Hitman 2: Silent Assassin Silent Assassin Walkthrough Version 1.1a By Rojan E-mail: Samrjk@yahoo.com Alt E-mail: Rojansheepy@yahoo.com Http://www.geocities.com/samrjk Stewie from the Family Guy Louis “Ah… look at Stewie, doesn’t he look adorable playing with his Sesame Street phone.” Stewie “Put me through to the Pentagon!” Ernie “Do you know what a sound a cow makes?” Stewie “Don’t toy with me Ernie. I’ve got six armed men stationed outside Big Bird’s nest. I’ve dispatch with Mr. Hooper, and as for Linda… well it’s rather difficult for a deaf woman to hear an assassin approach. ----------- Copyrighted ----------- This FAQ is copyrighted and shouldn't be used for your own laziness (I.E posting it on your site saying you made it) or profit. This was made for personal use such as helping with the game. Do not post this on your site without my permission. You can download the walkthrough to your computer. You can give it away but do not charge cash for it. -=-FAQ History 5-26-03 Here is a small update for an alternative path for mission 1 that was contributed by Mr. Ford. 10-30-02 All the weapons, and items have been updated quite nicely. All missions have been added for you pleasure. Also cheats, items and patch info have been added. Since this is on my web site, I’ve added on a few missions, maps to help. In my opinion it’s pretty complete. Check on my website for the other version with maps and such. 10-06-02 This is the start of the full game walkthrough. As you might know, this FAQ is changed from my demo walkthrough. So just to emphasis, this is the full walkthrough, not the demo. Note: This walkthrough/FAQ contains spoilers to the story. Please do not read farther unless the story means nothing to you. With that out of the way, enjoy. -=-Table of Contents 1. Story 2. Characters 3. Combat strategies and tips 4. Items and weapons I. Akimbo Gun Technique: II. Two SMGs in your coat: 4a. Handguns I. Berretta 92f II. Desert Eagle III. 5.45 Russian Pistol IV. .22 Suppressed Pistol V. Hard Ballers VI. Colt Python Snub nose 4b. Rifles I. R93 Sniper rifle II. 12 Gauge Shotgun III. Dragonof (SVD) Sniper rifle IV. AK-47 V. SP 12 Shotgun VI. M4 Colt Carbine VII. M60 light machine gun VIII. M195 Anti Vehicle rifle IX. Hunting Crossbow X. MP5 XI. UZI 9mm XII. Sawed-off shotgun XIII. W2000 Sniper rifle XIV. W2000 Custom rifle 4c. Melee weapons I. Fiber wire II. Knife (Kitchen, Combat, Surgeons Scalpel) IV. Golf club (Driver) V. Katana Sword VI. Fire Axe VII. Anesthetic 4d. Items I. Spoon II. Magnum ammo IV. Pistol ammo V. Shotgun ammo VI. Sniper ammo VII. Flowers VIII. Binoculars IX. Locks pick X. Groceries XI. Car Keys XII. Basement Key XIII. Night Vision goggles XV. Foreign Chocolate XVI. Sushi XVII. Cheque XVIII. Bomb 5. Walkthrough 5a. Prequel Mission/ Training 5b. Mission 1 5c. Mission 2 5d. Mission 3 5e. Mission 4 5f. Mission 5 5g. Mission 6 5h. Mission 7 5i. Mission 8 5j. Mission 9 5k. Mission 10 5l. Mission 11 5m. Mission 12 5n. Mission 13 5o. Mission 14 5p. Mission 15 5q. Mission 16 5r. Mission 17 5s. Mission 18 5t. Mission 19 5u. Mission 20 6. End Mission Rating 7. Bugs 8. Extra things to do 9. Cheats 10. Copyright stuff Note: The patch is now out. It doesn’t fix the blue screen but it fixes a lot of things. Go download it. The console menu appears now and you can use the invisible cheat in the game. Type it out like in the demo. -=-1. Story You are the best, a legend whispered through out the business. No one has heard from you for a while and think of you as dead. You have found GOD and have donated your vast accumulated fortune into the Sicily church. Unfortunately (and it would be a very boring game unless) some people are forcing you back to the trade. You find a note attached to a kitchen knife saying that they want 500,000 or they will hold your friend Father Vittorio until then. You don the suit and answer with your weapons. -=-2. Characters Code 47 This character is your basic silent badass killer. Dianna from Agency She is your contact within the agency. She enjoys having you because her rating goes up with the legend employed in her services. Father Vittario The father and mentor who is kidnapped by a group of mafia men -=-3. Combat Strategies and tips 1. Use doorways as choke points so that if guards want to kill you, you know at least that they have to come and get you one at a time. The uses of melee weapons near choke points help lengthen your life as well. 2. Each weapon can be used as a melee weapon. You can swing your firearms if you are close enough to the enemy. This is a slow process but better than nothing. 3. Use stealth as much as possible, hence the title, Silent Assassin. It may be slower going but it's better than a game over logo. 4. Reload, reload and make sure to reload after gun battles. There is nothing more aggravating than to hear "Click, Click." 5. Do not run while in disguise. Guards will yell at you and lets face it, which wouldn't question a bald guy in a group of mafia men who all have hair. 6. Push q to holster weapons and items. 7. Look through keyholes. It can save you the embarrassment of dying from walking into a room full of guards. 8. Use the first person mode if you need to aim. 9. The third person camera is good to look around with and can look almost above any door. 10. Shoot lamps to create stealthier approaches. Even though, you cannot break them with melee weapons for some reason. 11. Use the map function to scout and to tell you where the targets are. You can never be too careful. 12. AI will remember you. Even if you didn't pull out your weapon they will still remember to be curious of you. 13. Study the movements of the guards. (Green=innocents, blue=guards, red=target, important, and white=important people) 14. If the game is pissing you off due the guards seem to be supremely smart at the wrong time, play through the level shooting everybody. You will let off steam and you can always reply the level if you want. -=-4. Items and Weapons I. Akimbo Gun Technique: You will first need either the version of the hard balers. First drop the hard balers on the ground. Then pull out the handgun you want in your left hand. Pick up the balers. You can now pull out any handgun and you will akimbo them together. You cannot reload the gun in your left hand however. II. Two SMGs in your coat: Generally, you are only allowed one SMG in your coat, either the UZI or the Mp5. You can conceal both guns in your coat by first placing one or the other in your coat. Arm yourself with the other SMG. Then pick up a rifle or pistol and you will holster the SMG. Weapons 4a. Handguns Handgun note: All handguns can be holstered within your person. You can only carry up to 3 different types of handguns at one time. Dual guns such as hard ballers are considered one gun in your inventory. I. Berretta 92f (SD, Non-SD) Caliber: 9mm Clip Capacity: 15 Rounds Length: 21.7 cm Weight: .95 kg Bullet Power: light Description: The most popular military handgun. It is light and effective. It can hold a generous clip and can be slipped into your jacket. This baby also comes in SD or silenced. This handgun is the standard gun that all other handguns are judged. II. Desert Eagle (.45 and .50) Caliber: .45 or .50 Clip Capacity: 7 Rounds (.45) or 8 Rounds (.50) Bullet Power: Powerful Length: 15.9 cm Weight: 1.897 (.50) Description: This is one of the most well known handguns in the world. This weapon can take down a person with two shots to the chest. A very noisy weapon and shouldn't be needed unless you like going into a mission with guns blazing. IV. 5.45mm Pistol (Russian Service Pistol) Caliber: 5.45 Clip Capacity: 10 Bullet Power: Weak Length: 16 cm Weight: .46 Kg Description: A very weak pistol. You really shouldn’t use it. You should only really try to add it to your collection anyway. V. .22 Suppressed Pistol with integral silencer) Caliber: .22 Clip Capacity: 12 Bullet Power: Weak Length: 42.2 cm Weight: 1.12 Kg Description: A rare but ultimately a poor weapon. VI. Hard ballers (Dual, Single, SD .45) Caliber: .45 ACP Clip Capacity: 7 Rounds - Note in reality, the guns are akimbo guns so you actually have 14 rounds but you fire both guns at the same time. Bullet Power: Medium Length: 41.6 cm (SD) or 21.6 cm Weight: 1.257 Kg (SD) or 1.076 Kg Description: Speed and power, are the two qualities you will love in these akimbo weapons. Cleaning rooms shouldn't be a problem with these babies. And best of all you can holster them so no one has to know about them. IO really made these better than the original. They also come in single and SD versions as well. VII. Colt Python (Snub nose .357 Revolver) Caliber: MAG Clip Capacity: 6 Rounds Bullet Power: Powerful Length: 20 CM Weight: 1.06 Kg Description: To quote Clint Eastwood. "Did I fire 6 shots or 5 shots? Now I have a question for you, do you feel lucky, punk?" Not only is it a powerful gun, but also you can spew out the bullets at a rapid pace. Of course it has a slower reload time but you easily took everyone out with it. 4b. Rifles and shotguns I. R93 Sniper rifle Caliber: .308 Winchester Clip Capacity: 6 Rounds Bullet Power: Powerful Length: 119 Cm Weight: 4.8 Kg Description: This weapon is dreamy. It is one of the status symbols of being a hit man. With each zoom, the shaking increments of the sight moves so you have to wait for that perfect shot. Never reload or use it in a close range firefight. II. Double-Barreled Shotgun (12 Gauge double-barreled shot gun) Caliber: 12 Gauges Clip Capacity: 2 Rounds Bullet Power: Powerful Length: 11.5.7 Cm Weight: 3.2 Kg Description: This is my boom stick. This has almost no kick back to it. You can rapid fire off two shots and one hit will take down a man in the chest. Use this with a choke point and no one will come through alive. IV. Dragonof (SVD) rifle Caliber: 7.62mm Clip Capacity: 10 rounds Length: 175.5 cm Weight: 4.31 kg Bullet Power: Powerful Description: This is a semi automatic rifle. It is Russian made and one of the many rifles you will gain through out the game. V. AK 47 (Russian AK-47 Derivative) Caliber: 5.45 mm Clip Capacity: 30 rounds Bullet Power: Medium Length: 67.5 cm Weight: 3.1 Kg Description: This is regarded as one of the best-made rifles in the world. VI. SP 12 Shotgun (Full-Automatic combat shotgun) Caliber: 12 Gauges Clip Capacity: 8 rounds Bullet power: Medium Length: 93 Cm Weight: 4.2 Kg Description: Excuse the drool from the side of my mouth. This weapon is one of the best room cleaners in the game. With very little kick back and a quick trigger finger will clean the floor with those dirty mafia men. VII. M4 Rifle (Carbine assault rifle) Caliber: 5.56 mm Clip capacity: 30 Bullet power: Medium Length: 84 Cm Weight: 2.54 Kg Description: The better of the AK-47. It has a better firing rate and also is better detailed as well. VII. M60 (Light Machine gun) Caliber: 7.62 Clip Capacity: 100 Bullet power: A little bit above mediums Length: 110 Cm Weight: 10.5 Kg Description: For the badass last big weapon you get, it feels really weak compared to the rest of the bigger guns. The rate of fire really leaves a lot to be desired, the power is good but not great and you miss more times than you hit. IOI give me back the mini gun. VIII. M195 Sniper (Cal .50 Anti-Vehicle rifle) Caliber: .50 Clip Capacity: 6 rounds Bullet Power: Off the charts Length: 114.3 cm Weight: 10 Kg Description: This is the best weapon in my opinion. You can take out a head or two easily with this. IX. Hunting Crossbow (Compound hunting crossbow) Caliber: Crossbow bolts Clip Capacity: 1 Round Bullet Power: Weak Length: 124.8 cm Weight: 2.9 Kg Description: The only silent firing weapon in the game. It kind of stinks, do to the excessive shaking the developers put behind it and the fact that it reloads very slowly. Did IOI forget the Half Life crossbow with 5 rounds instead of one? X. Mp5 SD or Regular (Delayed blow back sub machine gun) Clip Capacity: 30 rounds Caliber: 9mm Parabellum Bullet Power: light Length: 68 cm Weight: 2.55 Kg Description: The step up from handguns. XI. Uzi 9mm (Rugged Sub machine gun) Caliber: 9mm Parabellum Clip Capacity: 30 Length: 47 Cm Weight: 3.7 Kg Description: The brother of the Mp5. XII. Sawed off Caliber: Shotgun shells Clip Capacity: 2 rounds Bullet Power: Powerful (Up close) Description: This is considered a handgun in the game. It has the only visible glitch of the shells not popping out of the chambers. XIII. W2000 Sniper (Collectors Sniper rifle) Caliber: .300 Win Mag Clip capacity: 1 round Bullet Power: Powerful Length: 90.5 Cm Weight: 8.31 Kg XIV. W2000 Custom Sniper (Custom Version of the W2000 sniper’s rifle and few exist) Caliber: .300 WinMag Clip Capacity: 10 rounds Bullet power: Powerful Length: 90.9 cm Weight: 8.6 Kg 4c.Melee I. Fiber wire Description: Ah, piano wire. This is godly of a weapon. Its silent, leaves no blood and the only thing wrong are that IO took out the twang sound when you ready it. Love this weapon and it will serve you well. Also during searches, it isn't considered a weapon and can go through metal detectors. II. Knife (Kitchen, Combat, Surgeons Scalpel) Description: Oh my goodness. IO changed this for the better. It has a faster attack than the golf club and when used from behind you can slit some throats. Another thing is that in melee combat, it has a powerful attack and can take down guys in a few attacks. The only thing bad is that it is very messy. IV. Golf club (Driver) Description: Swing and knock some teeth out. V. Katana Sword Description: Be a ninja. VI. Fire Axe Description: Try planting this baby into someone’s face. VII. Anesthetic Description: It’s pretty much a rag soaked with alcohol to knock out people. Its effects wear out pretty fast. Hold down the fire button until they stop squirming so that they are knocked out longer. 4d. Items I. Spoon Description: It's a spoon that is made of wood. II. Magnum ammo: For magnums and desert eagles. IV. Pistol ammo: For berretta 92s. V. Shotgun ammo: For shotguns. VI. Sniper ammo: For sniper rifles. VII. Flowers Description: They are pretty and not a whole lot useful. VIII. Binoculars Description: They are your standard variety other than it can double as a golf ball distance finder on the green. IX. Locks pick Description: Open any lock except when noted. X. Groceries Description: Food or at least crates you can hide your guns in. XI. Car Keys Description: They are on one of the top guards. This can easily get you out and have a new ride. XII. Basement Key Description: The key to where they are hiding Father Vittorio. XIII. Night Vision Description: The goggles that allow you to see at night. XV. Foreign Chocolate Description: Chocolate is good for only one thing, to eat and nothing more. XVI. Sushi Description: The well-known dish of the Japanese XVII. Cheque Description: A check XVIII. Bomb Description: It goes boom. Bomb Remote Description: It makes the bomb go boom. Church Key Description: The key to the church and is also good for a bottle cap opener (Bottle openers were called church keys.) Dust wand Description: A duster Server key card Description: None Lighter Description: Never found it but the game gives it to you when you cheat though. -=-5. Walkthrough 5a. Prequel Mission: Objectives: 1. Go to confession 2. Find the package 3. Start the mission Optional Objectives: 1. Do the training Mission. Enemies: None Innocents: Father Vittorio Nothing Scarecrow Nothing Pigs Nothing Pigeons Nothing Prequel Mission notes: This is the basic training mission/introduction to the world that you will be entering. You start in your shed. You can explore a bit but nothing really out of the ordinary. There is another shed. Although you cannot enter it, look through to see the outlines of firearms. Check the map to see where is the confession booth. Shortly after, you will see two armed men greet the Father. One will knock the poor guy out and the other leaves a package for you. You find a kitchen knife with the note that draws you back to the profession (quite a fast change of heart if you ask me). Note: The only real way to fail this is to cheat to get the guns and kill the priest before he gets out. 5b. Mission 1: Suggest Equipment: 1. None Objectives: 1. Kill the Don 2. Collect the key on the Don 3. Find the Father 4. Escape Enemies: Mafia guards Berettas Mafia Boss's Brother Desert Eagle Car keys Lawyer Shotgun Mafia Boss Son Desert Eagle Mafia Boss Colt Python Basement Keys Innocents: Mail Man Flowers Maid Nothing Female Chef Kitchen Knife Spoon Delivery Boy Groceries There are two main ways to enter the mansion. First there is the mailman and the second is the delivery boy. However, there is a third path as well. The number of guards doesn't changes with the difficulty. Also if you played the demo, the AI has been boosted nicely so try not to fall back on your old habits playing the level. 1a. Entering as the mailman The mailman can be seen wearing blue uniform and carrying flowers. He will be walking into view from your left. He will stop near the bushes to take a pee. Sneak up behind him and piano wire him. Drag him behind the brick wall and swap clothes with him. Make sure to pick up the flowers and go to one of the crates of groceries. Plant your firearms into the crate so you can get your guns into the place. If they frisk you, make sure you do not have any guns on you. Enter through the front gate and enter the mansion. Give the flowers to the maid and you are in. 1b. The delivery boy You will have to take out the delivery boy the second time he comes around. A guard will pop out with the first groceries and you wont be able to get him. This is a little better solution because at least you have your weapons with you even though you really wont need them. Just walkthrough the gate the same way the computer does it and you are in. Make sure though, the guns are in the crate you are carrying. 1c. As a guard IF you look forward from you starting point you should see a side door. Go to the right side of the door arch and wait. You should see a guard coming out to take a pee. Sneak up behind him and piano wire him. Drag him through that door and you should see a small garage back door. Drag him through that door and drop him. Take his clothes and the berretta. 1c. Alternative "I know another way to kill the guard that walks out through the door in the archway to pee. It doesn't really help but its kind of fun to do. Here's what you do. Go to the door and open it, stand there long enough for him to notice you then run and stand next the archway and face the wall. If you did it correctly then the guard will just stand there and eventually walk away, thinking that you're another guard or something. Now you can sneak up behind him and kill him. This makes it a little bit easier because the guard will walk out faster giving you enough time to get the sniper rifle if you're usually to slow to make it." By Cd Rifle 2. Taking out the Don 2a. Sniper Rifle There is a sniper rifle in the garage. It has three shots and can easily take out the don. First go back out to the hills where you start. On the farthest balcony, the Don should be practicing his golf swing unless you are too slow. Take careful aim and shoot. As long as you do not give yourself away, you should be able to not raise alarms about the Don being dead. The only problem is that it's very hard to get to his body and get the key to the basement. 2b. Piano wire or a weapon of choice Sneak to the back of the mansion as soon as possible. There is a ladder on the left hand side. Climb up the ladder and sneak to the second door (The door to the right). Open the door and piano wire him. You should leave him there. By the time the maid finds him, you should be long gone. Take the key and go to the basement. 3. The basement The basement is very easy to find. You can get there by the kitchen or outside. The father is not there and Dianna will tell you that the Father is being dragged by two Russian looking characters and is not there. 4. Getting out. 4a. Cars If you killed the Don's brother, you will have an easier time getting out. He has the car keys on him and you should go to the garage. Leave with style as you crash through those puny gates. 4b. By foot Sneak outside and run towards the gate that the mailman first appears and you are done. Alternative mission plan by Mr. Ford: This is a quick and easy way to do the first mission In Hitman 2 Silent assassin. Although it may take you a few tries. First you will need to have either the custom rifle or the x-bow. Go take care of the guard who takes a wiz in the trees with chloroform, just leave him there then run back to your starting position. You can run to the left of where your start about 10 steps and all the way back as far as u can up the hill. Aim at the don; wait until his back is facing you at the far ledge (the ledge with the broken railing). Shoot him in the back (head with x-bow for sure kill) and he should fall OFF the balcony u can watch after u snipe him to make sure he does. This may take a few tries but its worth it then go take the guards cloths and walk slowly and carefully up the left wall when u enter the door stay as tight to the wall you can. (If the guard at the garage comes over to inspect you just get to the wall that is on the right of you and run to the other side of it and he should give up and walk back to the garage. Walk to the second tree you see then head across the road to the tree near the don get out of view and take the key. Then go back the exact way you came (watching out for garage guard) and then when at the door make your way to the basement. When you see the Father isn’t there walk slowly back out the door and leave the area. You have only pacified one enemy and you will most likely get 100% stealth took me about 2 tries to get him off the balcony (custom rifle works best) but then its clear sailing. This may take longer but, if you want to use the normal (loud sniper rifle) you can. You chloroform the postman, hide him. Kill guard with fiber wire, hide him. Then use your regular rifle (or get the one in the garage) to kill the don the same way I said before. Although you killed a guard as long as he didn’t see you then it shouldn't count against your rating. I have done it this way but it just takes a bit longer that’s all. 5c. Mission 2 Suggested Equipment: 1. None Objectives 1. Kill one of the generals at the meeting 2. Do not harm anyone else at the meeting 3. Return to the subway train to escape Enemies: Brown Soviet guard: Nothing White Soviet Snow Guard: AK 47 Personal guards: Berretta Generals 1-4 None Files: Target Video Map of the area Photo #1 Weapons: Dragonof (SVD) Rifle Berretta (9mm) AK 47 Items: Night vision goggles Lock-pick 9mm ammo 7.62 mm Sniper ammo Glass of water Weapon Locations Dragonof (SVD) Rifle is in the locker #137 Berretta 9mm is in the locker #137 9mm ammo is also in the locker 7.63mm sniper ammo is in the locker AK47 is on the White Soviet Guards 1a. Sniper This is the basic route. You can be stealthy and still have an easier time taking out the target. First do not go after the rifle so soon. You want the white soviet uniform first before walking around with it. Go up the stairs and keep going up the stopped escalator. Turn left and you should see a white soviet guard there. You can take him out but there is another uniform more easy taken. Go down in that locker room and there should be a metal door to your right. Go through that door and there will be another door leading to the sewers. Pick the lock and make sure the guard isn’t near or he will come and shoot you for no reason what so ever. Run all the way towards the end. Go up the ladder and check your map. You will see a single guard stopping near the two other guards at a roadblock. Wait till the guard walks away and sneak to the truck. A uniform will be there. Go back through the sewers to the locker #137. You will find all you really need for the job. Walk outside of the subway area into the snow. Turn right and go around the building. Turn right again into the alley and then left. Make another turn right and head towards the building on your map. Go to that building and go up 4 flights of stairs to a small bedroom with a cracked open window. You should see three generals and one pacing through out the room. The Target He is over 60 years old. He is right handed. He is a heavy drinker and is a non-smoker. He is in full uniform and is bald. If you still cannot figure him out, it is the closest one to the window sitting down. Now as quickly as you can go down to the street, making sure no one is alarmed of you. 1b. Piano wire This is a lot harder to do since there is no immediate uniform to take without having it to be a real problem. 2. Escape You have only one escape route. You can take the sewer back to the subway or walk back the way you came. 5d. Mission 3 Equipment Suggestion: 1. Anesthetic Objectives: 1. Kill the second general 2. Kill his mafia connection. Weapons: Berretta 9mm gun Dragonof (SVD) rifle Car bombs Items: Night vision Goggles Enemies: White Soviet Snow Guards AK 47 Black Suit Guards Berretta General #2 None Soviet Mafia None Innocent: Personal Drivers Nothing Mission 3 Notes: This mission isn't hard; it’s just very annoying. There are too many guards for my liking but I love the way you come into the level. Mr. 47 tells Dianna to take the standard pay and to triple it. She agrees and you are to continue your profession. Make sure to quickly get your supplies before the snow guard comes and tells you to go away. 1a. Car bombs This is the path many of you whom have played the original know about. Quickly head towards the garbage canisters and behind them is your equipment. Take only the car bombs, ammo and the 9mm. The guard will run up towards you and tell you to go away. Go down into the sewers. Check your map and head to the southwestern sewer exit. You should see the underbelly of a limo. Place the bomb and then onto the next car. Go up towards the northeastern exit out of the sewers. Once outside you should see you are near a box. The limo driver has drunk too many diet sodas and takes a pee frequently. Take him out with your knock out drops and take his uniform. Walk up to the limo and set the bomb. Now you can escape onto your speedboat. 1b. Sniper rifles are raining bullets This path is a lot harder than the first path. You cannot just grab the rifle. You need another uniform. Go up to the church (on your map, it should show up as a cross road sign). What for the guard outside the side door to go to the behind the building and pick the lock. Run up until the very last of the stairs. Sneak behind the whistling guard and take him out. Take the uniform and go back towards the rifle. Holster the weapon and go back to where you got the uniform, to the place over looks the park. Be sure to be quick and take the shots. The guards are alarmed and go to the exit. 5e. Mission 4 Suggested Equipment: 1. Anesthetic Objectives: 1. Find your equipment in the army depot marked “FCK.” 2. Kill the third general, Mikhail Bardachenko 3. Free the prisoner from the 2nd basement. 4. Escape by blowing up a weak sectional of the base. Optional Objectives: 1. Knock out the surveillance camera system 2. Find a officer uniform Enemies: White snow soviet AK 47 Officer soviet AK 47 General Bardachenko Combat Knife SD Berretta Innocent: Prisoner Key Weapons: AK 47 Berretta (SD, and Non) Combat Knife Dessert Eagle Mag (.50mm) ammo Items: Pager Cell phone Mini-bomb Bomb trigger Mission 4 notes: This is all about timing. If you are having problems navigating through the sewer, just look at the map (m). Make sure you don't kill anyone. This time, you will not be able to kill anyone except the target. 1a. Sneak through There is only one real path on this level. First go to the first exit out of the sewers. Again check the map. When you exit the sewer, sneak towards the first guard you see. He will stop long enough for you to quiet him. Take the uniform and the AK 47. Check the map for the hitman logo. Walk towards it while using the green crates as cover. The game will tell you that the truck is starting up. Take the equipment and sneak towards the back of the truck. Crouch down until the truck stops. Get out and go to the right front side of the truck. Wait for the guard to walk back inside the building. Run towards the back of the green crate near the door in the alley way. There is another AK 47 near the right wall as you enter. Wait for the guard to walk out and towards the truck again. Walk in and be sure to notice where that single guard is in the building. Go up the stairs in the office is a dessert eagle and Mag ammo. Go towards the lift or elevator. Go down and you will be awarded a save. When the elevator stops, you will see a guard with his back towards you. Wait for him to start walking. Follow him slowly and use the sections taken out of the wall to avoid guards. There will be two entrances to the video surveillance room. One will have an officer while the other at the far end will not. There is another AK in the gated room at the end. Go through the second door. Walk near the platform near the two guards sitting down. Go through the door you see, not the one with the (-) sign. That area is empty except for one guard. Turn out into the long hallway. You should be coming up near a room with a ! on the map. This is the camera system. Pull out your SD berretta and shot the panel on the console in the center. The camera system will be knocked out. Go out towards the hallway. Go down the hallway. The room most southeastern has the officer uniform. Go in there and change. Now walk towards the second elevator. There is one guard walking the hallways and one room with three guards in the outer ring room. Go towards the observation room, and pick the lock. You will see the general smacking a familiar face (to those who played the first). Pull out the old SD pistol and take out the general. Climb through the window and take the prisoner back towards the elevator. A guard somehow knows you are doing something and hits the alarm. Do not panic and just go towards the sewer room with the weakened wall. Go into your inventory and arm the bomb. Set it off and run towards the exit. 5f. Mission 5 Suggested Equipment: 1. Anesthetic Objectives: 1. Take out the last general 2. Secure the suitcase End mission award: None Enemies: Black suit guards SMGs Or Berettas General #4 Nothing Agent .45 Pistol Innocents: Chef Kitchen knife Male Guests Maid Nothing Weapons: 9mm Berretta (SD and non) Sub Machine Gun .45 pistols Kitchen knife Items: Invitation Poison Champagne Glass Door key Dust Broom Cheque Brochure Cocktail Tray Mission 5 notes: The equipment near the front has many things you could want. Take the poison and anything else. 1a. Invitations and black suits Well for once, no one will just sell you a suit. No matter though, you should be able to pick one up and an invitation. Just wait for an invitation carrying person to come near the entrance. This will be a more complicated matter because of the 4 guards near the entrance. You cannot kill innocents so bring the old anesthetic. (Don't you feel bad leaving poor guy in the freezing snow in their underpants?) 1b. White suits and champagne glasses When you get off the boat, you should see a waiter taking a smoke. Knock him out and take the uniform and door key. Know you can enter. Do not go through the garage door. There are too many guards through there. Instead go through the front entrance and go to the kitchen. 1c. Entering as yourself Well, one mission where dressed as yourself draws even less attention to yourself than in uniform. You can walk straight inside. Just go to the side entrance and pick the lock. Walk up towards the entrance and you are in. 2a. Poison wine This is one of the ways to get the last general. Go to the kitchen in your waiter uniform. Have the glass in your hand and then select the poison. You will line the glass with it. Do it with each glass and put them back. Make sure to watch out for the chef. He will turn around every once and awhile. There is a kitchen knife in there if you want it. 2b. Berretta to the head Check the map for a red position marker for him. You can piano wire him easily. He is a womanizer and loves to be around the maid. The maid will run if she finds you doing the deed. She won't pin you easily though and you can slip through the confusion. 3a. The suitcase Now there are four safes, two on each floor. The ambassador has the combination. The only problem is that whenever you follow him into the main hall with all the other guests the agent will hold him up with a 5.45 pistol. Follow them and the agent will shoot the ambassador. Pop him in the face with the SD berretta. Take that suitcase out of the safe and exit. You are now done. 5g. Mission 6 Suggested Equipment: Anesthetic Objectives: 1. Kill Hayamoto JR 2. Plant Bug on Hayamoto JR’s Corpse 3. Escape Additional Files 1. Target Video 2. Location Map 3. Hayamoto JR Enemies: Black Asian Suits SMG White T shirt Asians SMG Cook Berretta Fat guard Berretta Innocents: Female Serving girl Sushi Weapons: Kitchen Knife SMG Berretta Items: Sushi Poisoned fish 1a. Getting inside The first thing to do is to get near the large rock near the right wall. Wait for the two guards nearest you to walk away before running towards it. There will be a single guard next to the large garage. Wait for him to turn his back and then go into the garage. There will be a broken old car. Use the horn and run and duck behind the door. A guard will come to investigate the noise. Remove him and take his clothing. 2a. Killing Hayamoto The most silent way is to first go towards the (!) on the northern center part of the house. There will be a change of clothing for you. Change and wait for the two guards in the hallway to leave. Go to the kitchen and cut a piece of the poisoned fish and plant that with the transmitter on the sushi. The serving girl will take this to the JR to eat. You are done. 3a. Leaving the party You can leave the same way you entered near the giant rocks you started at. Just make sure you don’t attract any attention and you will do fine. 5h. Mission 7 Suggested Equipment: Anesthetic Objectives: 1. Find the secret passage End mission award: None Enemies: White Ninjas SMGS Black ninjas SMGS White Ninja Snipers Custom Rifle Innocents: None Weapons: Crossbow SMGS SD SMGS Items: Night Vision goggles Additional Files Target Footage Area Map Photo 1a. Underground route This is the safest passage to the castle. Use the binoculars to track the snipers eyes and make your way towards the truck on your map. There will be a single snow ninja there. You can take you things quickly before he turns around and faces you. Getting into the underground tunnel is a lot harder than getting out. The easiest way through is on the trucks that go through. Just wait for the truck to come out and stop. Get in and let the truck do all the darn work for you. Make sure you are ducked and all the way in the back so the guards checking do not see you. 1b. Overland route This one is a lot harder. Not only will you have to contend with snow ninjas but also snipers. It’s all about timing again and just wait for the right time to pass. 5i. Mission 8 Note – Xs indicate power generators Suggested Equipment: Anesthetic Objectives: 1. Get to the castle undetected 2. Wait for Briefing on alarm grid End mission award: None Enemies: Snow ninjas SMG Snow ninja snipers Custom Rifles Black ninjas Katana Innocents: None Weapons: Katana SMGS and SD versions Custom Rifles Items: None Additional files: Target Footage Area Map 1a. Patients Getting to the castle is quite a lot of time, so get a drink and lets get ready. The binoculars come again quite handy when it comes to spotting sniper’s eyes and guards. Just getting there takes huge amounts of time. Once Diana contacts you, go after the right generator right to the castle. A snow guard is there so do what you do best. Turn of the generator and go onto the next one. Do not go into the first long alleyway in the castle. A large number of snipers are there. The second (hidden) generator is in the right second wall divider inside the castle with two guards. Wait for them to move or remove them and turn off that generator. The last one is near the right front wall inside of the castle. Watch out for snipers again. There is a small crack on the top wall near where you are. Drop down it towards the inner courtyard. Turn of the generator and go towards the exit. Do not worry if you do not make a silent assassin award the first time. I barely did it the 6th time I played. 5j. Mission 9 Suggested Equipment: Anesthetic Objectives: 1. Eliminate Hayamoto 2. Secure the missile guidance system 3. Escape Addition Files Map Hayamoto Objectives Enemies: Snow ninjas SMG Black ninjas Katana Innocents: Serving girl None Asian “girl of the night” Special Keycard Weapons: Katana SMGS and SD versions .22 pistol Items: Special card Card 1a. Entering the castle Go towards the first right wooden arch. There is a hidden door there. Go through the door and towards the stairways. Make sure to sneak and to stay off the wooden floors as much as possible. There is another hidden door on the wooden wall. Open that door and go through. To the right of you, you should see a card on the shelf. Pick that up will allow you deactivate most laser beams. There might be a white ninja praying you can take him out or let him walk away. What you really need is the black ninja suit. At the bottom of the castle are three rooms. First go to the third one through the right hand door. Sneak because there are two ninjas in the room. Grab the uniform and then you can go to the left room. Deactivate the lasers and grab the bomb, remote and the SD SMGS. Go back towards the upper room with the squeaky floorboards. Go and deactivate the lasers and go on up. There is a dojo here with one guard. Just walk up the next set of stairs. The fourth floor has the female companion from the first hitman. She will give you a card and say to take her with you. You can take her if you want but it makes no difference in the game. Go down the 1 set of stairs again and make your way towards the other end of the hall. You can strangle the old man, get his card, and go through the window. Go back to the laser stairway and go all the way down to the basement floor. Deactivate the lasers and grab the guidance system and the .22. Sneak towards the helicopter and escape. 5j. Mission 10 Suggested Equipment: Anesthetic Objectives: 1. Find and Kill Charlie in the basement. 2. Disable the surveillance system for direct elevator. Enemies: Charlie None Malaysia guards Berretta Innocents: Male and female bank clerks None Fire fighters Axe Pizza boy Pizza box (Ha, didn’t guess that one, hu’h.) Weapons: Axe Dessert Eagle Berretta Items: Pizza Smoke bomb Night vision Computer bug 1a. Smoke bombs and firefighters This method involves getting to your locker #137 of course. There will be one annoying guard in there but its no matter. Grab the smoke bomb and equipment and head towards the laundry room. Drop the armed smoke bomb and any weapons down the tubing. The smoke bomb will set off the alarm and everything will go crazy. Pick one fire fighter and knock him out. Take his clothing and axe and hide the body. Go towards the elevator and go down. 1b. Pizza A note will appear telling you if Charlie (the hacker) has ordered a pizza. Follow the pizza boy until it is safe to knock him out. Take the uniform and pizza. Make sure you do not have any weapons. You can use the laundry tubes if you want your firearms down stairs. 1c. Guards Just follow a guard in a security office and take his clothing and weapon. 2a. Elevator Go down the elevator. Just watch out for those blasted guards. There is a security room with two guards. There is a lock box with a berretta. Go down to Charlie’s room. Open the door. This is a stereotypical gamer’s room littered with pizza and soda. Just watch out for the chips on the ground and you should do just fine. Piano wire him and you will find out he has a twin brother. 3a. Computer systems The security room has the computer that has the security system on it. Shoot the monitor and run towards the elevator. You win. 5k. Mission 11 Suggested Equipment: Anesthetic Objectives: 1. Plant hacking device 2. Find an exit End mission award: None Enemies: Malaysia guards Berretta System Administrator Key card Innocents: Computer programmers Weapons: Berretta and SD Items: Key Cards Night vision Additional Files: Map 1a. System Administrator Check out the map and go towards the system administrator’s room. Along the way you can quietly “persuade” the programmers to lend you their clothing. Go into the guy’s room and quiet knock him out or not. Take the keycard and go towards the server room and plant the bug on the computer. 2a. Exit Unfortunately the only exit involves the glass skyway window, shoot through the window and make your way towards the bridge. Go up the scalpel and you are done. 5l.Mission 12 Suggested Equipment: Objectives: End Mission Awards: None Enemies: Malaysia guards Berretta Female bathing suit guards Revolvers Backup guards: SMGS Innocents: Bank clerk None Repairman Nothing Weapons: Berretta Revolver SMGS Items: Dragon Statue Wade of cash Additional Files: Statue Money 1a. The mission is easy First sneak along the side of the building past two huge windows. Jump over the side retaining wall into the small area. You will see a female clerk playing on the computer. Soon she will leave and then it is time to work. Go through the door and you will soon see another one. Go through this door. Smash the fuses and run back to the office with the painting. Slide it open the painting and there will be a safe behind it. Open it and grab the cash. Close everything and go to the living room with the piano. The statue will be there. Grab that too and go to the hot tube room. There are a lot of female guards willing to give Charlie “boom, boom.” Strangle his ass and go to the elevator. If you did this correctly, you would still be under the cover of a black out. 5m. Mission 13 Objectives: 1. Eliminate Lieutenant Ahmed Zahir 2. Get map of location of warheads from lieutenant 3. Eliminate Colonel Mohammad Amin 4. Get key from Colonel Additional Files: Target Video Map of Area Lt. Zahir Col. Amin Suggest Equipment: 1. None Enemies: Middle Eastern Guards AK-47 Lieutenant Ahmed Zahir Map Colonel Mohammad Amin Keys Berretta Innocents: Middle Eastern Peasant None Weapons: AK-47 SVD Rifle Berretta Items: Keys Map 1a. Lieutenant Run towards the back of the Lieutenant’s sleeping area. Pick the lock quickly and enter the home. Sneak up the stairs to find him taking a nap. Piano wire him and take the map. Grab the map and berretta. Take his clothing and go towards the gate on the map. 2a. Rifle There will be a small place with a SVD rifle to the right of the gate. Grab the rifle and the ammo and go towards the bazaar near where you start. There are two guards at the front. Nearby there is a ladder and couple sets of stairs. Go up these to the open windows on the top of the bazaar. Wait for him to appear and shot him. Drop the gun and enter through the back of the bazaar. Take the key and go to the exit. 5n. Mission 14 Objectives: 1. Find your contact – Get the weapon 2. Kill the local Khan 3. Spare the UN-Troops Suggested equipment: 1.None Additional Files: Map of Area Abdul Malik Sheik’s Limo Enemies: Middle Eastern Guards AK-47 Local Khan Abdul Malik Nothing UN-Troop M4 Innocence: Contact Nothing Middle Eastern Peasants None Weapons: M4 M195 Rifle AK-47 Berretta Items: None 1a. Get to your contact First go as quickly as you can without alerting any guards. Make sure to look at the map and study it a bit before you go on. There are guards everywhere and those darn towel heads keep appearing out of nowhere. 2a. Sniper Go east to the first stairway you see. Go up the stairs and the ladder and crouch down. Wait for the Khan to appear in his limo and shoot him. Take him down and quickly leave the area. 3a. Exit Go to the exit and the mission is done, the silent assassin way. 5o. Mission 15 Note – The X indicates where Yussef Hussein is. Objectives 1. Access the base 2. Kill Yussef Hussein 3. Transport the cargo to the surface. Additional Files: Target Video Map of Area Lt. Hussein The cargo Suggested Equipment: 1. Antistatic Enemies: Middle Eastern Guards AK-47 Or M60 Lt. Hussein Dessert Eagle Innocent: Tortured Prisoner Nothing Weapons: M60 AK-47 Desert Eagle Items: Playstation 2: Hitman 2 games 1a. Access The base isn’t too hard to get into. Just wait for the guard to turn or leave the area around the circular entrance. Pick the lock and you are inside. 2a. Generators In the middle of the base, there is a small generator. You can turn that off so that it is easier to move about the base. Remember though, before you can get the cargo up to the surface you need to come back and restore power. 3a. The Lt. Hussein The general is on the eastern part of the underground base. If you are still having trouble, search for the tortured prisoner. He will tell you of the Lt.’s location. Go in and piano wire him. Take his clothing. You can drag him back into his little shack of a closet. 4a. Cargo Go up towards the cargo in the northwestern part of the map. Make sure to be careful and if you kill anyone make sure the corpse is not in the path of the elevator doors. Now you must clear the area for the helicopter. The guards should still be knocked out. If they are still awake, put bullet holes in their heads and the mission is done. 5p. Mission 16 Objectives: 1. Meet with the Agency’s contact Additional Objectives 1.Kill the two assassins 2.Take pictures of them 3.Bring them back to the contact Additional Files The Hijack Cult Leader Ji Map of Area Suggested Equipment: 1. None Enemies: Orange cultists Revolvers Assassin (golf hat) 1 R93F rifle Assassin (sun glasses) 2 SD Berretta Innocent: Peasants Nothing Contact Dessert Eagle Weapons: Dessert Eagle R93F SD Berretta Revolver SP Shotgun Items: Camera 1a. Finding your contact The contact isn’t hard to find. It is his additional objectives that are annoying. The first assassin is in the first market square. He will be wearing a bucket hat and sunglasses. He is on the second floor overlooking the area. The best thing to do is to walk under the overhanging areas and make your way to the central open market area. Go up the stairs and sneak behind him. Strangle his ass and take the picture. The second assassin is the harder of the two. He will be similarly dressed as the first and he has the SD berretta with him. I recommend is to take the second one out slowly. Saving the game is a good idea at this time. You may however just want to pull out your SD berretta out and shot him. Remember to take the picture. 2a. Contacts and escape Go back to Agent Smith and he will thank you and pass out. Be careful when exiting that no additional assassins rush in and kill the agent. Make your way to the exit and be done with this mission. 5q. Mission 17 Objectives: 1. Pick up the key to hiding place 2. Kill Dr. Von Kampard 3. Hide the body of Dr. Von Kampard in hiding place 4. No civilians must be killed Suggested Equipment: 1. Anesthetic Enemies: Orange cultists Nothing Brown suited guards Berretta Dr. Von Kampard Nothing Innocent: Rich white patients Nothing Weapons: Berretta Anesthetic SMG UZI AK-47 SD berretta Items: Key Poison 1a. Entering the place There are two methods of entering the place. The first is to wait behind the boat until the guard comes walking along. He will turn his back and you can silence him. Take the clothing and go to the second entrance. 1b. Entering via the sewer There is a large open sewer on the far side of where you start. Go through the sewer and make sure that the guards do not see you. If you are having trouble still getting in, take the guard’s clothing before you enter the sewer. 2a. Keys If you do not have a uniform, there are several orange cult ones near the lower left hand rooms. Use the connecting room doors to get around if you came without the uniform. If you already have a guard’s uniform, go towards the hitman logo on your map. There will be a guard in there and he will take a bathroom break. Walk towards that room and obtain the key, poison, and SD berretta. 3a. Getting a check up Now the next thing you will want to do is to get a patient’s uniform. The uniform is in the northeastern room. Grab the clothes and you are able to walk straight north into the guarded circular room. Go up the stairs. The guard will compliment you on how you look. Go into the doctor’s office. 4a. Two ways of paying The doctor is a stuck up person in my opinion. You have two options in doing the deed. You can wait till she is up near the window. You can either poison her water or you can piano wire her. Now check your map incase of any of her stupid patients decide to visit her. Now drag her into that room with the huge red circle on the map. 5a. Exit Go back towards where you started the mission. Jump onto the boat and drive off. You are done. 5r. Mission 18 Objectives: 1. Kill the cult leader 2. Escape the hospital island Suggested Equipment: 1. None Enemies: Outer orange cultists UZI or SMG Outer Brown suit guards UZI or SMG Inner orange cultists Desert Eagle Inner Brown suit guards Desert Eagle Cult Leader Nothing Clone .22 pistol Innocents: Doctor Scalpel Nurse Nothing Patient Nothing Weapons .22 pistol SMG UZI Desert Eagle SVD Rifle Anesthetic Scalpel Items: Night Vision goggles 1a. Getting in First go around the outer ring of the parameter. Watch out for the guard on the speedboat and one near the boxes. Do not go up the first set of stairs you see. Check the map to see a (!) on the lighthouse. Keep going around the edge to the lighthouse. You will see a lone guard with a SMG and a pool. Sneak behind him and take the cult clothes. You do not even need to bother with him. Walk northeast into the mountain path to the western side of the building. There is an open window. Climb in and take the doctor’s uniform, and the anesthetic. Exit that place. 2a. Checking the patient This method involves getting to the hitman logo on your map. There is a nurse is sitting in front of the door. The only ways to get in is to drug her or to jump from the skylight on the second floor. Grab the night vision goggles. Go to the elevator and go to the basement. The two doctor’s offices have scalpels for you. The room on the southern wall has the generator room. Pick that lock and go in. Turn off the generator and make your way past the guards into the one that has the cult leader. Use the night vision goggles to see better. Pull the scalpel and end his life. You can turn on the generator back on or you can take several stairs. 3a. More speed boat exits Time to leave the hospital. Go back towards the speedboat you came on. Hmm, the exit has only one exit and the rest have been blocked off (what could it be?). A clone fires about two shots and then runs away. Do not follow him. It’s a trap if you didn’t already know that by my sarcasm. Go to the boat and end the mission. 5s. Mission 19 Mission 19 Notes: Play the mission first before reading on. This is the mission that supposedly ties everything back together (poorly). Never play an action game for the story. Sorry but its true, Half Life is the exception. Objectives: 1. Kill Sergio Zavorotko 2. Escape to the metro Suggested Equipment: 1. Desert Eagle Enemies: Blue suit guards Desert Eagles or SP 12 shotguns Brown suit guards Desert Eagle Clone W2000 Sniper rifle Desert Eagle Innocent: Russian person None Red running Russian None Weapons: SVD rifle (broken) Desert Eagle SP 12 Shotgun W2000 Sniper rifle Items: None 1a. Another story I do not recommend going after the rifle in the locker. In fact do not even repeat what you have already done. Instead go through the front door of the building. Someone will be shootings at you on the second floor. Go up and you will see a cardboard cut out of Sergio. Search around to find a clone of yourself. Sneak behind him and piano wire him. If not, it doesn’t really matter if you piano wire him or not, shoot him if you want. Sergio will be on the line. Take the clone’s clothing and drag him into a secluded spot. Take the rifle and go back to the metro. With the clone’s clothing you will be able to get onto the metro with no problems. If the guards were alerted, then take the sewers back to the metro. Be warned, there are guards done there. 5t. Mission 20 Objectives: 1. Kill all of Sergio’s guards 2. Kill Sergio Suggested Equipment: 1. All the handguns 2. All the knives 3. All the ammo 4. M4 if you have it 5. SP 12 Shotgun Enemies: Blue suits Berretta or SP 12 Shotguns, or Custom rifles or SMGS Brown suits Berretta or SP 12 Shotguns, or Custom rifles or SMGS or SVD Sergio SP 12 Shotgun Innocent: Father Vitorio Nothing Weapons: Everything Items: Church Key 1a. You don’t need me for this mission But if you do, thanks. Basic it’s a run towards your gun shed. Grab whatever you need. Take your time and put headshots into the enemies. If the first objective doesn’t go away, make sure to look for any moving dots if you are playing normal. 2a. Two ways for fun The first method of killing Sergio involves the custom rifle. Go to the second story of the inner church area. Aim towards the glass panel heart of the confession box. You will shatter the glass and Sergio will be all pissted off. Crouch done and fire a headshot. If not and he sees you it will be a harder to kill him. Eventually, place all that bent anger into shooting him. The End -=-6. End Mission Rating The stealthier you are the better the rating you get. This is affected by use of firearms, how many times you triggered an alarm, harmed and or killed any innocent people, and how many people you killed overall. The best rating is the "stealth assassin" rating while the highest is the "mass murder." Try to go for the "stealth assassin," rating because the cooler weapons are given to you as a reward. Also try to use the least amount of saves as possible. You would want to save them for the harder missions as well. From Silent to John Woo (Guns Blazing) Silent Assassin (Generally 0 kills, and no aggression) Professional (1-3 Kills and very little) Natural (Balance of kills and aggression) Executioner (More kills and almost full aggression) Mass Murder (Kill everyone and make sure they bleed) End Mission Silent Assassin Awards 1. SD .45 Hard Ballers 2. Sawed off 3. None 4. M4 -=-7. Bugs 1. One major bug I encountered is that for an unexplained reason, I will bug out and restart the game if I cause allot of chaos. If you have the same problem and know the answer e-mail me. E-mail me if you have any other bugs and solutions that are not in the readme. -=-8. Extra things to do 1. Use the sniper rifle to clean out the place. 2. Try shooting the fish in the back of the pond. 3. Don't kill anyone except the target(s). 4. Go crazy and use only firearms. 5. Use the knife only. 6. Shoot out every lamp. 7. Dangle a body over the side of the roof and see if anybody notices. 8. Use the shotgun excessively. 9. Be a street fighter and use your fists. -=-9. Cheats Open up the HITMAN2.INI and type in these two lines. EnableConsole 1 EnableCheats 1 In my game, I didn’t see any console when I hit the ~ key. Typing with the caps lock on did allow me to cheat though. IOIRULEZ - God Mode IOIGIVES - All Weapons and Items IOIHITLEIF - Health IOISLO - Slow motion IOIER - Bomb Mode IOIHITALI - Ali Mode IOILEPOW - Special attack Mode IOIGRV - The force of gravity Mode IOINGUN - Nail rifle IOIPOWER - Mega Power With the patch ~=Console menu Invisible 1=Invisible Infammo= Infinite ammo God 1= God mode Submitted by ACE -=-10. Credits FAQ written by Rojan Developed by IO Interactive A/S Published by Eidos Interactive Limited. Hitman 2: Silent Assassin is a Trade Mark of Eidos Interactive Limited Eidos, Eidos Interactive and the Eidos logo are trademarks of the Eidos Group of companies. All Rights Reserved. -=-11. Thanks to Justin Rose, for forcing me to finish this damm thing. CD rifle, for her info Ace, for the cheats