Kronstadt Industries.
    • The Sheikh from the IAGO auction in the previous game returns as a potential disguise in this mission.
    • The publicly accessible part of the Kronstadt exhibition contains a familiar surgical table with robotic arms, identical to the one used during Soders's surgery in Hokkaido.
    • One of Sierra's race sponsors is Ether, the biotechnology company who employed Silvio Caruso and Francesca de Santis to develop DNA targeting viruses in Sapienza.
    • Sanguine has a booth at the race, and you'll find shopping bags bearing their name in a couple of other missions.
    • If 47 impersonates the blackmailer, he is asked for his name, prompting one of his classic lines from Hitman: Blood Money to return:
    Agent 47: Names are for friends.
    • One of the guards near the helicopter exit will talk about his time in the Gama Hospital and how he ate botched fugu there, alluding to one of the ways Yuki Yamazaki can be eliminated.
    • Heidi Santoro, Jordan Cross's former guitarist, can be found wandering around the Driver's Lounge, sporting a slightly different attire.
  • Cymbal-Banging Monkey: One appears in this level, and can be turned on to cause a distraction.
  • Disqualification-Induced Victory: 47 can exploit this by disqualifying either Sierra Knox or her main competitor so that the other wins.
  • Early-Bird Cameo: Hector Delgado, whose Cartel plays a central role in the next level, can be found talking to the Sheikh in one of the paddocks. He even mentions the super cocaine the Cartel is cooking up.
  • Easter Egg:
    • There's a secret cutscene for reaching the Kronstadt helipad escape in the Flamingo mascot outfit.
    • Another secret escape involves the Dolphin statues outside the Kronstadt center.
    • Successfully killing both targets dressed as the Pale Rider gives one of the Kronstadt garage racecars a unique white livery and the opportunity to exit Miami using a Cool Car.
    • If the player has the patience for it, they can knock out one of the Flamingo mascots, bring him to the Kronstadt android demo, and scan a flamingo photo into the android, which then kills the mascot. Every NPC in the level will now be wearing the Flamingo outfit. You also get an achievement, aptly titled "Pink Army".
    • If you somehow have even more patience, killing everyone in the Miami level has Youtuber BigMooney06 quip over the intercom about your murderous spree, then admits he probably should leave the area lest he be killed too.
  • Goofy Suit: The Flamingo mascot costumes, which 47 can choose to wear and must do so to reach a certain opportunity.
  • Hoist by His Own Petard: At one point, Robert Knox chooses to demonstrate a Killer Robot capable of discerning friend from foe via facial recognition by standing in front of it. Robert Knox is a famous guy so there has to be at least one photo of him lying around...
  • Lighter and Softer: Sunny Miami was deliberately designed to be the next level after the very dark and stormy "Nightcall" to contrast it.
  • No-Gear Level: Initially, your gear slots are locked and the only outside assistance you can bring is a single drop. You can unlock your gear slots pretty quickly, though.
  • Only in Florida:
    • Robert Knox''s favorite lunch spot is a food truck called Florida Man's. 47 can disguise himself as its owner, whose name the game simply lists as Florida Man. One of the items in this mission is a "Florida Man" article.
    • This mission has the two most ridiculous exits in the entire game, where one involves the helicopter exit being replaced by a birds' nest while 47 is dressed in the mascot outfit, and he will escape by flapping his arms and flying away, while the other has 47 riding on the backs of two dolphins and essentially jetskiing away on them.
  • Robot Soldier: Robert Knox is attempting to sell these to Ted Mendez, a consultant to the US military. An opportunity involves impersonating Mendez and taking Knox out with his own robots.
  • Self-Fulfilling Prophecy: The Knoxes thought they would be the Shadow Client's next victims and cut a deal with him to prevent that. Solely because of that, Providence wishes to dispose of them instead.
  • Shout-Out:
  • Take Me Out at the Ball Game: One of your objectives is to kill Sierra Knox either during or after the race.
  • Too Dumb to Live: Robert Knox has opportunities involving him staking his own life against one of his prototypes' success, attempting to reconfigure a satellite dish while teetering off the edge of a building since there's no guard rail, and attempting to repair his highly experimental car while standing behind where its thrusters would be.
    • It seems to run in the family, as Sierra herself ordered the roller cage of her car to be removed, guaranteeing any crash she has during the race is fatal. She also chooses to confront and threaten the blackmailer (likely Agent 47 in disguise) herself after dismissing her guards, all while standing on the edge of a very high drop into a dumpster.
  • Violation of Common Sense: The "Last Words" Challenge requires you to hang on the edge of the dumpster that Sierra plans to push the Blackmailer into while she's about to do so. She then notices you and steps on your fingers to send you to your demise as well.
  • Yank the Dog's Chain: One opportunity and a few challenges involve helping Sierra Knox win, only to kill her during the award ceremony.

    Colombia: "Three-Headed Serpent" 
In an effort to track down how the militia move about the planet, Diana finds out that they primarily move through the Delgado cartel distribution network. In order to stop them in their tracks, 47 is deployed to assassinate the three head members of the cartel in one fell swoop: Andrea Martínez, the cartel's social organizer and negotiator, Jorge Franco, the chief cook for the cocaine processing plant, and Rico Delgado, the current head of the cartel. By killing them, it's hoped that the militia will be exposed in their movements.
  • Ascended Extra: Andrea Martínez was present at the IAGO auction and had a conversation with Dalia Margolis in the previous game.
  • Ascended to Carnivorism: The targets can be fed to a very hungry hippopotamus if you so choose to dispose of them in that manner.
  • Bling-Bling-BANG!:
    • Underneath the mansion's garage, there are weapons hung on a wall, one of which is a golden variant of the assault rifle used by the guards in the level.
    • Rico Delgado keeps a unique golden gun called "The Matador" in his safe.
  • But for Me, It Was Tuesday: For Rico, the contract on the Chilean Delgados was the most important day of his life. But for 47, it was just another paying job.
    • In Rico's museum on the Delgado Cartel's history, Rico elaborates further on the fallout of 47's contract on Fernando and Manuel Delgado. With their deaths, the Chilean branch of the Delgados disintegrated and their vineyard was invaded by the Chilean military. Rico's family was forced to flee to Colombia, where they spent years rebuilding.
  • The Cartel: Agent 47 faces off against them in this mission.
  • Continuity Nod:
    • This is not the first time 47 travels to Colombia to assassinate a drug lord. It's also not the first time he's had to deal with the Delgado cartel.
    • Rico Delgado himself is briefly mentioned in some easy-to-miss guard dialogue in the previous game.
    • The hippie from Sapienza is in town and has an actual Mission Story now, involving a meeting with Jorge Franco.
    • P-Power is constantly calling Dexy Barat, Jordan Cross's former manager, to no avail.
    • There are Sanguine shopping bags in Catalina's closet.
    • One of the mansion staff can be heard talking about Rico being sensitive on the topic of the "freak accidents" his uncle and cousin died in.
    • Part of Rico's mansion is a museum of his exploits and sentimental objects collected over the years. One unusual object a guard asks Rico about is a bottle of wine, "a vintage year" from 2004.
  • Despair Event Horizon: Returning the love letter to Hèctor will cause him to personally deliver it to Andrea, giving 47 an opportunity to throw her into the river from the office balcony as she reads it. Hèctor is horrified by her fall, assuming the love letter has driven Andrea to suicide.
  • Developers' Foresight: The conversation and events that occur while disguised as P-Power change based on whether or not the bodyguard and/or Catalina Delgado are present, and you can sneak into the compound to perform the tattoo without having to talk to the latter.
  • Fantastic Drug: Jorge Franco has created a form of "super cocaine" for the Delgado Cartel to profit off of.
  • Fed to the Beast: Rico Delgado has a pet hippo that he uses to execute people, which has led to the animal developing an addiction to meat.
  • Job-Stealing Robot: Jorge Franco has ordered a circuit board to repair his cocaine processing machine. The minute the board is inserted and the machine is working again, he fires his lab workers.
  • Jungle Japes: Much of the surrounding environment outside of the town, mansion, and lab is rainforest with very thick foliage that conceals 47 himself or the people he's ambushed.
  • Karmic Death: At great expense, Rico Delgado constructs a statue of himself celebrating everything he's done for the local village, even if it's mostly terrorizing them to keep them in line. 47 can sabotage the statue foundation and arrange it so Rico will cause the statue to fall on top of him once he removes the canvas covering it.
  • Kaizo Trap: Much like in Sapienza, 47 can inadvertently kill an NPC during the closing animation scene for one exit.
  • Shout-Out: Rico Delgado keeps a golden gun in his safe.
  • Tattooed Crook: One opportunity has you disguise yourself as a celebrity tattoo artist who has a session scheduled with Delgado.
  • Tempting Fate: Jorge Franco is currently running tests on a rare flower sample he found in the jungle. Destroy it, and he heads out for another. Unfortunately for him, the plant only grows on a tree branch extending over a cliff facing the waterfall...
  • Video Game Caring Potential: "The Hero of Santa Fortuna" is a challenge centered around helping various people, including the targets.

    Mumbai: "Chasing A Ghost" 
47 is contracted to hunt down three of the deadliest pirates in South China history, comprising of Dawood Rangan, a sleazy Bollywood producer, Vanya Shah, the self-proclaimed "Queen" of Mumbai's underworld, and "The Maelstrom", who went off the grid after a disastrous hijacking before resurfacing with the killing of a Providence CEO. While the ICA has a positive I.D on both Rangan and Shah, they lack one on The Maelstrom, forcing 47 to descend into the Mumbai slums to find him without any intel.
  • Assassin Outclassin': Played with as 47 can use the Kashmirian to eliminate his targets.
  • Bad Boss: An entire level of those.
    • Dawood is an unscrupulous Bollywood producer who forces actresses into the Casting Couch, doesn't pay because his movies are usually insurance scams, and fires people at the drop of a hat.
    • Vanya keeps her workers enslaved and rules as "Queen of the Slums" but only helps in exchange for elaborate bribes. She also kills anyone who displeases her, especially tailors.
  • The Barber: One of 47's possible disguises. There's even an achievement for giving 15 residents a shave instead of using the disguise to take out the Maelstrom. The opportunity is also an excellent source of coins, as each customer pays two coins for a shave. 47 can pocket a tidy profit of 30 coins for serving all possible customers.
  • Be Careful What You Wish For: The Kashmirian is now responsible for the deaths of three of the biggest crime bosses in India.
  • The City Narrows: Half of the map is comprised of the dense and maze-like slums that Mumbai is known for in real life.
  • Dangerously Close Shave: One possible method of killing the Maelstrom is to disguise yourself as a barber and slit his throat while shaving him.
  • Did Not Think This Through: The Maelstrom has taken elaborate steps to make himself invisible. However, he has a house on a hill guarded by a literal army of soldiers and doesn't think this might clue people in to the fact that the woman who lives there is important to him.
    • Subverted with the Kashmirian as he kills both his employers before he's paid. He wasn't interested in the fee, though. Instead, he wanted to eliminate both so he could go to work for the Maelstrom.
  • Easy Level Trick: One of the most risk-free ways to eliminate the Maelstrom is to poison the glass he'll be drinking from during his meeting at the hill. No matter which NPC he is, he will always be the only person to drink from there, even if you haven't identified him.
  • Expy: All of Dawood's awful behavior from criminal ties to Casting Couch tactics has been attributed to real life Bollywood producers.
  • Even Evil Has Loved Ones: The Maelstrom's wife is the only person who can lure him out.
  • Gambit Pileup: Both Shah and Rangan hired the same hitman to kill the other. 47 can aid him in killing either Rangan or both of them.
  • Gameplay and Story Segregation: Despite the fact that no one knows what the Maelstrom looks like and you finding out being a major part of the mission, if 47 manages to kill the Maelstrom without gathering any Intel (he can be identified by the scar on his face, his walk speed being slightly faster than other NPCs, and the extremely long Vagueness Is Coming speech he gives if 47 impersonates the barber), Diana will just magically know that the man 47 just killed is the Maelstrom.
  • The Ghost: No one knows what the Maelstrom currently looks like. Part of the mission involves finding this out.
  • Screw This, I'm Outta Here!: The Tailor has this reaction when Vanya decides he's going to make a dress for her. This despite the fact that she's murdered many other tailors.
  • Take That!: Rangan isn't paying the painter for his commission, insisting that the exposure is payment enough. This is pretty clearly a potshot at real-life commissioners who make similar offers to artists.
  • Undying Loyalty: The Crows have a fanatical loyalty to the Maelstrom.
  • Unwitting Pawn: The player can help the Kashmirian kill both Rangan and Shah by fixing his rifle scope and setting the targets up. He evidently doesn't realize that he's secretly being helped by a rival assassin.
  • Video Game Caring Potential: If you're disguised as a laundry foreman, you can give Shah's exhausted workers permission to go on break.

    Whittleton Creek: "Another Life" 
Working together with the Shadow Client, 47 heads to Vermont to track down "Janus", an ex-KGB spymaster and prior head of Providence. He must also kill Janus's head of security, Nolan Cassidy, as Cassidy is also a "Herald" for the Constant and answers directly to him, risking their plot to frame Janus as the Shadow Client. In addition, 47 must find clues as to where the Constant can be found by searching the neighborhood on foot.
  • The '50s: Picket fences, barbecues, floompy dresses, perfect weather, what's not to love?
  • Awesome, but Impractical: If you get Janus talking to 47, he will remember the program that created 47 as this. Sure, genetically engineered super-soldiers sound cool, but they still need training as kids and they're still erratic. To Janus, a handful of well-placed spies could do much more.
  • Call-Back: Agent 47 once again has an opportunity to knock out a therapist named Dr. Lafayette to meet with a target in complete privacy to perform a therapy session, where said target will start an Exposition Dump on them with little provocation, and can then end it via Vorpal Pillow. It's not the same doctor from Sapienza, though.
  • Continuity Nod: The title is a reference to "A New Life" from Hitman: Blood Money.
  • Deceased Fall-Guy Gambit: Not only do Diana and Lucas plan to have Janus murdered, they intend to make it seem like he was The Man Behind the Man to the Shadow Client.
  • Developers' Foresight: If, somehow, you end up presenting a room twice, Cassidy interrupts 47, telling him that they've already gone through it.
  • Easter Egg: Pointing a gun at the painting in Janus's basement after you kill him causes its eyes to open, and its shocked stare follows your gun if you adjust your aim.
  • Fake Difficulty: The "Find Clues" objective has a bit of this. One of the more helpful clues is attached to Janus's ceremonial robes. However, despite Diana mentioning there's a note attached to it, 47 can't simply read the note, he has to change into the robes to do so, meaning one big clue is completely unavailable if you're trying any of the "Suit only" challenges. However, since this clue includes more information than several other clues combined, the mission becomes much longer as you have to find these smaller clues, some of which aren't marked on the minimap. On the other hand, this really applies only if you prefer to play the game with Mission Stories turned off.
  • Fictional Province: Whittleton Creek is said to be within Vermont, but does not actually exist.
  • Foil: Interestingly, the main bodyguards of both targets serve as foils to one another. Janus' bodyguard is savvy and will be suspicious and wary of any unexpected events. Nolan's bodyguard, on the other hand, seems to really want to enjoy himself while on the job, eating snacks while at the house tour and expressing a desire to join the neighbors' BBQ.
  • Frame-Up: By killing Janus, 47 and his team hope to pin the blame of being the Shadow Client onto him. This would take the heat off of Subject 6, who would simply be outed as a pawn to be dealt with at a later date.
  • Genre Blindness: Despite having been a Secret Service member when Agent 47 infiltrated the White House, Cassidy is a paranoid yet very incompetent man. If you approach him dressed as the real estate broker he wants to meet, you can lead him straight to an booby-trapped underground vault he disables thanks to experience with the model line. Then he'll send his sole bodyguard to outside the house to see if it was visible at all from the outside, while the idiot wanders on into the vault - and leaves Agent 47 at the security console. This is an accident kill for him.
  • Nostalgia Level: This level is very similar to the similarly-titled and quite popular level from Blood Money.
  • The Password Is Always "Swordfish": When shown the vault in the basement of the Schmidt residence, Cassidy notes that most owners don't bother to change the code from the manufacturer default and tries opening it with said code. It works.
  • Rake Take: If people walk into rakes then it will smack them in the face and knock them out. Witnesses will freak out about this as if they've found an unconscious body caused by 47, even if they see the entire incident play out.
  • Stepford Suburbia: Whittleton Creek looks like the perfect all-American suburb but contains a seedy underbelly underneath: Cassidy's crew of undercover bodyguards for Janus are everywhere and slowly taking over the town, one house has a marijuana grow-op clearly above legal limits, another house is for sale due to the previous owner having been murdered there and contains a mysterious explosive-rigged vault which said owner was likely using for some unknown sinister purpose, and the local sweet, muffin-baking granny uses human flesh in said muffins, which she bakes in a place the game itself calls a "murder basement", and sleeps with a pink handgun under her pillow.
  • Video Game Caring Potential: The "Elderly Assistance" challenge requires 47 to "make Janus' day" by completing seven actions: giving him a physical exam, leaving a muffin in the kitchen, pouring out a cup of tea for him, blocking the mole holes in his garden (so he can nap in his garden), playing the gramophone, taking out Gunther (so Janus can visit Helen for a chat), and replacing his cigarettes. Upon completion, Janus struts around happily.

    Isle of Sgàil: "The Ark Society" 
Having finally tracked down Providence, 47 infiltrates a castle keep on remote island in the North Atlantic. He finds that the castle is hosting an annual "meeting of the elite" called the Ark Society, catering to billionaires who fear the world ending in the near future and are looking for a way out. His objective is to extract the Constant for interrogation, but 47 must first execute Zoe and Sophia Washington. The two are a pair of international treasure hunters and the current heads of the Ark Society, and control a killswitch for the Constant that will cause him to die instantly when used - and thus, must be eliminated.
  • The Bus Came Back:
    • Amos Dexter is a member of the Ark society, and is once again an NPC you can encounter in gameplay (amusingly, despite everyone wearing masks he can be easily recognizable due to keeping his Stetson hat.
    • Dexter's not the only Hokkaido patient to return, as Jason Portman can also be found within the members of the Ark Society.
  • Call-Back: One of the Ark Society patrons mentions having once attended a Heaven and Hell-themed masquerade party.
  • Can't Kill You, Still Need You: The Constant is needed for interrogation, so killing him will fail the mission.
  • Continuity Nod: If 47 is able to steal a valuable necklace without being noticed, Diana praises him as being the equal of the Sparrow, a member of the Yardbirds criminal ring 47 kills in the Sniper Assassin mode, and the first target of the ICA facility tutorial.
  • Cruel and Unusual Death: 47 can lock one of the Washington twins inside a Phoenix effigy and burn her alive.
  • Cult: The Ark Society is a group of rich doomsday preppers who band together to pool resources as part of a plan to survive a cataclysmic end to society.
  • Explosive Leash: The Constant has a kill-chip in his body, with the targets holding the triggers.
  • Fictional Province: While the Isle of Sgàil doesn't exist, it's said to be somewhere in the North Atlantic.
  • For the Evulz: You can trigger the Constant's killswitch for no reason other than to give yourself a Non-Standard Game Over and complete a challenge. It's appropriately called "Couldn't Resist".
  • Interface Screw: The musician disguise includes a blindfold which turns the screen a shade of grey akin to Instinct mode without the object highlights.
  • Island of Mystery: It's described as being one of the most secretive places in the world.
  • Knight's Armor Hideout: Knight armor can be acquired in the Penthouse, allowing 47 to stand motionless on several plinths located around the map. The suit itself also provides extra protection at the cost of being unable to crouch, vault, climb, or drop down.
  • Know When to Fold 'Em: When 47 reveals to the Constant that he controls the killswitch to his suicide chip, the Constant doesn't even try to resist. And when he's interrogated by Diana and Lucas, he gladly cooperates since he knows the Partners will want him dead anyway at this point.
  • Meaningful Name: "Isle of Sgàil" means "Isle of Shadows" in Gaelic.
  • Nobody Here but Us Statues: See Knight's Armor Hideout above. 47 can blend in on a number of plinths as a knight armor.
  • Non-Standard Game Over: If the Constant is killed. If you do so by deliberately triggering the killswitch, you get the "Couldn't Resist" challenge.
  • Politically Incorrect Villain: The Washington twins display some very elitist and classist sentiments. Zoe talks about the importance of pedigree during Janus's wake, and Sophia derides the Constant as "reek[ing] of middle class" if her attempt to test his loyalty leads to a confrontation between them.
  • Rich Bitch: Sophia and Zoe Washington, big time. See Politically Incorrect Villain above.
  • Shout-Out:
    • One of the unique NPCs in the level, "Blake Nathaniel", is a very unsubtle nod to Nathan Drake, whose parent series itself references Indiana Jones constantly. Hearing him recount his exploits is basically him describing the plot to an Uncharted game.
    • The level and the Ark Society as a whole feel like a love letter to the Deus Ex games. Ark's members discuss various things we've seen in the Deus Ex series, such as brain uploading and clone bodies, and you can even obtain a Killswitch. The society consists mainly of people who wish to extend their lives or ensure their survival if a world-ending scenario were to happen, so Bob Page would fit right in. The stage in the public bar also uses the triangle-y aesthetic prominently featured in Mankind Divided. The first escalation there is actually called "The Aelwin Augment". Considering the important role bio-augmentations play in the DE universe, the chances of it being a coincidence are pretty low.
    • The Ark Society's masks, fancy costumes, and blindfolded musicians are clearly inspired by Eyes Wide Shut. One member even wonders if the musicians think they are "somewhere with a lot more nudity". Despite only being blindfolded, musicians have curiously poor hearing and will not react to gunfire or NPC panic in kill 'em all runs.
  • Take That!:
    • The Washington twins are said to be "fortune hunters" with an extremely wealthy father who travels the world in search of thrills and artifacts and show no regard for native life or the destruction they cause. Sounds an awful lot like a certain franchise owned by IOI's previous owners...
    • Everyone, from the Washington twins' father's conservative think tank to the fossil fuel titans that comprise the Society's Council, agrees that the time for fossil fuels has long since passed and climate change can no longer be ignored. The council's one holdout (a coal baron) is presented as a stubborn idiot for not moving on to clean energy.
    • The Ark Society itself is clearly based off of real life billionaire doomsday preppers, all of which are ready and willing to retreat to private bunkers in the event of a global collapse. The Ark members are treated as idiotic sociopaths for throwing billions not only on luxury bunkers to hide in as the world burns but also longshots like Brain Uploading and colonies on Titan instead of using their money to prevent the collapse. The environment of the level (a dark, stormy evening) is certainly reminiscent of a cataclysm.
  • Too Dumb to Live:
    • One Mission Story involves Zoe thinking it's a good idea to place herself inside a massive effigy and set it on fire to impress her audience. All it takes is one locked door for things to end horribly...
    • Zoe can also be taunted into standing on top of a puddle with a live wire during an Electric Torture interrogation just as she demands that the machine be turned to full power.
    • Sophia attempting blackmail after having sent her guards away and facing towards an open iron maiden.
  • Wham Shot: 47 detonating the car bomb that killed Diana's parents. Also a case of All There in the Manual as this was revealed in background materials several years ago but never directly addressed in the games until now.

    Himmelstein: "The Last Yardbird" 
  • Ascended Extra: The "Sniper Assassin" mode is a larger version of Absolution's Preorder Bonus; the original Sniper challenge featured a single level, and existed more as a way to kill time than anything else. Not only does the new gameplay mode have multiple levels, but it also allows co-op multiplayer as well.
  • Call-Back: The briefing contains two:
    • The targets are three members of the Yardbirds, a notorious team of robbers, of which Kalvin "The Sparrow" Ritter was a member before his death. A mockup of Ritter's murder was the first tutorial of the previous game.
    • The Yardbirds became infamous for their daring robbery of the Shamal Casino in Las Vegas, where they made off with hundreds of millions of dollars. 47 carried out an unrelated contract in the same casino in Hitman: Blood Money.
  • Caper Crew: The targets are three of five members of a now-disbanded one.
  • Epic Fail: According to the news reporter during "Nightcall", the client was arrested almost immediately after the hit because he tried converting all the money at once into Bitcoin, which authorities found suspicious since it matched the total amount the Yardbirds made in their final heist.
  • Nintendo Hard: The AI in this mode is much, much more paranoid than in the main game. To give a few examples, public accident kills are treated the exact same way as any kill is, the targets spend most of their time in public areas, and, being a sniper mission, the scope is constantly moving and you need to lead the targets. Practically anything visibly out of the ordinary triggers an evacuation. Combined with the 15 minute time limit, obtaining the silent assassin rank - heck, even beating the level - takes a lot of planning and improvisation.
  • Timed Mission: The targets are there for 15 minutes before leaving. However, the timer actually only applies to the three main targets, and the timer can be expanded by killing them and triggering the alarm. If this happens, the mission will end only after every guard dies or escapes, and since all of the guard targets are optional and evacuate one at a time, the mission can be prolonged by a whopping 10 minutes if you just ignore them and, say, look for the various collectibles.
  • Tontine: After robbing a dangerous organized crime group and facing retaliation, the Yardbirds decided to hide the loot and give it to the last surviving member since by then the heat will have died. Naturally, your client is one of the Yardbirds and wants the others eliminated to claim the money.

    Ghost Mode 
  • Anti-Frustration Features:
    • All the doors are unlocked in this mode, making getting around the map significantly easier than in the main game.
    • The supply drop cases never change their location from game to game, and some supply drop cases consistently give out the same items. For example, the case in the parking garage always gives out disguises.
  • Competitive Multiplayer: The first form in the series. Players have to race each other to kill random targets in parallel universes of the same map while being completely unnoticed.
  • Continuing Is Painful: Even if the player is killed after entering combat with guards, the disguise they wore will continue to be compromised for the duration of the match.
  • Cosmic Plaything: So far, the white hat-wearing gentleman is the only target to ever show up in Ghost Mode. He gets killed only to return in a randomized location, only to be hunted down by you and the other player once more.
  • Respawn Point: The bathrooms, of all places. Whether or not it's a nod to 47's memetic phrase of "I need to use the bathroom", or if it's just because bathrooms are away from most of the action is up in the air.
  • Thou Shalt Not Kill: Encouraged, like in the main game. If (and when) everything goes belly up, it's better to knock out the guards that are attacking you, rather than killing them, otherwise you will lose points. Dying, then respawning does not make you lose any points, so you can use this to your advantage.
  • Unstable Equilibrium: Any disguises that are compromised during a match will remain compromised and therefore much harder to use until the match ends, forcing players to find other disguises.
  • Video Game Cruelty Punishment: One point is deducted from a player's score for each non-target killed.