Things About Hitman You Just Found Out

But then I have to ask, were those there back then, or were they updated and added in before service to H1 stopped? Not gaslighting, I genuinely want to know, because that means otherwise that I didn’t pay full attention way back then, and have ignored them since, and gaslit myself.

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One example that took them forever to use elsewhere was the Marrakesh target pissing through the hole in the floor in the bathroom.

This was the origins of that animation iirc.

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Not the most probably, yes, but there’s no reason to be rude about it. I literally spelled out that if they were not added after the first few times I examined those items, which I haven’t done so in the years since because I already wrote off any need to be even looking in those spots, then it means I had it wrong to begin with and have had an incorrect perception of the items available in those maps all this time. I wasn’t asking for a check of what versions were uploaded when; I have no idea how any of you even do that. Simply confirming that you had encountered those items there for the entirety of the game’s existence and not just following the last few updates before work on it stopped for good would have been sufficient for me to believe you, and that’s why I asked in a follow-up to verify.

I know for sure the knife and poison was there when I played H2016 before H2 came out.

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Alright then, so it’s me.

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So I am curious when this changed…

Map: Miami
(game: unmodded Hitman 3 / WoA)

I completed “The Oroborous” Elusive Target Arcade and during those runs, I discovered that you can hold large items such as fire extinguishers or android arms when entering containers?
Afterwards, I tested on the ordinary Miami map (and Paris with fire extinguisher then a fire axe) and they also worked, whether the container was an upright metal cupboard or a wooden crate.

The additional, specific oddity for Miami is that if you are inside the wooden crate in the office perpendicular to the android lab (the office where Faba looks out the window or speaks to the blue coat person), you can drop the item while inside the container then retrieve it later when you have emerged. The fire extinguisher (and the android arm) were not visible when I looked around after emerging, but when I moved quite close to the container on the side nearest the lab doors, the interact prompt appeared and the fire extinguisher (and android arm) could be picked up.

I tested several other containers in various positions (where one side or both sides could be accessed) on ordinary Miami and Paris, and while you could hold large items while inside them, if you dropped them (by switching to another item) while inside the container, you could not retrieve them after you emerged… except this one container. I did search downstairs in case the items had fallen through the floor, but they were not present in Miami nor Paris, even using Instinct Mode.

I am certain that carrying large items into containers was not permitted at some point in Hitman 2016 (I vividly recall the clanging sound when I was carrying a fire extinguisher during an early run of Paris and entered a container, and thinking everyone had heard the noise). The fire extinguisher was standing outside the crate when I finally emerged, the game having automatically dropping it outside the container as I entered. With this experience, I had dropped such items before entering (or waited to pick up until after I did not need to enter containers due to clothing, subduing enforcers, etc.).

Best regards.

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I think it’s well known, but I just discovered that if you turn on the television in the vault security room in New York it doesn’t work like a normal tv distraction (attract to, turn off, and return to previous post).

It makes three of the four vault guards watch the game for the rest of the run.

Accidentally this allowed me to finally find a way to SANKO Prompt Only New York (and bonus, and suit only and loadout only, SASONKOPOLO if you will :grin:).

(the fourth guard does not look toward the vault, or even toward the vault security system/keycard reader, but at the security screens on the wall)

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The chloroform-ventilation route is just so ingrained for me that I’m not sure I even noticed that there was a prompt to turn it on :hushed:.

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Thanks to the High Wired featured contract, I learned that the Dealer disguise actually lets you seduce some NPCs with it to buy drugs. A feature with multiple unique voice lines for 47 I never knew about till today!

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They enabled this on Alexios Laskaridis’s bodyguard in The Drop ET too. Which was a nice touch if you wanted to easily prevent him being a problem.

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Speaking of which… I just found out if you’re holding the chloroform bottle you will use it to melee KO someone. It will not break, thankfully - so it can still be used as a sedative poison.

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And @JaqTaar i knew you could turn on that tv… but I never had done it. Learn new stuff all the time lol.

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I use that distraction a lot. usually ko the first guard with the switch in the IT-Department-room, stash the second one with a distraction from the ventilation system and then use the tv. pretty fast and all the guards are gone.

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Isle of S’Gail. In the kitchen area, there are small holes near the floor where you can see the area where there are a lot of guards standing around.

I knew about this but got to make use of it while playing in Freelancer today. I needed to kill a target with a collateral firearms kill. I got most of the kitchen staff out of the way, then aimed through one of these holes. When the target got in the right spot - I shot him and (at least) one guard who was behind him using a piercing sniper rifle.

It’s nice that you’re far enough away so that when all those guards come running to where the shot came from you can be long gone. :grinning:

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As lukefsje mentioned earlier, in Berlin you can offer people drugs if you’re wearing the dealer disguise and are close to them. Then those people will eventually follow you to wherever you go unless you step into a trespassing area.

You need to stand somewhat close to people in order for you to talk to them. Then there will be a dialogue before they follow you. If you wait for the whole dialogue to finish before you move away from the person you’re talking to, then they will always be following you. However, if you walk away before the whole conversation is finished, then sometimes, but not always, the person you were talking to doesn’t move at all. I was wandering why that is and here is what I found.

It seems that your position when you are initiating the conversation matters. If you are standing extremely close towards the other person, then you can move away immediately and they will still follow you. However, if you trigger the dialogue while being further away, then the other person will be motionless, if you don’t wait for the whole dialogue to finish before walking away.

I got a few tries that confirm these observations. But Hitman is unpredictable at times and there might be some other random factors at play, so take these findings with a grain of salt.

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Well what I just found out is that Hantu Port is really solid! In my 1213 hours on Hitman 3 and my 208 hours on Hitman 2, I’ve never touched Hantu Port until today. Part of that’s due to the carryover resetting most of my sniper assassin progress and me redoing Siberia and Himmelstein first since I was familiar with those maps.

So far I’d say it’s not as good as Siberia but better than Himmelstein. We’ll see if that changes after I grind to Mastery 20. My pattern so far has been doing a sniper assassin run, doing a Featured Contract, and doing an escalation so I don’t get burned out on it as much.

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Silvio Caruso is voiced by Brian T. Delaney, the same guy who voiced the male Sole Survivor in Fallout 4.

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Currently playing Reprisal, so lots of my posts here will now be related to that, but just found out that in “A Vintage Year” the worker suit gets you in the drug lab just fine, meaning the Drug Lab Worker suit (with the mask) and the normal worker suit are perfectly equivalent. Even goes so far as being unable to pick up the drug lab worker disguise when you’re already wearing the normal worker disguise.

That’s not how I remember it working.

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Before Flatline, when 47 meets Diana in the church confessional, Diana says that the antidote needs to be applied to the lips in order to revive the subject.

Too bad (for Diana?) 47 didn’t pick up on that cue and just went with the needle, which seemed to do just fine.

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@47Agent now i need a picture of 47 like this
ERUe0aBU0AE4y4X

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