by: Tech21 | December 14, 2002
[Jump to: Tracking Hayamoto | Hidden Valley | At The Gates | Shogun Showdown]
They lied to us! Well, maybe IO-Interactive didn't blatantly ignore its own
statements that Hitman 2 would feature no Colombia-style missions from the
first game, but unfortunately it sure turned out that way. The time period
between 47's exodus of Hayamoto Jr.'s estate and arrival Daddy Hayamoto's
castle is a nasty, frustrating romp through wide open terrain and horrible
artificial intelligence. It's Colombia - only with snow and ninjas.
But oddly enough, the opening mission in Japan is one of the finest in the
game, and I think the most reminiscent of a good Hitman: Codename 47 level.
Masahiro Hayamoto, a well-known arms dealer has his hands on a powerful
missile guidance system and Agency's client wants him eliminated and the
guidance system recovered. The only problem is, Hayamoto's whereabouts have
been unknown for the past 15 years. So, rather ingeniously, 47 will
assassinate the target's son, place a transmitter on the body, and follow
it all the way to Pop's house. Piece of cake.
Make sure you turn off the coffee pot and close the garage door, because
once 47 embarks for Japan, there will be no returning to the monastery for
extra gear. Make sure you take the usual: standard fiber wire, anesthetic,
silenced 9mm for quick kills and the Ballers should things get hairy.
It's possible to bring along a sniper rifle or SMG and sneak it out the
gate after offing Hayamoto Jr., but those items are readily available in the
next mission: guards carry SMGs and the provided silent crossbow will cover
all your long-range killing needs.
- Fiber Wire
- 9mm Pistol SD
After a brief cut-scene showing 47's clever entrance, you begin the mission
behind a large rock on the hideout grounds. You can't see them right away,
but two guards are on the path ahead of you, just about to begin their route
back to the gate entrance. They follow this point-A to point-B patrol route
the entire mission. Hang around a bit, leaning out to check on their
positions, and when they turn around and head toward the gate, make your
way east along the fence.
As you approach the three-door garage, you'll see a single guard on patrol,
currently walking away from you. Since he has his back turned, use this
opportunity to cut across the driveway and enter the nearest of the three
garage doors, shutting it behind you. Once in the garage, you are
momentarily safe from danger. Checking the map, however, you'll see
that a stationary guard is thwarting your safe entrance into to the house.
Not a problem.
Notice the fine looking vintage muscle car parked in the middle bay? It's
great for drag racing and makes a really tricky diversion for pesky guards.
Walk up to the driver side door and you'll have an option to "Honk Horn."
Go ahead and give'er a toot, and then quickly run over and crouch behind
the metal trashcan next to the house entrance. A few seconds later, the
door guard will come out to investigate. While the guard has his back turned,
use sneak mode to easily prance right into Hayamoto Jr.'s hideout.
Once in the house, make an immediate right through the curtained doorway
and then head through the next door on your left. You will now be in a small
room, able to look through the slightly transparent sliding doors and see the
guard patrolling the hallway. Don't worry though - he can't see you. When
the guard passes you heading west, sneak out behind him, and enter the door
on your right into the small sitting room. Continue into the book storage
Ok, the next goal is to snatch up a cook's uniform. Looking at the map
and you'll notice a Point of Interest highlight on a small room across the
hall. There are two guards that occasionally enter this hallway - make
sure they aren't around, and then hop across the hall into the room and
get into the chef garb. Now exit and make a left and you'll soon enter
the kitchen. Keep walking, staying as far from guards and the cook as
possible, and enter the other Point of Interest room right beyond the kitchen
on your left.
Inside is a tasty filet of fugu fish and a handy kitchen knife. Go ahead
and select the option to cut the fish, and then head back into the kitchen.
On the corner of the kitchen table, you'll notice a bowl of sushi. Walk
up to it and use the menu options to place the transmitter and the poisoned
fish in the bowl. The guard and cook won't mind at all you toying with the food, but
keep away from the server-girl - she gets a little scared.
After the job is done, head out the back door of the kitchen, right beyond
the room where you picked up the fish. Now head east and then south around
the house and toward your starting point, keeping a distance from guards
where possible. Meanwhile, our little waitress will be serving up
Hayamoto Jr. his last meal. In a few minutes, two info alerts will flash:
first, that the transmitter has been placed on Hayamoto, and second,
that Hayamoto is dead. Walk up to the gate and off into the night. Let
the tracking begin!
Recommended Saves: 1
Rating: Silent Assassin
Items Available For Collection
- SMG [In Bedroom and on All Guards]
- 9mm Pistol [On Hayamoto Jr. and Kusahana]
- Kitchen Knife [In Fish Room]
- Silenced Ballers [Bonus for Achieving Silent Assassin]
Points Of Interest
Smoking can be bad for one's health.
Napping in the guest house is a good way to lose your clothes.
Always good to have an SMG by the bedside...
... And pistol ammo on the back of the toilet.