Guide for Hitman: Cheat Sheets – Everything making Life easier

Thought about creating this topic for a long time. Finally found my way around it. Do you have any sheets, stats or other helpful documents to share? Here’s the place.
Will try to link to everything from this post so it’s easy to find.

Detailed Maps for (almost) all Hitman Games. Forum and external.

Weapon damage chart.

Leader Identification in Freelancer.

Freelancer Tools, Weapons, Locations.

Dartmoor Clues.

Whittleton’s Another Life clues. (Additional help)

Patient Zero infection route

Guide to Hitman 2 escalations

All the Safe Codes.

Best places for disabling surveilance with EMP

32 Ways to Lure Hitman NPCs

Hitman AI Hearing Ranges : Hitman AI Audio Ranges

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Weapon damage chart

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Leader identification in Freelancer.

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All Freelancer Weapons, Tools, Merces and Codes (Price, Location)

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For the Dartmoor mystery, if you want to run through the possibilities it may be helpful to know the minimum sets of clues needed for each.

  • General
    • Scan body
    • Suicide note
    • Floor plans in secret passage
    • Talk to Fernsby to get the list of suspects
  • Suicide
    • Letter in secret room
  • Butler
    • Pills in his office
    • Burnt diary
  • Emma
    • Emma’s letter
    • Greenhouse keychain
    • Broken lab equipment
    • Poison dosage table
    • Talk to Emma (once)
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For Whittleton’s Another Life, a breakdown of the clues. You need one from each set.

  • Constant Meeting
    • Cigar box (take Batty’s shovel to the frog habitat)
    • Microfilm (upstairs in Janus’s house, then take to the Wilsons’ attic)
    • Video tape (in Cassidy’s house, then take to the Lewinsky attic)
  • November 13th
    • Batty’s lawsuit (in his shed)
    • Gramophone (in Janus’s house, then you have to listen to him)
    • Robe (upstairs in Helen West’s house, breaks Suit Only)
  • Ark Society
    • Photo (Janus’s basement)
    • Letter (Cassidy’s kitchen)
    • Diary (being read by a garbage man)

Personally I find the Cigar box and Batty’s lawsuit easiest for the first two. Usually I do the Photo for the last, but if you gas Cassidy’s house the Letter could also be easy to get.

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In case someone doesn’t already know the story mission safe codes:

  • Dubai, security room safes: 6927
  • Dubai, staff doors: 4706
  • Dubai, penthouse safe: 7465
  • Dartmoor, Alexa’s safe: 1975
  • Berlin, Hirschmueller’s office: 1989
  • Chongqing, ICA and laundromat doors: 0118
  • Chongqing, Hush’s building doors and hatch: 2552
  • Mendoza, wine room: 1945
  • Mendoza, basement safe: 2006
  • Train, lab room door: 1979
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Another really easy way to get the letter is to go into Cassidy’s garage as soon as you start and activate / deactivate the generator. Spencer (who should be talking to Cassidy at that time) will come investigate, and you can bonk him then hide him in the nearby fridge (or use any sedative on him) to quickly get the letter.

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Patient Zero infection route:

1- Surgeon (Yui Kawarasaki) in the north hospital staircase

  • walks on at start of the mission
  • is infected at Owen Cage first visit to the Operating Theater (around the 1 minute 30s mark if undisturbed)
  • roams and infects
    • the back path
    • the Loading Bay
    • the Laundry Room
  • goes back and stays in the north hospital staircase
  • Infectees +7

2- Helicopter Pilot (Nails) in the Changing Room

  • walks on at the 2 minute mark
  • is infected in the Loading Bay (3 minute mark)
  • roams and infect:
    • the staff corridor
    • the Staff Area
  • goes back and stays in the Changing Room
  • infectees +7 (14 total if uncontrolled)

3-Doctor (Nami Yamazaki) patrolling the north observation room and the Director’s Office corridor

  • walks on at the second Klaus Liebleid calling of Owen Cage
  • is infected at Owen Cage second visit of the Operating Theater, either in the Staircase if the surgeon is still alive, or will go out her way to stand by Owen Cage if not. (around the 5 minute 30s mark if undisturbed)
  • roams and infects:
    • All of the Hospital Level 3 but the Director’s Office
  • Adopts a new loop across the whole floor
  • Infectees +14 (28 total if uncontrolled)

4- Yoga Instructor (J.Brooke) meditating on the Yoga Platform

  • walks on at the 12 minutes mark
  • is infected in the staff corridor (13 minute mark)
  • roams and infects:
    • the staff dining area
    • the Sakura Sushi
    • the Garden
    • The Onsen Hot Spring
  • goes back and stays on the Yoga Platform
  • infectees +uncontrollable (at this points the infection will propagates from random patients, staff, Dexter…)

Due to the systemic organic design of the infection the number of infectees can fluctuate.
In addition the bodyguard at the entrance of the hospital can be infected, but he does not possess a triggered designed path to it.

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From an oldgrind for el matador” topic:

A guide to Hitman 2 escalations

El Matador demands 26 escalations to unlock, there are 34 escalations on Hitman 2 maps.
So in order and looking at the level 3 objectives :

The following are easy, straightforward and can be done in one try without preparation:

  • Miami :
    • The Simmons Concussion : easy and straight forward. It demands you to knock out the joggers. Quick to do even with the last complication. Also fun. It’s a bit size escalation.
    • The Aquarium Retribution : bit size and fun. Two isolated guards, two pacification, one fish. A fun narrative.
    • The Sweeney Scrupulousness : as long as you use coins to attract the targets you will find a way, a bit lengthy as a result but not difficult. The whole escalation takes place in a small area so you will master its loop quickly.
    • The Treasonous Mimicry : three targets, three eliminations methods, no other complication. It’s more akin to a contract than to an escalation
  • Santa Fortuna :
    • The Montague Audacity : if you take your time, use the right disguise it’s a rather simple and safe escalation.
    • The Merle Revelation : either easy or moderately complex. Above all it’s a fun escalation. Once you understand the unique mechanic (having followers with the shaman disguise) it will solve itself. Also an original escalation, potentially refreshing in the middle of a grind.
    • The Calvino Cacophony : as long as you don’t go for Silent Assassin, it’s an easy one. An explosive one. Don’t forget that you can bring your own loadout, and that explosives can be placed in the briefcase to avoid suspicion.
  • Mumbai :
    • The Divine Descendance : either easy or moderately complex. Only two targets and some easily identifiable solution. If you use instinct (or a guide) for the accident eliminations, and don’t care for silent assassin for the other one, then it’s a very quick and simple escalation
    • The Dubious Cohabitation : straightforward and fun sniping escalation. The last target demands a bit of a strange angle for the shot, but nothing instinct (or a guide) can’t help with.
  • Whittleton Creek :
    • The Covert Dispersal : if you don’t go for a Silent Assassin rating, then it’s as straightforward as an escalation can be. Three targets, any disguise, any method, no complication.
    • The Nolan Disinfection : the solution is easy to figure and straightforward in execution. And you will have some fun with the fumigator.
  • Isle of Sgail :
    • The Quimby Quandary : this escalation will demand you to throw your briefcase down the stairs because you need to bring it from the top of the level to a location without carrying it directly. You also have two targets, but nothing that will negate the fun and originality of the escalation.
    • The Scarlett Deceit : one simple objective, the most difficult part of the escalation is how long it can be as you need to pacify one NPC with an item found in only one place, at the other side of the map. If you choose your disguise well, the escalation is just one long safe hike with only authorised areas to stroll through.
    • The Marinello Motivation : either easy or moderately complex. You have a rather restrictive complication (no non target complication or pacification), but only two target with no disguise or method required. Especially easy if you don’t care for a Silent Assassin rating.

The following are moderately complex because they will demand you to plan a route and understand the level/NPC routine :

  • Miami :
    • The Riviera Restoration : as long as you have the medic start it is rather simple, the difficulty progression is easy to follow and as long as you understand the gameplay you will quickly find a way.
  • Santa Fortuna :
    • The Truman Contravention : the largest issue in this escalation is the timing. You will need the target to be at precise location and to trigger precise one use only accident, so expect to restart if you missed a cue. Outside of that it’s an “any disguise” escalation, so you can be flexible if something goes sideways.
    • The Turms Infatuation : as long as you use the right disguise it’s an easy one. You might have to time some movement right to avoid some enforcers.
  • Whittleton Creek :
    • The Mccalister Ransack : first it’s a fun escalation. You should at least try it. The last level will demand an easy to find route but you will be under a timer. No target, just stealth and item stealing, so guards shouldn’t be an issue.
  • New York :
    • The Dalton Dissecation : the escalation is not difficult, the design is greatly done. The solution will be easily identifiable, and all the targets and pieces will fall into place easily. But it will demand you to do quite a lot. It will be satisfying to do.

The following are moderately complex because they will demand you to be careful on your execution :

  • New Zealand :
    • The Mills Reverie : straight forward, quite fun, good atmosphere. The guards will demand a careful execution, especially at level 3 and its pacify guards objective.
  • Miami :
    • The Bigmooney Flamboyancy : the escalation is fun, but you will have to go in a hostile area and the level 3 have a “eliminate the targets with a 30 seconds interval” complication. You can safely prepare everything to make it smooth, but it will take some time.
  • Santa Fortuna :
    • The Macmillan Surreptition : the escalation possess an instafail condition. Fortunately it’s an easy one to work with. The escalation can also fall into combat very easily if you are not careful.
    • The Delgado Larceny : as @Count.Rushmore said it’s the original El Matador escalation. The unlock was under the condition of a silent assassin rating in Hitman 2. If you don’t go for the rating, it’s a bit of a complex escalation, but nothing that will demand an obtuse or difficult to setup route.
  • Mumbai :
    • The Han Encasement : the timing can be a bit uneasy to find, but once you find it, everything will fall into place quite nicely.
  • Whittleton Creek :
    • The Batty Tranquillity : the rake escalation ! The escalation is fun, but the last level will demand you to pacify and drag away a very public target. If you don’t care about Silent Assassin you have some ways to make it with brute force, otherwise it will take some time to attract the NPC in the right place/remove the rest of the witnesses. At least play the first two level, they deserve it.
  • Isle of Sgail :
    • The Aelwin Augment : the fish pacification escalation ! The escalation can easily go into combat, but the only objective is to pacify one target and ten NPCs of your choice the fish. So it’s just mindless fun. I would even advise you to finish your 26 escalation with this one.

The following are difficult (but usually you can brute force them):

  • Miami :
    • The Unpalatable Termination : no pacification and non silenced weapon. The last level demands careful and precise NPC manipulation. Even with a guide it can go sideways fast.
  • Mumbai :
    • The Raaz Algorithm : only three targets and the elimination method is free. But you will have two instafail complications : do not get spotted and suit only. I still must say that if you go for a stealth/lethal or sniping way of taking guards out, it can be a bit of fun. So either moderately complex or difficult. I placed it in difficult because the escalation can be frustrating.
    • The Chameleon Anonymity : you can wear each of the three required disguise only once and only for 60 seconds. There are ways around it. But the escalation is in a small area and can be too much at once, especially if guards starts to go in search mode.
    • The Hirani Evauation : two instafail conditions no disguise change and do not get spotted. I would have put this one in moderately complex but I remember some frustrating line of sights, Depending on your luck, you might want to try it, just use the right starting disguise and loadout.
  • Whittleton Creek :
    • The O’Leary Conflagration : this escalation possess a unique complication called civilized that will prohibit all non target pacification or elimination. In addition to that you will need to drag or attract some targets through a long distance and under the eye of a lot of potential witnesses. A long escalation that can go badly very quickly.
  • Isle of Sgail :
    • The Rafael Misadventure : I would have gladly put this escalation in the moderately complex, but unfortunately sometimes the target placement will be just slightly wrong and force a restart. Which is a shame because the concept/narrative of the escalation is interesting and fun to execute, when it falls into place.
    • The Babayeva Dissonance : either difficult or complex. You will have to eliminate four targets, all relatively public and with a lot of distance to cover, all with a 60 second streak complication.
  • Haven Island :
    • The Bartholomew Hornswoggle : the escalation is fun, but some of the timing demanded (you will need to eliminate moving targets with a fixed canon) can be harsh to master. The escalation can also quickly go into combat, or some of the target can flee in public area and will take a lot of time to return to their normal routine. At least give it a go, the atmosphere and narrative is great. (it’s one of the precursor of the hitman 3 deluxe and seven deadly sins escalations, with each level a continuation of the previous one, continuing when and where the last one ended)
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@LandirtHome wow, thanks for those!

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Only Yui Kawarasaki (#1) and Nami Yamazaki (#3) directly get infected. If you prevent them, no one else ever gets infected (unless 47 causes a panic or something).

Further, while Yui Kawarasaki will wait there in the hall outside the Operating Theater forever until she gets infected, Nami Yamazaki only passes through and won’t wait or repeat if she doesn’t happen to bump into Cage.

I tested this by rushing in to coin Yui Kawarasaki to the bottom of the stairwell for a KO before she could get infected, then later when Nami Yamazaki was in the lounge I delayed her exit (by distracting her with a coin toss) long enough for Cage to clear the hallway. Then I just left the game running. No infections 90 minutes in.

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From @BluntsNBeatz youtube channel,



Hitman AI Hearing Ranges : Hitman AI Audio Ranges

Item/Action AI Response Type Professional Easy Master
Drag Body Curious 2
Dump Body Curious 3
Kick Victim Curious 6
Pull Victim Curious 3.5
Push Victim Curious 3
Take Disguise Curious 3
Take Down Curious 15
Close Combat Close Combat 12 8 16
Close Combat - Break Neck CC Break Neck 10 5 13
Close Combat - Choke (Pulsing) CC Choke 5 3 7
Close Combat - Fiber Wire CC Fiber Wire 3 2 5
Crowd - Alerted Crowd Alerted 10
Crowd - Arrest Killer Crowd Wants Arrest Killer 20
Crowd - Arrest Weapon Crowd Wants Arrest 20
Crowd - Curious Crowd Curious 5
Curious Curious 10?
Firearm - Bullet Impact Bullet Impact 10
Firearm - Bullet Impact Body Bullet Impact 3
Firearm - Bullet Impact Head Bullet Impact 3
Firearm Discharge - NPC Normal Gun Shot 60 40 70
Firearm Discharge - NPC Silenced Gun Silenced 7 3.5 10
Firearm Discharge - Player Normal Player Gunshot 60 40 70
Firearm Discharge - Player Silenced Player Gun Silenced 7 3.5 10
Firearm Discharge - Player Subsonic Player Gun Silenced 3 1 5
Firearm Discharge - Empty Empty Gun ???
Footstep - Crouch Run Footsteps 0 0 3
Footstep - Crouch Walk Footsteps 0 0 0
Footstep - Crouch Walk Slow Footsteps 0 0 0
Footstep - Running Footsteps 0 0 6
Footstep - Walk Footsteps 0 0 0
Footstep - Walk Slow Footsteps 0 0 0
Footstep Vegetation - Crouch Run Footsteps 5 0 5
Footstep Vegetation - Crouch Walk Footsteps 2 0 2
Footstep Vegetation - Crouch Walk Slow Footsteps 0 0 0
Footstep Vegetation - Running Footsteps 6 0 6
Footstep Vegetation - Walk Footsteps 3 0 3
Footstep Vegetation - Walk Slow Footsteps 0 0 0
Item Collision Item Collision ???
Speak - Angry Speak Angry 15 10 20
Speak - Help Speak Help 15 10 15
Speak - Help Loud Speak Help Loud 25 15 35
Speak - Pain Speak Pain 15 10 20
Speak - Pain Behind (AKA ‘Pain Low’) Speak Pain 2 1 4
Speak - Warning Speak Warning 15 10 20
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