Hitman: Blood Money - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Hitman: Blood Money - Strategy Guide (Page 01).
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This FAQ is Copyright 2006, by Matthew Walter
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Hitman: Blood Money Walkthrough for Playstation 2
Written by: Matt Walter
E-mail: Anago@hotmail.co.uk
Version: 1.00
Date: May 31st 2006
Copyright (c): 2006 Matt Walter
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HITMAN: BLOOD MONEY
"Merces Letifer" : Death as Business
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CONTENTS
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1.0 Contents
2.0 The Basics: 2.1 Controls
2.2 Game Screen / Display
2.3 Movement
2.4 Actions
2.5 Fighting
2.6 Features
3.0 Tips and Hints
4.0 Full walkthrough: 4.1 Death of a Showman
4.2 A Vintage Year
4.3 Curtains Down
4.4 Flatline
4.5 A New Life
4.6 The Murder of Crows
4.7 You Better Watch Out ...
4.8 Death on the Mississippi
4.9 Till Death do us Part
4.10 A House of Cards
4.11 Dance with the Devil
4.12 Amendment XXV
4.13 Requiem
5.0 Weapons
6.0 Upgrades
7.0 Version History
8.0 Copyright Information
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1.0 INTRODUCTION
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Having bought and completed this game on the day it was released (I really
didn't have anything better to do, and nor should any of you), and given that
I now have 5 months of glorious Summer holiday before I start Uni, i decided
I would try my hand at writing a walkthrough, and what better than writing 1
for the culmination of the Hitman series.
Bearing in mind that this is a new venture and given my lack of any ability
in computer expertise, any contributions or corrections will be welcome at
my email address. This guide covers the 'Normal' difficulty level, and I
have tried to give a guide for the best possible rating (Silent Assassin).
A word of warning, as there isn't a great deal of story line in these games
(being honest), most of the spoilers you are you'll get are going to come in
the missions, so if you're not prepared to read something you'd not first
experienced, then don't blame me. I would recommend that this guide be used
as an advisory as how you could do each mission, hopefully to the best of my
ability, and due to the nature of the game, there'll obviously be a plethora
of different ways to complete each mission, so this isn't the be-all end-all
of mission guides. If you are not truly stuck then try exploring the levels,
something that is punished less in this game than in any of it's previous
incarnations, as solving a problem is all the more satisfying when you do it
without help.
I havn't included various Easter Eggs which can be found in the game, you can
find these yourselves you lazy fellas, or just look on most messageboards,
they're probably there. Finding these are the fun of really playing a game,
so I don't like to spoil things!
Enough preaching though. Blood Money cast you as a callous cloned assassin,
'Agent 47', 'The Hitman' who kills certain targets for a cash payment, as the
title suggests. These 'hits' play out in a variety of places, but mainly in
different parts of mainland America, as 47 found himself fleeing to a new
country as 'The Agency', the middle-man, came under attack from other hitman
agencies. This is the context of Hitman: Blood Money.
Hitman: Blood Money is certainly a contender for the best game
in the series, with new game engine and re-vamped enemy A.I., and with
the new innovative ways you can perform the 'hits', such as framing it as an
accident and the like, and all new actions, such as disarming armed opponents
and using enemies as human shields when backed into a corner.
and so, without further ado:
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2.0 THE BASICS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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2.1 CONTROLS
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SHOULDER BUTTONS:
L2 Button: Open/Close Map R2 Button: Reload Weapon
L1 BUtton: Crouch/Sneak R1 Button: Fire/Use Weapon
Close Combat
D-PAD:
Left/Right Button: Scroll through maps
Scroll through inventory
Up/Down Button: Zoom Sniper Scope/Binoculars
Scroll through actions/items
ANALOGUE CONTROLS:
Right Analogue: ~ Tilt: Aim / Rotate camera angle
~ Press: Switch View mode (3rd person/1st person)
Left Analogue: ~ Tilt: Walk / Sneak (when used with L1)
Note there are 4 speeds of moving normally,
on how far you tilt the left anaolgue
~ Press: Throw Item (Hold and release)
BUTTON PAD (?):
[X] BUTTON: ~ Tap: Carry out action
~ Hold: Action list
[Triangle] BUTTON: ~ Tap: Drop Item
~ Hold: Exit Map/Legend
[Square] BUTTON: ~ Tap: Holster/Unholster Weapon
~ Hold: Open Inventory (release to close again)
[O] BUTTON: ~ Tap: Pickup item
~ Hold: Pickup List (release to pickup item)
OTHERS:
Select BUTTON: Access Mission Briefing / Intel
Start BUTTON: Pauses the game / access ingame menu
~ Button Commands taken from the game manual
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2.2 GAME SCREEN / DISPLAY
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| |
| [Tri] W__N__E |
| 4. |!| ' ' ' |
| 1. [Sq] 5. |
| |
| [X] |
| |
| |
| |
| |
| |
| | |
| 7. - - |
| | |
| |
| |
| |
| |
| _______ ___________ |
| | | | | |
| | 2. 3. | | 6. | |
| |_______| |___________| |
| |
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1. Current Command Buttons:
----------------------------
This is a new invention into the Hitman series. Whereas before you selected a
given action from a list with one button, now any action you can do will be
displayed next to a button in the top left of the screen. When more than one
action is available then a small arrow will appear below the command,
and you can then hold the button to scroll down a list of actions available.
The [Triangle] button is used for dropping items, the [O] is used to pick
up items or change costume, while the [X] button is used to perform actions.
---------------
2. Health bar:
---------------
Displays remaining health for Agent 47. When it is completely empty Agent 47
dies.
-----------------
3. Threat meter:
-----------------
A staple of the hitman series, the threat meter determines how the guards
react to Agent 47. When it is empty, everyone will treat Agent 47 as a normal
civilian. He can generally run around without raising suspicion. When it is
half full the threat meter will be yellow, and this indicates that the guards
have seen something suspicious and will go on alert. Here running around
may increase the bar until it is full or any really suspicious action will
blow Agent 47's cover. When the meter is full it'll turn red, which means
any guard present has seen through Agent 47's disguise and shoot on sight.
The threat meter will decrease over time if Agent 47 acts normally, or hides
from the guards, another thing that is new to the series but long overdue. If
Agent 47's cover is blown or the threat meter is yellow, then changing
disguise can decrease the guards' suspicion.
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4. Information indicator:
--------------------------
When new information becomes available this will appear at the top of the
screen
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5. Compass:
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This shows the direction in which Agent 47 is headed.
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6. Weapon Indicator:
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hen a Agent 47 is holding a weapon, it'll show up here, with information on
clip size and total rounds left.
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7. Crosshairs:
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This indicates where Agent 47 is aiming. When the crosshairs are red, you
are pointing the gun at an enemy. White otherwise.
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2.3 MOVEMENT
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In this game Agent 47 moves more fluidly and naturally around the maps, and
can now jump obstacles and climb walls. The graphics are much improved, and
47 actually walks down the individual steps now. It's the little things that
matter!
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Moving Around the maps:
------------------------
47 can be moved around by tilting the left analogue stick in any direction,
and moves relative to the viewpoint. By tilting the analogue stick different
amounts, 47 can move at different speads (walk, slow/fast walk, run). When in
sneak mode, 47 will either shuffle on one knee or do a crouching walk.
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Low walls/objects:
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To increase the immersion in the environments, 47 can now climb on or over
low obstacles. To do this simply continue tilting the left analogue stick
towards them. For higher boxes, 47 will jump and then pull himself up onto
the box.
-------------------------------
Ladders/Trellaces/Drain Pipes:
-------------------------------
To climb up or down any of the above things, tilt the analogue stick toward
them to hold on, then tilt it up or down to climb up or down respectively.
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Moving along ledges:
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For narrow ledges, Agent 47 presses himself against the wall and shuffles
along. He does this automatically as you approach a narrow ledge. He can't do
this anywhere, as per Solid Snake, however.
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Jumping Balconies:
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If there are two balconies close enough together, 47 can jump between them by
simply walking toward the gap and holding the left analogue stick in the
right direction. Much simpler than it used to be.
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Climbing In/Out of windows:
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I found this the most annoying of the new actions to get the hang of. When in
front of an open window, 47 can climb through it. However, you can't do it in
1 fluid motion like the other actions. Move up to the window, let go of the
left analogue, and then tilt it towards the window to get 47 to climb
through it. Maybe this was just me ...
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2.4 ACTIONS
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All the same actions are open to our Hitman in this game, with a few added
extras, which is fine by me. You can now distract guards and shoot off any
locks, which can be helpful when the right situation doesn't show itself or
you're in a hurry. 47 can now also dispose of bodies he's sedated or taken
out, which is useful to keep everyone else unsuspecting, and is required
to get the highest ranks at the end of levels. These are all covered in the
tutorial mission.
=========================
'Ingression' techniques:
=========================
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Lock Picking:
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If a door is locked, when approaching it the command will show as 'Pick Lock'
47 will proceed to pick open the lock and open the door. If guards see you
doing this they won't open fire immediately, as before, but will run up and
tell you to stop. Lock picks can be upgraded to make this faster, but
generally it doesn't take as long as it used to.
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Shooting locks:
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If you're in too much of a hurry to pick a lock, you can always shoot it off
while risking nearby guards hearing you. It'll also decrease your rating at
the end of the level. Simply take out a gun and aim the crosshair over the
lock. I don't think I ever actually used this, so there we go.
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Key cards:
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Some doors are fitted with card readers next to them. This means that they
can't be picked or shot open and to get through them you'll need the relevant
card. Just walk up to the card reader and press [X], if you don't have the
right card then an info thing will pop up to tell you. These are annoying as
hell.
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Peeking through locks:
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If you want to check out a room before entering, you can crouch in front of
the door and press [X] to peek through the keyhole. The view's limited
so this is rarely useful, but is good if you're on a harder difficulty where
the guards aren't marked on the map. Better to open the door and use the
camera to peer around the corner.
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Talking to people:
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In some levels Agent 47 can talk to barmen or receptionists to get info or
certain items. To do so walk up to a person and press [X] to initiate
dialogue.
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Hide in closets:
-----------------
Yup, that's right, Agent 47 can now hide in closets if he so chooses. Useful
if you want to hide until a guard walks by, or if you're waiting in a room
for someone. Simply walk up to the closet and press [X].
========================
Distraction techniques:
========================
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'The coin':
------------
If you want to distract a guard or move him away, you can throw a coin. You
have an unlimited supply of these in your inventory automatically, so that's
fine. To throw the coin, select it from the inventory, and then hold and then
release L3 to throw it.
----------------
Light switches:
----------------
In most rooms, the Hitman can turn off lights at a switch. This supposedly
makes you and perhaps bodies within less visible. If a guard is in the room,
he'll automatically go over to turn the light on, so this is a good method
of distraction. Simply walk up to the light switch and press the [X] button.
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Breaking utility boxes:
------------------------
These are boxes marked by a lighting bolt on your map in Normal or Rookie
difficulties. Breaking these will generally cause a guard to come out and fix
it. Use it in a similar way to the light switch technique.
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The 'misplaced' weapon:
------------------------
Nice email from Mike Kozar neatly encapsulated the uses of the old misplaced
weapon. I mentioned somewhere that if you drop a weapon, civilians and guards
have the annoying tendency of picking them up. Well you can use this to your
advantage, either by dropping them, and then sneaking up on said victim while
their back is turned, or you can simply sneak past them. Mike also suggested
guards take any weapons straight to the guard's room, thus locating the CCTV
tapes for the level, but I havn't tested this yet, so take with a pinch of
salt, and don't email about lost weapons, they're gone fellas!
========================
Subterfuge techniques:
========================
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Disguises:
-----------
One of the main actions of the game, 47 can dress in the clothes of a target.
This will allow him to enter restricted areas freely, for example entering a
building by dressing as a guard, or the kitchen by dressing as a chef.
Note, generally there are places where each disguise can not go. To do this,
walk up to a dead or sedated button and press the [O] button. It also allows
you to openly carry the weapons that the person would be allowed to: A hammer
if you're a builder, larger weapons for guards or soldiers etc.
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Disposing of bodies:
---------------------
If bodies are found, be they dead or sedated, then guards will be more alert
and the threat meter'll fill easier. This means that when you take out a mark
it is prudent to hide the evidence. You can either drag the body into a dark
corner or room, or hide them in foot lockers or freezers or the like. To do
this, drag the body up to the disposal unit, Press [X] once to open the lid,
again to dump the body, and a third time to close the lid. If the hit looked
like an accident, then you don't need to hide the bodies to get a good rating
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2.5 FIGHTING
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Agent 47 now has way more moves to protect himself when backed into a corner.
The close combat system allows him to use his bare hands to take out targets,
but be warned this generally leaves splashes of blood around, and makes noise
that can alert the guards. In the case of the fibre wire of course, the kill
is completely stealthy.
=========================
Close Combat Techniques:
=========================
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Knocking out targets:
----------------------
When you're in front of an unarmed target, Agent 47 can first headbut them to
stun them with a press of the R1 button, then knock them cold with a punch
with another press.
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Disarming targets:
-------------------
If you're in front of an armed target, then pressing the R1 button will cause
47 to wrest the gun from their control. The gun can go off during the
struggle, which raises a bit of a racket.
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Concealing weapons:
--------------------
Smaller weapons can be concealed about the Hitman's body. To see if a weapon
is concealable, check the inventory for the weapon's list of stats. Concealed
weapons can be discovered by a frisk or detector. If 47 is holding any
container, such as briefcase or tool box, he can conceal weapons in there.
This means they won't be discovered by a frisk.
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Shoving and neck pinching:
---------------------------
If you come upon someone from behind when unarmed, pressing R1 while moving
will shove them to the ground. Alternatively, if you are stationary when you
press R1, 47 will perform the nerve pinch on their neck and render them
unconcious, but I actually havn't been able to replicate this from the first
time I did it, so maybe the game was glitching, take it with a pinch of salt.
======================
Close combat weapons:
======================
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The fibre wire:
----------------
Of course what hitman game could be complete without a customary fibre wire.
The fibre wire allows 47 to stealthily kill targets from behind without any
blood or gunshots. To use it, sneak up behind a target while holding the R1
button to ready the wire, then release it to strangle the victim. 47 performs
a variety of kill methods that seem to be totally random, and are not
respective to any button presses you may perform at the same time as
strangling any hapless victim. If you climb onto of an elevator, you can
strangle anyone below by looking at them and pressing the [X] button when the
fibre wireis selected from the inventory. The fibre wire can never be
detected by frisksor metal detectors.
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Knives:
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As with the fibre wire, these can be used for stealth kills by sneaking up
behind unsuspecting targets and pressing R1, though note this causes a trail
of blood and splashes all around. Alternatively you can hurl the knife at a
target by holding the L3 button, aiming at the victim, and then releasing it.
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Syringes:
----------
There are two main types of syringes, the lethal one, which will kill the
target, and non lethal one, which will stun them. If stunned victims are
disposed of, they will not wake. I'm unsure about this, but if left to lie
around there's a chance they will wake up before the end of the level, but I
have yet to see this. Certainly in Normal mode guards sedated at the start of
the level won't wake up before the end.
The syringes can be applied directly to the target in the same way as the
knife and the fibre wire are used. Alternatively, you can poison food or
drink by brandishing either type of syringe, placing it over the food, and
then pressing R1 when the crosshairs are red.
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Weapon techniques:
===============
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Human Shield:
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Useful when outnumbered in enclosed spaces, you can now get Agent 47 to grab
guards as human shields. Other guards won't usually shoot at you then unless
they see a clear target, though I have had a few that were killed when I was
holding them. To do this, sneak up behind a guard with gun in hand and press
the [X] button. Fire and reload as normal. To release the shield, press [X]
again to knock him out, or [Triangle] to shove him face first to the ground.
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Remote Bombs:
--------------
Mines can be placed inside suitcases or tool boxes and then detonated later
from a safe distance. Use the place item to command to put a mine inside the
carrier, and then use the detonator to detonate it. This is noisy and can
cause the deaths of innocents, use with caution.
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Accidents:
===========
Blood money introduces a new system in performing your hits, that of making
them look like accidents. The plus of this is that they don't count as kills,
so I incidental deaths don't affect your rating. Also bodies found after
an accident don't count towards the 'bodies found' category at the end of the
mission I've found. Even better, any civilian killed in this way will not be
deducted from your final pay.
Further to this, G.I. suggests that you can sedate civilians or any
particular target, and then throw them off ledges, and their deaths will
count as accidents. I have yet to try this, but it seems plausible enough to
add in. Feel free to experiment, it's the name of the game.
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Rigging Bombs:
---------------
The first kind of accident is to cause heavy objects to fall onto happless
targets below. This can be accomplished by walking up to where they are
tethered, and when prompted pressing [X] to place the mine. Detonate with the
detonator as always. Be warned that any guard or civilian too near the blast
will obviously be killed, and this counts towards your total. Lure them away
by throwing coins or simply sedate them and hide their bodies safely.
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