Hitman 2 Silent Assassin Prima Official eGuide.pdf
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primagames.com
®
Prima's Official Strategy Guide
Michael Knight
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
Contents
The Prima Games logo is a registered trademark of Random
House, Inc., registered in the United States and other countries.
Primagames.com is a registered trademark of Random House,
Inc., registered in the United States.
Assassination 101
........................................................................................
2
Polishing Your Skills
............................................................................
2
Move Like a Professional
..............................................................
2
Up Close and Personal
..................................................................
3
Death from Afar
............................................................................
4
The Quick Draw
..............................................................................
4
Disguises
..........................................................................................
5
Completing an Assignment
..............................................................
5
Recon
................................................................................................
6
Infiltration
........................................................................................
6
The Hit
..............................................................................................
6
The Escape
......................................................................................
6
Tools of the Trade
........................................................................................
7
Close-Combat Weapons
......................................................................
7
Sniper Rifles
..........................................................................................
7
Assault Rifles
........................................................................................
8
Pistols
......................................................................................................
9
Shotguns
..............................................................................................
10
Equipment
............................................................................................
10
Miscellaneous Items
..........................................................................
11
Sicily
......................................................................................................................
12
The Gontranno Sanctuary
................................................................
12
Anathema
............................................................................................
15
St. Petersburg
..............................................................................................
19
St. Petersburg Stakeout
..................................................................
19
Kirov Park Meeting
..........................................................................
23
Tubeway Torpedo
..............................................................................
27
Invitation to a Party
........................................................................
32
Japan
..................................................................................................................
38
Tracking Hayamoto
..........................................................................
38
Hidden Valley
......................................................................................
41
At the Gates
......................................................................................
45
Shogun Showdown
............................................................................
48
Malaysia
............................................................................................................
53
Basement Killing
................................................................................
53
The Graveyard Shift
........................................................................
57
The Jacuzzi Job
................................................................................
59
Nuristan
............................................................................................................
63
Murder at the Bazaar
......................................................................
63
The Motorcade Interception
..........................................................
67
Tunnel Rat
............................................................................................
70
India
......................................................................................................................
74
Temple City Ambush
........................................................................
74
The Death of Hannelore
..................................................................
78
Terminal Hospitality
........................................................................
83
Back to St. Petersburg
........................................................................
89
St. Petersburg Revisited
................................................................
89
Showdown in Sicily
..................................................................................
93
Redemption at Gontranno Sanctuary
........................................
93
© 2002 by Prima Games. All rights reserved. No part of this book may be
reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Games.
Prima Games is a division of Random House, Inc.
Associate Product Manager: Jill Hinckley
Project Editor: Michelle Trujillo
Editorial Assistant: Matt Sumpter
Layout & Design: Bryan Neff, Damon Carlson, Jody Seltzer
©2002 Eidos Interactive Inc. Hitman 2: Silent Assassin is a trademark of
Eidos Interactive, Inc. Eidos, Eidos Interactive, and the Eidos Interactive
logo are registered trademarks of Eidos Interactive, Inc. All rights
reserved. IO Interactive and the IO Interactive logo are trademarks of IO
Interactive. The ratings icon is trademark of the in the Interactive Digital
Software Association. All other trademarks are the property of their
respective owners.
All products and characters mentioned in this book are trademarks of their
respective companies.
Please be advised that the ESRB rating icons, "EC", "K-A", “E”, "T",
"M", "AO" and “RP” are copyrighted works and certification marks
owned by the Interactive Digital Software Association and the
Entertainment Software Rating Board and may only be used with their
permission and authority. Under no circumstances may the rating icons be
self-applied or used in connection with any product that has not been rated
by the ESRB. For information regarding whether a product has been rated
by the ESRB, please call the ESRB at 1-800-771-3772 or visit
www.esrb.org. For information regarding licensing issues, please call the
IDSA at (212) 223-8936. Please note that ESRB ratings only apply to the
content of the game itself and does NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no
warranty, either expressed or implied, as to the accuracy, effectiveness, or
completeness of the material in this book; nor does the publisher assume
liability for damages, either incidental or consequential, that may result
from using the information in this book. The publisher cannot provide
information regarding game play, hints and strategies, or problems with
hardware or software. Questions should be directed to the support numbers
provided by the game and device manufacturers in their documentation.
Some game tricks require precise timing and may require repeated
attempts before the desired result is achieved.
ISBN: 0-7615-3776-7
Library of Congress Catalog Card Number: 2002101883
™
Prima’s Official Strategy Guide
Assassination 101
So you want to be a hitman. Before you take your first contract, there are things any budding assassin needs to know. First off, a hitman is
not a one-man army. Your job is not to kill everyone in sight, not even every enemy you see. You are being paid to assassinate a specific
target only. Additional casualties, especially unnecessary deaths that could have been avoided, require a bigger cleanup by your
contracting agency. They also decrease your rating as a hitman. Always try to limit your killing to the target and possibly some guards
blocking your access to the target.
This chapter provides all you need to know to become a successful assassin. The first part covers the vital skills you need to operate
successfully and stay alive in the process. The latter part of the chapter goes over the various parts of a mission and what you need to do
during each step. Enough chatter. Let's get down to business—the business of death.
Polishing Your Skills
Ti
If you're in disguise, it's best to walk. While it's a
great danger for someone to get a long, close
look at you in disguise, it's worse if they become
suspicious to see you running past and start shooting!
Whether you are an experienced hitman or just getting into the
trade, it is important to make sure you have the skills to do the job.
Let's take a look at each skill and see how they apply to an
assignment.
Crouch
Move Like a Professional
Before we get to the killing, you need to know how to move. You
may have learned to walk as a toddler, but you now need to learn
to move like a professional. Let's go over the types of movement
and when to use them.
Walking
The crouch allows you to
hide behind obstacles
such as crates or low walls.
You can still move while
crouched down, but not
very fast.
Walking is the most
common way to move
about the mission area.
While you don't get
anywhere too fast, you
also don't attract a lot of
attention.
Sneak
Sneak can also be
considered stealth mode.
Press the sneak button and
walk to move about. Your
character takes slow,
deliberate steps. The
advantage of sneaking is
that it makes no noise
whatsoever, so you
can use it to come up
behind someone or sneak
past them.
Strafing
Running
Most of the time, you
should run during a
mission—as long as no one
is around to see you. A
good place is in the sewers.
Running gets you where
you need to go fast. The
drawback to running is that
it is louder than walking
and raises suspicion. If you
don't want people to turn
and look toward you, don't run.
Strafing is a sideways
movement, either left or
right, which can be
combined with the previous
forms of movement.
Strafing allows you to move
to one side or the other
while still facing the same
direction. It is useful during
a firefight—it allows you to
move while still shooting at
your target.
2
Ti
If you get into a shooting match, remember to
strafe—even if you are running. Strafing back
and forth makes you a harder target to hit.
Strafe around corners rather then turning so your weapon
is ready and aimed.
Assassination 101
Press the fire button and
hold it down to get the
fiber wire ready, then
release it when you are
in position right behind
the target.
Lean
If you want to quickly see
around a corner without
exposing your entire body,
try leaning. Hold down the
left or right lean button
and take a peek.
Ti
If you are trying to get a high rating for a
mission, choose the fiber wire over a silenced
pistol for making a hit. Since it is more difficult to
use the fiber wire, you will earn a higher rating.
Ti
While leaning can be helpful, you usually don't
need it to see around corners. Instead, while in
third-person view, rotate around while hiding
behind a corner and you'll be able to see what's on the
other side.
Anesthetic
Anesthetic works just like
the fiber wire, except that
it knocks out targets
instead of killing them.
When you attack using
anesthetic, press the
button when you want to
attack and then keep
holding it down until your
character releases automat-
ically. The more
anesthetic you use, the longer the target remains knocked out. By
waiting for the automatic release, you ensure that enemy is out for
the mission.
Blades and Other Weapons
Knives can be used to
attack a target from all
aspects instead of only
from behind. When you
use a knife, the target has a
chance to fight back. Keep
up close so guns can't be
pulled on you and keep
stabbing until the enemy
drops. Sneak up behind a
target and slit their throat
for a silent kill.
If you double-tap the lean
button, your character will
do a far-reaching lean
that's great for popping out
from behind a corner and
shooting.
Ti
If you're not sure what's on the other side of a
door, look through the keyhole before opening it.
There is nothing worse than picking a lock and
then walking into a room full of enemies who are all ready
to kill you.
Up Close and Personal
Much of your trade relies on getting right next to a target or
opposition and taking it down. Some methods are completely
silent while others generate some sound.
Fiber Wire
There are other types of
close-combat weapons,
including the katana
sword, a scalpel, and even
a fire axe. All require you
to be in close and take
multiple hits for a kill.
Knowing how to use the
fiber wire is part of being
an assassin. It is completely
silent; the target dies
without being able to shoot
at you or sound an alert.
The key is the approach.
You must sneak up on your
target from behind.
primagames.com
3
™
Prima’s Official Strategy Guide
Death from Afar
Another of an assassin's necessary skills is sniping. A sniper rifle
can eliminate a target at long range. Because of this, you may not
have to infiltrate a heavily defended area and should have an
easier time escaping. To bring up the sniper scope, press the fire
button. Press the button again to fire the weapon. The scope can
be zoomed in and out.
Pistols do not pack the
punch of a rifle or SMG.
Thus it's important to shoot
for the head so you can kill
with a single shot.
When looking through the
sniper scope, your field of
vision is severely limited;
therefore, keep it at low
magnification to find the
target—then zoom in.
If you are in a fight and
don't have time to aim for
the head, aim for the body
and fire two or three times
to drop the enemy.
Notice that the crosshairs
of the scope move up and
down, especially right after
you switch to scope view.
The motion dies down a
bit the longer you stand
still. To further decrease
the motion, crouch down.
Center the crosshairs at
their highest point in
motion over the target's
head. If you fire a bit early or late, you will still hit the target's
body even if you miss the headshot.
Firepower
You rarely if ever begin a mission with an SMG, rifle, or shotgun.
They cannot be concealed, and usually at the beginning of a
mission you want to blend in and avoid suspicion.
Ti
If you can, take a silenced pistol with you on a
mission. They are handy for taking out a nosy
guard who is in your way—especially if he is
facing you, preventing use of the fiber wire. Use the quick
draw from the holster and shoot for the head before the
enemy can shoot back or cry for help.
Ti
If you find a good spot for sniping, no one will
see you fire the rifle. After taking the shot, ditch
the rifle and make your escape. You will even be
able to run past guards if you are disguised because they
don't know who fired the shot.
Rifles and SMGs can put
out a lot of lead with their
automatic fire. They are
also more accurate than
pistols at medium range.
Aim for the body and fire a
burst to drop an enemy to
the ground for good.
The Quick Draw
In most missions, you must move about without raising
suspicion. Learn to rely on your pistols to get you out of a mess
or even for a hit.
To conceal a weapon on
your person, press the
holster button. Pressing the
button again pulls out the
last weapon holstered.
Therefore, if you need to
quickly pull out a specific
weapon, bring it out in
advance, then holster it.
It will be ready for a
quick draw.
Shotguns are also useful,
but only at close range.
Because they fire in a
widespread pattern with
lots of buckshot, you can
just aim at a target's body
and fire once for a kill.
4
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