With larger, more complicated maps, twice as many exotic locales, and a wide array of weapons and equipment to complement them, Hitman 2 demands more judicious prep choices, smarter use of gear, and less arbitrary tactical options when considering how best to challenge a mission. An incisive understanding of the game’s multiple sandbox locations reveals a curious, if not exploitative, pattern — for instance, the most recent entry in the World of Assassination trilogy features several recurring elements. Every location has bathrooms, security rooms, manned checkpoints, vegetation, locked gates, doors that require keycards, cameras, patrolling guards, back rooms, offices, broom closets, garages, and various other empty spaces. This implies every location can be handled in almost the same way as the others, using the same combination of must-have gear and weapons.

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Every locked gate requires a lockpick. Every camera needs to be forcibly disabled. Every patrolling guard will have to be led away somehow to access an otherwise forbidden location. These are the sort of equipment any hardened Hitman player should have at all-times. Some of them can be equipped prior to the start of the mission; others can only be picked up someplace else in the map during gameplay. Study locations thoroughly to know what might work way in advance. In Hitman, knowledge is half the battle.

Lockpicking in Hitman 2

Lockpicks, scramblers, and crowbars are essential tools of any budding burglar. Locked gates are common obstacles in the Hitman franchise. Unfortunately, most keys aren’t readily available, forcing players to locate a suitable workaround. This is where lockpicking comes in. There are 3 types of locks in Hitman 2: mechanical (locks that require an old-fashioned key), keycard, and RFID (electronic locks that require magnetic cards). Traditional lockpicks can open padlocks and doorknobs. Entrances that use keycards and RFID identification would have to be disabled using disposable scramblers and electronic key hackers, in the absence of a working keycard. These are described in-game as “electronic lockpicks that can be inserted into a keycard reader to bypass an electronic lock.”

Conversely, locked doors can be pried open with a crowbar, while explosives can be used as makeshift scramblers. Lockpicking is classified as an illegal action, so make sure nobody is watching before trying to bust a door open by force.

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Distractions in Hitman 2

No Hitman game is ever complete without able security. Most areas are heavily manned and patrolled, checkpoints abound, and goons are armed to the teeth — making direct confrontation not only unwise but also risky and time-consuming. Effective infiltration doesn’t always have to require subduing enemies. Distraction works, too. If you see a guard, toss an item in the opposite direction you’re going, make sure it’s close enough to be heard, and covertly slip through while the goon “checks out the disturbance.” Dropping something and running away works just as well. Almost any item you own or find can be used as a distraction, but coins, remote flash phones, and audio distractions are the best.

Coins are loud and small, not to mention easy to carry in bundles. Flash phones can be remotely detonated with a ringtone, and “anyone answering the call will trigger a bright flash, blinding anyone nearby.” Audio distractions are also remotely triggered and will play “a selection of music” that will “attract an individual within hearing range.” Distractions, if done undetected and within range of guards, will always draw in people willing to investigate them. Use them wisely. Draw nearby patrol away from targets and entrances while you sneak your way through. Conversely, silenced guns can be used to distract goons with bullet holes, but mind you’re not seen doing it.

Non-Lethal, Melee Pacification in Hitman 2

Killing non-targets can negatively impact one’s rating so opt for non-lethal takedowns whenever possible. Almost every blunt item you pick up (or carry in advance) can be used to knock out enemies and bystanders: anything from sports and fitness equipment, books, bags of powder, and mechanical tools, to construction material, tanks, car batteries, statues, loose debris, fire extinguishers, and various food and kitchen necessities. Melee weapons are classified into two: throwables and handhelds. As the names imply, throwables can be used from a distance; handhelds cannot, and will have to be used right next to a target to work. To know which is which, hold L2 to aim. If crosshairs appear around the head of an enemy, the item can be thrown. Throwables are sure hits and always guarantee pacification.

Take advantage of briefcases whenever possible. Briefcases are a fresh addition to the Hitman franchise and can store illegal items, while serving a dual function as a non-lethal weapon. The homing briefcase is perhaps the most useful; it can lock on an enemy without fail and follow them wherever they go, even around a corner.

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Emetic Poisoning in Hitman 2

Emetic poison is an excellent choice of gear when separating targets from a crowd or from accompanying bodyguards. They can be administered into food, bongs, cigarettes, and drinks, causing immediate nausea. A poisoned target will thereby move to an isolated location, usually a bathroom, trash bin, or a bridge, and vomit till satisfied. They will either go to an enclosed room or have their bodyguards leave them alone. Targets can then be pacified or killed without players having to worry about getting caught. They can be hidden in a trunk, ditch, or cabinet that’s almost always available nearby.

Sedative poison can also be used to non-lethally subdue an enemy, but be warned — an unconscious person will always attract attention, particularly in a crowd. It’s hardly stealthy and won’t automatically separate targets from other people. Victims will just drop unconscious and can unnecessarily alert guards.

Silenced Handguns in Hitman 2

Firearms equipped with a silencer or suppressor are indispensable in any mission. Keep one either on your person or pre-smuggled in a bin. Opt for handguns over larger weapons since the latter is difficult to hide and less convenient to carry around. Aside from being handy in a firefight, silenced pistols like the Silverballers, Krugermeier, and most other ICA-licensed weapons can be used to forcefully disable overhead cameras to avoid detection and thereby increase one’s overall score. Just aim and fire — but make sure you aren’t seen. Disabling CCTV cameras saves players the trouble of having to look for a security room prior to completing a mission, in a last-ditch effort to erase all recordings.

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These are just a few of the most important items to carry around into any Hitman 2 location, legacy packs included. Hitman is all about strategy, so collect as many gear as you can to buff up your cache and experiment with whatever combination of equipment you find useful. Every approach (and item!) will always have multiple uses. There is no wrong or right answer in Hitman, and no one way of infiltrating a location. Don’t be afraid to stay versatile. If it works, it works.

Hitman 3 comes out on the PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, and PC on January 2021.

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