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Hitman: Codename 47, released in 2000, is the first game of the Hitman series by IO Interactive. It's the only game so far to be developed solely for PC; PlayStation, Dreamcast, and N64 versions were planned but got cancelled for unknown reasons. Starting from Silent Assassin onward, the series has been developed for both PC and consoles.

The game had obtuse controls and no save option, its chief redeeming feature being Mr. 47 himself; a well-dressed, well-built chap, polite in conversation and exuding inimitable charm. The story takes place in 47's early adulthood after he escapes from his creator and begins his career as a hitman.The enemies in this go-round include a Hong Kong mob boss, a Colombian drug lord, two would-be terrorists in Budapest, and a weapons smuggler working out of Rotterdam Harbor. The climax takes place inside and underneath a Bedlam House in Romania.

For the semi-remake (which was available on console this time around), see Hitman: Contracts. Also, don't confuse it with the much later, similarly named, fifth entry of the Hitman Franchise; HITMAN™, colloquially shortened by manynote  as Hitman (2016).

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Tropes

  • Abandoned Laboratory: Ort-Meyer's has a bunch of cloned fetuses that he keeps on display, because this is a guy who straight-up loves being creepy.
  • Acrofatic: In spite of his gargantuan size, Tzun is as fast as any other enemy.
  • All There in the Manual: 47's upbringing is detailed in Ort-Meyer's "notes", as well as his relationships with the other staff.
  • Alliterative Name: The Fuchs brothers: Frantz, Fritz, and Fabian. The latter appeared in Contracts as the hitherto unknown sibling.
  • The All-Seeing A.I.:
    • Hong, Pablo and Boris are too smart to be caught by surprise. They will sound the alert when you approach.
    • The Mr. 48s. Depending on 47's location, they will to move to a nearby "attack" or "showdown" navigation point. Despite this, there's some gaps in the laboratory where a 48 will strafe with his back towards 47 (and therefore will not initiate combat).
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  • Angry Guard Dog: Regardless of which warehouse you lead the train into, there should be some Doberman Pinchers waiting to take a bite out of your ass. Sometimes they don't attack (possibly out of some AI glitch...or maybe 47 smells like Boris?), but they're more likely to leap at the chance. They can take 20% off your health bar before you know it, so don't be squeamish about putting them down. A few more appear outside of the Katerina Ivanovna, Boris' boat.
  • Artificial Stupidity: The enemies in this game aren't known for their smarts.
    • Taking out the target "stealthily" usually involves abusing silenced weapons and killing the guards in such a way that they see their fallen comrades' bodies and run up to inspect them.
    • Most guards are begging to be strangled. No matter how many times they talk to you ("Do you have to stand that close to me?"), they won't react when you circle around to their backside. In later games, guards keep their eyes trained on you unless you're in sneak mode.
    • You can safely drop the Red Dragon amulet before you go to the bathroom to get your gun. What an unsafe restaurant.
    • The guards don't even blink at 47 absconding with one of their sex slaves. Also, use your machine gun to clear the rooftop of Red Dragons. The noise will definitely alert nearby Guards and they will start looking for a suspicious Red Dragon. But something else interesting happens. Head to the skylight where Lee and Tzun sit underneath. When you get there then you may find that Tzun has left Lee to fend for himself. Apparently the gunfire has caused Tzun to leave. Some Bodyguard he is.
      • You CAN get away scot free for killing Tzun. As soon as you regain control from the cutscene, 47 will be carrying a Hardballer. Put it away and then run out the way Hong went. If you make it out there before the guards discover what you did to poor Tzun and you aren't carrying a weapon, the guards outside won't attack you, and you won't be held under suspicion for the killing. (If you don't, be prepared for one hell of a shootout.)
      • Following this, head to the 2nd floor of the mansion and you'll see Hong pacing away, wondering when the killer is coming. Just behind the doorway is a tiny alcove hidden away from the door's view. The fun part of all this is that the guards will rush to Hong's body to see what's going on, and their backs will be turned to you. Let 'er rip! Sooner or later, they stop coming. (So long as none of them fire at you, the guards downstairs won't have a single clue as to what just happened.)
    • If you die in the showdown with Pablo, you should reawaken in one of the tents. Just plod your way back to the mansion. Nobody will be giving you any trouble as long as you're still in uniform. What's funny is that if you approach the mansion, you can hear that Pablo's still firing away at you. That guy's nuts.
    • With the exception of the front door, all of the detectors in the hotel can be circumvented. But if you snag a security uniform, there really isn't need. They won't even buzz when you pass through. (Must be them futuristic clothes-scanning detectors.)
    • Once enough time passes, regardless of whether or not you killed Kovacs, a SWAT team will raid the asylum. Of all the AI in the game, they are the stupidest people to ever populate it. At times you will see them get stuck in door thresholds. Quite amusing. Still, as stupid as they are, they will kill anyone who looks like they don't belong in the asylum. Their AI was fixed in the remake.
    • "Meet Your Brother." After killing the orderly at the start of the mission, run to the left of the map where the locker room is. The Mr. 48s follow a very predictable pattern where they emerge to the left of the door and you can pop out and kill them pretty easily without giving them a chance to fight back. Once the MP5 runs out of ammo, just grab another one from the dead 48s. Pretty cheap but it gets the job done.
  • Authority Equals Asskicking:
    • Lee Hong prefers to handle business himself: If Hong realizes who 47 is, he will give chase with his venom-coated sword, and you will not be able to evade him no matter where you go. On the other hand, if you try to poison his soup, Hong will retreat to his house and leave you to deal with Tzun, who then dies in a quick cutscene. So hard to find good help these days.
    • Much like his inspiration, Pablo has an inexplicable immunity to small-caliber guns (probably thanks to his cocaine binge), and even says, "I feel no pain!" as he is getting shot.
  • Awesome, but Impractical: The fiber wire. The animation when killing someone is pretty long, and the weapon is only mandatory in one single level, "Traditions of the Trade", since it can't be spotted by metal detectors. You're better off with knives in the other levels, since they are less expensive (or can be found easily) and kill the victim faster, not to mention you can hack enemies to death with them, whereas the fiber wire requires you to stay behind the victim. This was fixed in the following games, where the fiber wire became much more practical, especially because it doesn't leave blood behind.
  • Awful Truth: Subverted. The protagonist uncovers at the end of the game that he's the end-result of a dedicated cloning program. His origin is cause for significant strife later in his life, but he's never all that choked up over it — he just kills everyone.
  • Bad-Guy Bar: The Flamin' Windmills punk gangsters own an exotic dance club at the Rotterdam docks.
  • Bad Moon Rising/Gigantic Moon:
    • One of the CG renderings has 47 silhouetted against the moon as he readies his sniper rifle.
    • The Rotterdam levels. Both Ivan and 47 make a beeline for the ship as soon as the meet's over, so it's safe to assume it takes place over the course of a night.
  • Badass Israeli: During the training mission, the main character has a chance to try out an Uzi, whereupon Ort-Meyer's notes over the loudspeaker that it" "must be a fine weapon if the Israelis use it with such zeal."
  • Best Served Cold: Dr. Kovacs doesn't look like much, does he? He will start talking to you and will reveal that his memory gets jogged during the conversation. So much for keeping the truth from "Tobias Rieper". Once the conversation ends, 47 can bring out the syringe and plunge it into the doc's neck before he runs away. It's quick, silent and poetic, too.
  • Blackshirt: Fritz's letter tells of a special delivery at the florist's shop. The florist is "sympathetic to [the] cause".
  • Bloodless Carnage: Killing someone with a firearm leaves the body in a pool of blood. Slitting someone's throat... doesn't.
  • Blow Gun: The U'wa tribe carry them.
  • Bomb Disposal: When Boris arms the nuke, he also stomps on the bomb controls for good measure. But worry not. Just walk up to the exposed control panel and bring up your action menu to disarm Boris' nuke. Guess Mr. 47's a good bomb technician, too.
  • Borrowed Biometric Bypass: In the final level, drag the corpse of a Mr. 48 over to the barcode scanner. This permits you entry into Ort-Meyer's chamber.
  • Boss Banter:
    • In "Say Hello To My Little Friend", "Pablo" will interrupt the battle to laugh off each and every bullet you put in him. Even if you're using the minigun!
    • "Meet Your Brother". Ort-Meyer speaks to you via the intercom (just like in the tutorial) and gloats that you can't stop him. But as 47 closes in on the lab, he sounds more desperate.
  • Brawn Hilda: Take a dip in the pool... on the men's side, you pervert. An ogress is guarding the changing room on the ladies' side.
  • Broken Bridge:
    • Sure, you could just kill the Jungle God, but you'll get a fail. The tribe is your ally and killing their sacred animal won't be a good thing. The reason why you need to avoid this jaguar is because it stands in front of the passage that the Chief mentioned. What you need to do for this relatively easy mission is to find a suitable sacrifice for the god.
    • The railroad track in Gunrunner's Paradise. Once you know which random warehouse the target's car stopped off at, you can go ahead and turn a switch so that the train turns southward at the bend and breaks down the barrier.
  • Calling Card: The Triad amulet. Placing it at the scene of a crime will leave no doubt as to "who" did it.
  • Can't Bathe Without a Weapon: In the thermal bath hotel, the pool guy will direct you to the changing booth where you'll find some complimentary swimming trunks. If you wish, you can pick up your weapons after changing (and magically stuff them into your chest, mind you), but it's not necessary to shoot anyone.
  • Carpet of Virility: The loading screens will give you an eyeful of Pablo and Boris' body hair. It's pretty disgusting.
  • Chased by Angry Natives: The U'Wa tribe worships Tezcatlipoca as their god; thus, killing it will provoke their anger and turn them hostile against 47. Shooting them is a dumb idea.
  • Chekhov's Boomerang: One of the first missions requires Agent 47 to blow up a Triad limo. This is just a practice run for the game's most difficult level, "Plutonium Runs Loose": Remember the earlier mission, where Ivan tells you the location of his weapons cache (he thinks you are the arms dealer, remember?). That armory is in this mission. Just install the bomb you find in Boris's car, and that's that.
  • Circus of Fear: Ivan the dwarf runs a circus as a front for his weapons smuggling, although we never see it.
  • Cloning Blues/Facial Horror: If the player looks at the inscription at the top of "The Setup's" loading screen, they can see the person in front of 47 is a failed clone experiment, "Beta 39".
  • Continuing Is Painful: If you die in the middle of a mission, don't bother re-starting unless you want to spend the three grand it takes to continue. If you're on easy mode, you won't get any penalties for dying (at least if you only die once).
  • Cradling Your Kill: After taking out Ort-Meyer, he collapses and, bleeding out, recognizes 47 as his greatest achievement and his son. 47 kneels down, takes Ort-Meyer's head in his hands... and snaps his neck.
  • Creepy Cool Crosses: The asylum is shaped like an inverse cross when viewed from above.
  • Cut His Heart Out with a Spoon: Pablo threatens to club 47 "like a piñata" and feed him to his piranha fish.
  • Cutscene Power to the Max: De plane, boss! Pablo's troops can't gun down your plane once you're in it, so just click "fly plane" and wave goodbye to Columbia.
  • Danger Room Cold Open: Ort-Meyer's Training is straightforward, but with some jet-black humor added in.
  • Deadly Gas: "Meet Your Brother". If you don't drag a clone along with you, then you will be killed when you enter the Biohazard room. The reason is because you are not a Series 48, and when the scanner reads the barcode on the back of your head, then the doors will close and you will be killed with poisonous gas.
  • Depraved Dentist: If you run into Fritz in the hotel, you'll recognize him by his telltale lab coat.
  • Desperate Object Catch: In the struggle with Lee Hong's bodyguard, the dying Tzun grabs 47 by the leg to stop his pursuit, but in the process, he loses his gun. In classic John Woo style, the action slows down as 47 catches the gun in midair, plugging Tzu between the eyes.
  • Deus ex Nukina: The big challenge of "Plutonium Runs Loose" is that if you let a single guard find a body—and he is not silenced himself—you can pretty much kiss the mission goodbye. First you will see, "a dead guard has been found" and then soon after, "a guard is running to report to Boris". At that point, Boris will arm the nuke, dart into his limo and take off, failing the mission for you.
  • Difficulty Spike: The Hong Kong missions will give you a thorough introduction into the intricacies of being a bona fide Hitman. These missions are stealthy and don't require much weaponry to complete (at least at the purchasing stage). Have fun... it only gets bloodier from here.
  • Don't Touch It, You Idiot!: If Fritz is at the pool, head toward the sauna and you should see Fritz relaxing in there. Talk to him and he'll give you a great hint as to how to kill him without laying a finger on him. He'll tell you he has a heart problem and that the heat of the sauna can kill him. Head innocently back out the door. Looks like a tasty valve, doesn't it? Fritz will try to run out of the sauna to cool down, but you'll be holding the door shut.
  • The Dragon:
    • Lee Hong's personal bodyguard and food taster, Tzun.
    • No, it's not the Mad Hatter. That's Boris' dwarf assistant, Ivan.
  • Dummied Out:
    • There's some unused audio files in which 47 can be heard yelling one-liners to his targets, notably to Pablo.
    • There's even some left into the game. If you talk to the front desk worker while wearing the bellboy outfit in "Traditions of the Trade", 47 will be notably ruder and is voiced by somebody who clearly is not David Bateson.
      47: Why don't you sort some mail then, macho pig?
    • The Derringer. You won't actually come across one when playing, except when using the 'giveall' cheat, but it was probably meant to be carried by the classy ladies you meet in either the Hong Kong brothel or the Budapest hotel.
    • Using the 'giveall' cheat gives access to the MP5 submachine gun (much better than the Uzi) in the second Hong Kong level, "Ambush at Wang Fu Restaurant". Not counting the tutorial level, the availability of the weapon only starts much later, with "Traditions of the Trade". "Ambush at Wang Fu Restaurant" appears to share coding with the penultimate level at the asylum, since the 'giveall' cheat code gives not only access to the MP5, but also to the asylum's keys, and some SWAT radio voices can also be heard after shooting with the MP5.
  • Dungeon Bypass:
    • "Gunrunner's Paradise": The warehouse with the dogs in front of it is the one that the gangsters are hiding in, and it's determined randomly at the start of the mission. Binoculars help you check which is the right warehouse without having to bother with the GPS. You can skip putting in the GPS, and the car will arrive anyway after you're done emptying the warehouse of its original occupants.
    • It's possible to get to Boris' ship by completely skipping the weapon cache. If he was never disturbed, enter Boris' room, trigger his cutscene and then drill him while he's at your mercy. If you scout out the ship beforehand and know which stairs to take, you won't have a problem finding the bomb.
    • You can skip the asylum level by getting in an elevator, choosing a floor and quickly getting out. Reenter the now-empty shaft and you have passed the level.
  • Early Installment Weirdness:
    • Codename 47 was much more akin to a game that was throwing darts at a wall to see what stuck; you have to remember that you can't compare it to new games, it was designed to run on 64 Mb of ram.
    • There are no default weapons to begin with, all weapons have to be bought. The fiber wire especially.
    • There are lots of foes standing between you and your target, and no way to dispose of them non-lethally. As long as you don't grease any civilians or police, which would dock some of your pay, then you could pretty much kill with impunity, unlike the scoring system of the following games, which favors much less lethality. It was when Silent Assassin rolled around that the series' trademark stealth style was being truly improved.
      • The Colombian missions are fast-paced noisy action. They effectively force the player to gun down numerous guards in order to complete a hit.
    • The game's map function didn't indicate the presence of individuals... and don't indicate the main target's location either.
    • On every mission, you'll be able to purchase the compass. While this is a nice feature, it's really not necessary to spend your hard-earned funds on it on the earlier levels. It's likely that you'll never look at it and if you ever get lost, just check the map and reorient yourself to where you want to go. (Later on, when the maps get impossibly huge, you might find that constant map-checking gets tedious, but this is less of an issue in the sequels.) Silent Assassin added a compass in the HUD by default.
    • No in-game save feature. Instead, it has an odd life system where each mission would let you die and respawn a set number of times. Respawning doesn't reset the guards' alert status though, so if you died you'd either have to gun your way through the rest of the level or restart from the beginning.
    • Guards are a lot more gullible around 47. The only caution when procuring disguises is that nobody sees the one guard in his boxers. If they do, you'll be under suspicion and you'll need to find yourself another uniform. Funny enough, the uniform can look exactly the same. It just needs to be fresh.
    • Players are expected to pocket the jade dragon/gold totem themselves to avoid detection, whereas in sequels, 47 does such things automatically.
    • At this early stage, 47's trademark Walther 2000 rifle is as hard to obtain as it is in real life. It only appears in the late game of Codename 47 and Silent Assassin, and then only as an unsilenced version.
    • The interesting thing about the syringe is that it has "infinite ammo". You can, if you're so inclined, use it to kill every patient and guard in the asylum.
  • Elite Mooks: The SWAT officer squads in the second-to-last level, the Asylum, are equipped with automatic weapons and body armor and will actively sweep the entire building room-to-room searching for you, as opposed to all earlier opponents who simply stood guard or patrolled along fixed paths as long as you didn't alert them.
  • Escort Mission: Talk to Mei Ling, and she'll begin to... trot, very quickly, out of the brothel. Once outside the restaurant, a cutscene will take over as 47 hides Mei Ling from the guards' line of sight.
  • Fast-Roping: How 47 makes his entrance into Columbia.
  • Fetch Quest:
    • The Jade Figurine and the gold idol.
    • It's not necessary to talk to the inmates and collect their stuff for them. In fact, it's annoying as they can't open doors for themselves and sometimes run off before you can progress. It's only beneficial in that somewhat helps advance the storyline. There's only one guy who sticks out, and he's sitting hunched over on the chair. Yup, it's Agent Smith again. He needs an antidote before he can be of any use.
  • Fictional Counterpart: The Hotel Gallard is the site of an upcoming "GM" Summit (United Nations FCK in Contracts, a reference to the FCK soccer team). This hotel is probably based on a real life Hotel Gellért.
  • Fictionary: Walk straight when you enter Hong's restaurant, and you'll see a door up ahead with the word "BAR" above it in fake Kanji.
  • Finger-Tenting: Lee Hong gloats over his jade figurine on a loading screen, showing off his Lo Pan fingernails.
  • Follow That Car: In "Gunrunner's Paradise", the bikers will lead you straight to the meet with Ivan. The gang plays a smaller, but similar role in the remake, "Deadly Cargo": The gang is re-dubbed the Flamin' Rotterdam (foreshadowing the fate of Rotterdam should you fail to disarm the bomb), and Ivan is replaced with Rutgert's Vice-President, who presumably took over once Rutgert died.
  • Framing the Guilty Party: To pin the Chief's murder on the Red Dragons, you have to leave behind an amulet with their gang insignia on it.
  • From Nobody to Nightmare: Ivan. A pickpocket who considers suicide, jumps off a bridge, but lands on a circus wagon instead, after which he becomes an evil, vicious clown.
  • Gang of Hats: Blue Lotuses wear traditional clothes and have queue hairstyles. The Red Dragons have more variety: guards wear bandanas, the staff wear black-on-red suits with sunglasses.
  • Gas Mask Mooks: If you wish, you can steal the uniforms from the guys handling the plutonium (they have cool gas masks), but it's only a cosmetic change; it's not necessary to change after taking the plain guard's uniform.
  • Gatling Good: The M134 Minigun (simply shortened to the "Minigun") is a weapon which can only be found in Hitman: Codename 47 and Contracts. The Minigun is the most powerful weapon in the entire series by sheer firepower. It is also the fastest-firing and heaviest weapon in the series. We've had so much “hard stealth” as a blowback from what people consider a travesty of Hitman: Absolution that people forget that, yes, at one point Agent 47 did wield miniguns and go Full Metal Jacket on loads of enemies without stopping to even wipe the sweat from his brow.
  • Genre Shift: You have to wonder what was going on in the dev teams' minds during C47. Feels like they didn't exactly want to commit to stealth or didn't have enough experience in creating such levels, so they decided "shooting is good enough". At the same time, the game was pretty much an experiment; they never expected the stealth concept to get so big.
  • Girls Have Cooties: 47's shiver of disgust when Mei Ling kisses him.
  • The Goomba: Ort-Meyer's ghoulish orderlies. They are barely a threat. If they somehow manage to stun you, you will restart at the beginning of the tutorial. In Contracts, the SWAT guys have no qualms about shooting them, since they visibly carry stunguns.
  • Gonk: Lee is a Fu Manchu caricature, Pablo looks like his face got caught in a blender, Frantz is covered in warts, and Boris is quite the hirsute fellow.
  • Guide Dang It!:
    • The map is sometimes missing some important aspects, such as, oh....YOUR MAIN OBJECTIVES. Your first task in Mission 3 is to get to the Red Dragon negotiator before he reaches the restaurant for the summit. Since the developers didn't feel the need to put his location on the map (or even where he's entering from), you'll end up running all over the block like an idiot. It should only take about two laps to spot him, but it's still pretty odd not to include him on the map.
    • "Plutonium Runs Loose": The guards at the gates say, "You have no right to be here!", while letting other guards through. This is one of the most baffling obstacles in the entire series. If you get behind a patrolling guard and follow them through a gate, for some reason, now you're allowed through.
  • Happily Failed Suicide: Ivan's suicide jump off a bridge was "mistimed", and he crashed through the roof of a traveling circus train. Believing it to be an omen, Ivan joined the troupe as a stunt dwarf, and gradually took control of the circus.
  • He Knows About Timed Hits: The inmates are aware of 47's map. They will mark the locations of high-grade weapons on his laptop.
  • Immortality Immorality: In his writings, Frantz seems to be feeling his age more than the others, which might explain his eagerness to betray the Professor and take over the project.
  • Incredibly Obvious Bomb:
    • Boris' remote control. It has a goofy radiation logo on it.
    • The Fuchs Bros. have stashed a chemical bomb in the top floor of the hotel they're staying in. If you attempt to carry the bomb past any guards or civilians without the suitcase (or stupidly try to carry the suitcase through a metal detector), they will be alerted to it and begin to hunt you.
  • Item Get!: Before you enter the U'Wa village, take the Idol out from your pocket and hold it out in front of you. If you don't, the villagers will most likely attack you, especially if you're in a soldier's uniform. Otherwise, 47 will hold it aloft like Belloq in Raiders of the Lost Ark, and the tribesmen will tell you to see the chief.
  • Jungle Japes: Unlike the later games, your stint in Colombia will consist of fast-paced, noisy action in the mists of the jungle. Pablo's coke factory is hidden somewhere in this wilderness. The lush forest keeps his rivals at bay, but Pablo is still getting harried by the local Indians.
  • Kevlard: Due to his mass, Tzun can withstand more gunshots than is average in this game (while wearing nothing but a robe). Despite his size, he can still be fiber-wired or otherwise executed from behind.
  • King Mook: Not trying to poison Tzun means having to deal with him at Hong's mansion on the north end. The problem with this is that Tzun can see through your disguises no matter what you're wearing and he has a LOT of guards to back him up. If you're feeling more bold (or suicidal), then you're welcome to try. Tzun is most vulnerable when he's out on patrol.
  • Leave No Witnesses:
    • All of the bikers must be gunned down before the meet with Ivan. Otherwise he'll rabbit, and Boris can never be found.
    • If anyone is left alive in the engine room ("He's een zee engine room"), the freighter will refuse to start.
  • Locomotive Level: A train will circle around the tracks in the first portion of Rotterdam. This train plays an important part in this mission. It is used to smash through the gates that block access to three warehouses.
  • Locked Door: Fritz isn't on the hit list initially. He gets promoted to "Target" once 47 learns the whereabouts of his bomb, which is squirreled away in his X-Ray room. You need to kill Fritz to get his key.
  • Mad Bomber: Frantz is the explosives expert of the bunch.
  • Made a Slave: Once the Hitman puts Mei Ling's fee on "his tab" at the bar, the woman will take you aside and tell you that she doesn't belong there; Lee Hong's men abducted her from the mainland and put her to work in this brothel. She needs someone to spirit her out of the building, and 47 gives you no choice but to agree. Besides, she knows the combination to Hong's safe.
  • Master Key: You may or may not have noticed, but there is a cleaning boy going from room to room in the hotel. In fact, it seems like there are hundreds of them. At any rate, you'll note when you follow him that he uses the same key to open every door. This would be the master key, which is exactly what you need. So, once the bumbling idiot enters the room and leaves the key in the door, 47 will be free to snatch it up.
  • Mister Big: Ivan is the courier, which means that he's a VIP in "Gunrunner's Paradise", but he can be killed in "Plutonium Runs Loose" (as an NPC in the engine room).
  • Napoleon Delusion: One of the inmates quotes Winston Churchill while looking for his lost book.
  • Nazi Grandpa: According to his small biography in the first game, Frantz Fuchs was a member of the Hitler Youth and enjoyed it.
  • Needle in a Stack of Needles:
    • Boris is doing business with a Dutch biker gang, the Flamin' W'Mills, in Rotterdam harbor, one of the biggest ports in the world. Fortunately, the bikers aren't nearly as careful as Boris.
    • In the remake, the gang is all set to deliver Boris' nuke as promised, but attaching a GPS to the car is just a formality. It's all very convenient once you're on the boat, since the car gets loaded into a random shipping container. But there's so few containers in the hold that it's easy to just search them all until you uncover the bomb. This was probably included as a treat for players who remember the car in "Gunrunner's Paradise".
  • No Canon for the Wicked: If you're a fan of domestic violence, you can just shoot Mei Ling (or club her with your gun in Contracts) and take the combination from her body. Of course, she shows up in Silent Assassin, and it's highly unlikely she survived a headshot and continued to turn tricks like nothing happened.
  • Obvious Beta: "Plutonium Runs Loose". Gotta love how the car and the dogs noclip through steel fences.
  • Older Than They Look: Although well into their 60s and 70s, your targets look much younger thanks to Ort-Meyer providing him with a fresh supply of organs.
  • Opening a Can of Clones: Mr. 48. Unlike 47, they were designed to be "puppets" for Ort-Meyer, doing everything they are told and lacking free will.
  • Panthera Awesome: The U'Wa Chief knows of a secret passage to Pablo's Camp. The passage is guarded by what the tribe calls "Tezcatlipoca", the god of death. However, the Agency knows that this god is nothing more than a very large Jaguar. But it is still dangerous, nonetheless.
  • Poisoned Weapons: Hong's sword is coated with poison and is said to kill men with a scratch.
  • Randomly Generated Levels:
    • Talk to the bound Agent Smith, and he'll tell you where jade dragon is stashed. If you haven't noticed already, Hong has several decoy safes in the building: the warehouse, the VIP area, the brothel, and the guard's quarters. Opening the wrong one alerts the guards and you'll soon be surrounded.
    • Once you plant the GPS on the gunrunner's sedan, open up your map and you should see the blip stopped off at one of three general locations: east, west, or south. Each warehouse is blocked off by a locked gate, so you'll need the train to smash on through it for you.
  • Remixed Level: "Lee Hong Assassination" starts you off outside the Wang Fou Restaurant from the second mission. There is nothing to do out here other than reminisce about missions' past.
  • Road Runner PC: Sure, you'll more than likely get shot in H:C47, but all that training in Colombia should assure you that guards can't hit anything that's strafing from side to side.
  • Sauna of Death: These things can be dangerous to people with heart conditions.
  • Schmuck Bait:
    • One of the more popular methods of killing Lee Hong is by spiking his food with the poison which is available in Herbal Shop. However, using it will involve killing one of the Waiters to gain an outfit (this will incur a $5,000 penalty against your reward) and alert guards to your presence, thus triggering a lockdown. So, to prevent unnecessary casualties and to save money, you can use another method which will involve shooting Lee Hong through a skylight.
    • There's a service closet on each floor of the hotel. Whatever you do, don't pick up the bellboy uniform. Even if the door is closed when you change, Frantz's bodyguard—for some reason or another—will come and shoot you. (Interesting fact: you can also pose as a cleaning boy, but not by taking one of the uniforms in a closet, to get into Frantz's room.)
      • You may see Fritz in the pool (he's the one floating on his back staring up at the ceiling...it's a nice ceiling). Killing him here means having several swimmers just itching to rat you out, not to mention the big—and we mean BIG—woman guarding the women's changing room. If he's in the pool, just wait for him to get out. Also, since the sauna is deserted, you can kill him more easily if he winds up there.
      • If you try on Fritz's dentist disguise, his secretary will see right through it.
    • "Meet Your Brother": If you enter the barscan room without a Mr. 48 in tow, 47 will try scanning his own barcode. A red light and klaxons will go off, the room will be gassed and 47 will die.
  • Shout-Out: In "Traditions of the Trade", 47 can pick up a box of roses with a shotgun hidden inside. Like what the T-800 did in Terminator 2: Judgment Day.
  • Show Some Leg: Talk to the bartender in the Rotterdam strip joint, and he'll tell you that he can arrange a private session for you. How thoughtful. But, being the efficient killer you are, know that the private session would be better used to get that transmitter on the gunrunners' car. She's more than happy to lead the doorman away down to the alley, using the lamppost for a pole dance.
  • Skippable Boss: There is a guard tower just east of the mansion that offers you a view of Pablo's room. You can snipe at him from here, and it will take fewer shots to kill him than if you run into the drug den to fight him. If he's coked up to the eyeballs already, and you backtack to the tower, Pablo's HP will skyrocket and he will return your shots.
  • Slasher Smile: Mr. 48 has an extreme loyalty to the scientist and constantly displays a psychotic smile, even in death.
  • Slave to PR: Lee Hong mentions in his correspondence that he has to jump through a lot of hoops to get control of the Hong Kong Triads. They are too "superstitious" and too wedded to feudal traditions. Hong is an outsider, so he has to over-compensate with long mustaches and clothing that is a century out of date. It seems Ort-Meyer was right about the importance of the jade statue, too.
  • So Much for Stealth:
    • Tzun will put his life on the line to protect Hong from possible danger.... including tasting Lee Hong's food for poison.
    • Escaping out the front door of the hotel offers 47 an adrenaline-pumping escape as you hit the final metal detector: all the guards will come out as you sprint past it. A cutscene will play of the limo screeching up and you'll get a nice view of all the guards who showed up to wish him farewell. Escaping through the kitchens is easier and you get a cool, classy cutscene to go along with it. Hang a left into an alley and you'll be picked up by the Agency limo.
  • Spell My Name with an "S": The prostitute is named Lei Ling in this installment, whereas Hitman 2 and Contracts refers to her as Mei Ling. Also see Ort-Meyer / Orthmeyer.
  • Swiss Cheese Security: If at any time a body is discovered, Lee Hong will lock the front door to his mansion. The elevator to the basement is completely unguarded, so not to worry.
  • Suspicious Videogame Generosity: When you emerge out of the cave in Pablo's compound, there will be a crate near by. If you decided not to bring a knife, or if you lost your vest in the last two missions, it's your birthday.
  • Super Window Jump: You can also shoot out one of the restaurant windows and attempt to sprint back to your car that way. Or just leap out the bathroom window so you don't have to bother with the guards out front.
  • Take It to the Bridge: You need a safe path to Pablo's compound, but it's blocked. 47 will have to save the U'Wa chief's brother, who is being held captive on the bridge, to gain passage.
  • Teleporting Keycard Squad:
    • "Plutonium Runs Loose": Heading to the weapons stash on the eastern side of the map causes a bunch of guards to stop their patrols and take up stationary positions, preventing you from latching onto guards who go through the gates.
    • Once Kovacs bites the dust, the local police force arrive and the building is placed on lockdown. There's a key on the wall which unlocks the rest of the sanitarium.
  • Terrorists Without a Cause: The Fuchs bros. are plotting to detonate a chemical bomb once all the foreign dignitaries are in place. Frantz is a wistful Nazi who makes a living as a freelance terrorist.
  • That Poor Cat: An alley cat is prowling around the harbor levels. (Mew.) If Boris manages to detonate his bomb, you'll see a cutscene of the cat flying through the air. The kitty makes a return appearance in Silent Assassin, when Sergei scours his brother's ship for clues.
  • Thou Shalt Not Kill: Moreso than in other Hitmans, killing civilians and security guards is a no-no.
  • Thriving Ghost Town: In Lee Hong's cathouse, you'll find an old lady and a younger lady in purple. Talk to the old lady and she'll offer you her best girl (how generous, considering that the girl standing next to her is the ONLY girl in the brothel).
  • Timed Mission:
    • If Pablo's soldiers have secured the crash site before you arrive, then you'll have a bit more of a problem.
    • Gunrunner's Paradise. First, you need to plant your transmitter on a car so you can find out where the buy is going to take place. Second, you're going to crash that meeting and turn it into a blood bath. Third, you'll have three minutes to mop it up before Ivan gets there. These three minutes are not for farting around. If Ivan sees any bodies on the floor (but he doesn't care about blood, fancy that), he'll take off before you can hand him the briefcase with the tracking device in it.
    • If you fail to catch Boris in time, the whole shipyard burns up in a nuclear explosion. Boris always senses when 47 is approaching and he will take extra measures to stop you: He arms his nuke to detonate in the harbor, sics a dozen or more guards on you, and then ducks into his car, causing an automatic fail. However, he gets a nasty surprise if you thought ahead and planted a bomb in his car.
  • The Triads and the Tongs: The two reigning gangs in Hong Kong are the Red Dragons and the Blue Lotuses. By the time 47 is finished, the leadership of both gangs is in disarray.
  • Trial-and-Error Gameplay: H:C47 comes from the "keep dying until you get it juuuust right" school of game design.
    • "Plutonium Runs Loose" is hard to do stealthily. You can spend hours sneaking through all of the gates to the ship only to get caught by two guards ("He's in ze gangways") over and over again.
    • Splinter Cell is pretty similar in this aspect, but at least you have autosave in that game. Granted, 47 usually get two "lives", but it's not the same, because most of the time your cover has been blown after dying, and it's almost impossible to get a clean disguise when both civilians and guards are now aware of your presence. This is especially annoying in the Rotterdam mission, where you'll have to go through a laundry list of objectives before getting anywhere near your hit. Keeping a low profile in that mission is a MUST, because if you're spotted once, Boris scurries away in his car and the harbor goes up in flames.
  • Upgrade vs. Prototype Fight: At the end of the Asylum, the genetically engineered clone Agent 47 faces not one, but an entire army of the new-and-improved Mr. "48s". He manages to defeat them all, but it helps that he finds a minigun lying around. You have to kill one of the Mr. 48s to get said minigun.
  • Vehicular Assault: In "Slaying a Dragon", there are a copious number of Triads overseeing this small meeting, including a helicopter carrying a sniper.
  • Villainous Widow's Peak: Lee Hong and Boris are sporting this.
  • Villains Out Shopping: There are a few stops Fritz makes on his rounds, as he frequently moves about the hotel. The guy never works. Anyways, his secretary will tell you he's either in the casino, the restaurant, or the thermal baths.
  • Wacky Wayside Tribe: The U'Wa tribe in Columbia. We knew 47 spoke a lot of languages but we didn't know he understood Uw Cuwa, too!
  • We All Live in America: There is no such rank as Chief in the Hong Kong Police Force.
  • Welcome to Corneria: Oddly enough, the same phrases are shouted by mooks from different continents and culture when 47 is spotted/unmasked/draws a gun, just with a different accent.
    • "He's packing!"
    • "Weapon! Weapon! Watch out!"
    • "This guy's loaded!"
    • "We have a situation here!"
    • Civilians, whether they're from Hong Kong or Hungary, have "Don't do this!", "What are you doing?!" and "Have mercy!"
    • The Wang Fou staff will always address you as an "honorable guest", even if you're dressed as a guard.
  • What the Hell Is That Accent?: Phony as they may be, most of the accents in the series are identifiable, with the notorious exception of the bartender from "Gunrunner's Paradise", who can't seem to decide whether he's Russian, Scottish or German.
  • Where the Hell Is Springfield?: The nameless "Asylum" is located in an undisclosed place in Romania, although a letter from Ort-Meyer to Pablo suggests the county in which the building resides is Satu Mare.
  • You ALL Look Familiar:
    • Mei Ling uses the same model as the Rotterdam stripper, only with a different hair coloring. There are other examples (the identical Red Dragon negotiators), but this is the most glaring.
  • Zerg Rush: In "Meet Your Brother", the final battle is a shootout in a maze-like arena against a respawning opponent (10 clones that are released one after the other) that constantly run around while shooting instead of standing still and aiming like every other enemy in the game. So, after a game of witty, disguise-based stealth gameplay, the finale is an Unreal Tournament deathmatch. The level opening suggests that the intended method for winning the fight is not to go toe-to-toe against them, but rather to use your brain and camp using a convenient nearby minigun and ambush them as they appear one by one. Bear in mind that 47 still needs to locate a disguise of sorts (a Mr. 48) to enter Ort-Meyer's room.

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