Hitman: Contracts

Platform

zScore

74%

Hitman: Contracts

Developer:Eidos Genre:Shooter Release Date: Download Games Free Now!

About The Game

Explore the dark psychology of killing for a living as you delve into the mind of the most ruthless and efficient contract killer. Hitman: Contracts delivers more action-packed and suspenseful missions with a greater variety of ways to make the perfect hit and an increased arsenal of firearms and close-combat weapons at your disposal. A new graphics engine showcases your 'work' in brutal detail and brings the dark and disturbing world of the hitman to life.

  • Travel the globe from England to China and eliminate international terrorists, crime bosses and corrupt politicians from your hit list
  • Complete your mission objectives with an increased number of tactical approaches
  • Improved enemy intelligence that will use squad-based tactics to communicate with each other to bring you down
  • All-new arsenal for agent 47 to use including: micro Uzi, stun gun, syringe, and an assortment of blades and firearms
  • Interactive environments dense with "improvisational weaponry" allow unprecedented freedom to pick up objects like meat hooks, pool cues, shovels, pillows and more for use as weapons

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Hitman: Contracts

Hitman: Contracts Review

By Chris Commodore |

With everyone's focus on implementing online functionality and making games bigger and more movie-like, the once-burgeoning stealth sub-genre has become a little more than a footnote in today's games. Sure, it's mentioned, as in, "Uh yes, we have stealth, yes we do. You can um, sneak around stuff. Just after the flame-thrower and rocket launcher levels you can tip-toe out of the nuclear reactor-hailstorm nail-gun-cyborg monster boss throwdown. …You got the part about flame-throwers, right?"

If hurling millions of bullets per second at aliens has got you down lately, and you're bored of first-person Vietnam war games, than IO Interactive's new Hitman: Contracts will be like a cool breeze on a hot summer day. By that, I mean a cool summer breeze with a Garrote around your throat, but you get the picture. Hitman: Contracts, the third game in Eidos' series, is by no means a revolutionary step in the stealth genre, in fact, it's only a little more than a basic upgrade from Hitman 2: Silent Assassin. But the pure exploration of stealth gameplay is relatively unmatched in any game on any system. IO has once again created a strategic game of ploys, guises and choices, tailor made with a genuinely brilliant sense of pacing, intelligently designed levels, each layered with dozens of ways to beat them, and enormous sense of style and delivery.

Gameplay
IO Interactive's title is a vaguely named game for a reason. I'm not certain how good that reason ends up being, but thought was put behind it. When I first heard the name, I thought it was going to be a collection of random levels, like a "best of" game. It turns out that's not far from the truth. The story begins with Agent 47 limping into an apartment with a serious body wound and need of a doctor. During this period of pain and suffering, Agent 47 flashes back to missions he once completed, and you get to play them out. Some of them are indeed levels you have played before, or close to them, anyway, including the first level wherein our bald killer escapes from the hospital in which he's just murdered his maker. A little Biblical, perhaps. The level is from Hitman 1 and players must get out of the complex before getting caught. Seems like a well disguised repackaging of goods, no?

The answer is not all that simple. Agent 47's flashbacks, and his pain, grow more and more intense, and each one transforms into a former mission, predominantly ones you've never played before. The story is told in this scattered, hazy fashion with a concrete sense of pacing and logic, but also with a purposely hidden motive, which brings Agent 47 back into the present and progresses into the future. I'll spare you the story, but the story, it turns out, doesn't really play that big a role in this effort. I had figured IO would dig deeper with this Hitman, but that's not the case.

That's the distinct feeling I get from Hitman: Contracts. I figured after two years, Contracts would be this massive improvement in every manner, the way that Hitman 2: Silent Assassin made a distinct leap from the first Hitman. But I was wrong. IO Interactive has remained focused on what it does extremely well, which is to design fantastically elaborate levels, giving players countless ways to beat a level. And the rest is an all about enhancement. The developer has added new weapons (pillows, syringes, shovels, meat hooks, etc.), and new ways to kill, especially with regard to close combat attacks. It's also embalmed the whole game in this dark, disturbingly moody haze, giving gamers a distinct look at the seedier side of life, whether it's messed up biker gangs, genuinely sick meat-packing people, or deranged hunters looking for a more humanistic thrill.

Hitman: Contracts Cheats

Open the hitmancontracts.ini file (it's in the folder where the Hitman game files are) and add the following lines to it:

ENABLECONSOLE 1
ENABLECHEATS 1

Then start the game and during gameplay press SHIFT + ESC. Change the cheat value from 0 (false) to 1 (true) to enable the cheat.

  • God 1 :Enables God Mode(God 0 deactivates it)
  • Giveall :Gives all weapons and items
  • Infammo :Gives Infinite Ammo for all guns
  • Nailgun 1 :Enables Nail gun (Nail gun 0 disables)
  • Invisible 1 :Makes you invisible to enemies*
  • Invisible 0 :Deactivates invisibility

The mini gun is held by a patient who is behind the locked doors of a basement room in Mission 1: Asylum Aftermath. The keycard that unlocks the doors can be found during Mission 9: The Wang Fou Incident. It is called Orthmeyer’s Keycard and is on Lee Hong’s desk in his office on the second floor of his mansion. After finding the card, finish the mission and save your progress. Quit to the main menu and replay the first mission. Head to the northern section of the map and turn right in the small room with the red flashing sensor on the ceiling. Pass through the west door and dispose of the patient in order to collect the mini gun.

Each weapon is unlocked by completing the mission and achieving the Silent Assassin rating.

  • Mission 1: CZ 2000 Dual Pistols
  • Mission 2: Micro Uzi Dual Submachine Guns
  • Mission 3: Silverballer Silenced Dual Pistols
  • Mission 4: Magnum 500 Dual Pistols
  • Mission 5: Sawed-Off Shotgun Dual
  • Mission 6: M4 Carbine Silenced Assault Rifle
  • Mission 7: SG220 .S Dual Pistols
  • Mission 8: MP5 Silenced Submachine Gun
  • Mission 9: AK 74 Silenced Assault Rifle
  • Mission 10: GK 17 Dual Pistols
  • Mission 11: Micro Uzi Silenced Dual Submachine Guns
  • Mission 12: PGM Silenced Sniper Rifle

When playing The Meat King's Party look at the loading screen of the slaughter house. You should see a faint skull. This skull is also on the pinball machines in Rotterdam Rendezvous.

The Ghost in Traditions of the Trade appears in all the bathroom mirrors in the closed-off wing of the hotel.

Also, in the room where the guard is taking a shower, it appears as if he sees the ghost himself. When looking in the mirror, he acts creeped out, puts his hand up to it, and then turns his head to look.

If you shoot out any of the mirrors in that wing, the blood splatter stops even though you still get a target.

On the level "Deadly Cargo," it is possible to get the M60. If you don't get it here, you will have to wait until the 2nd to last level. Make your way to where the SWAT sniper is, on the building overlooking the ship. After the SWAT team attacks the ship, a helicopter will begin circling the area. If you shoot the gunner on the ship, he will fall to the ground with his M60. Make sure that you assassinate the target first and you kill the gunner while the helicopter is over a land area that you can reach.

When playing the mission "Traditions of the Trade", chances are you've come across a locked set of double doors on the first floor past the lift. Pick this lock, and go past through the corridor (you can lift the police uniform from the cop taking a shower) and go all the way to room 109, where you'll find a bloodstained room and a dead body. Go straight to the bathroom, and you'll see a blood-filled tub. This is where the fun begins. Switch to first-person and look at the mirror where you'll see the tub over your left shoulder. Pretty soon you'll see a surprise that'll shake even 47.

Hitman: Contracts Game Walkthrough

===============================================================================

 HITMAN TRILOGY
 Gun Collector's Guide

===============================================================================

This guide is for the console versions of Hitman, because the other versions
sucks all ass. Codename 47 Hitman you can cheat your ass off with cheat codes.

For the first Hitman, You'll have to edit a game file to enable the console. 
Locate the Hitman install path ... /program files/eidos/lointeractive/hitman/
and copy the Hitman.ini file before changing it. Open Hitman.ini with notepad.
Add this line of code at the bottom: enableconsole 1

Save the file as an INI file and boot Codename 47. During the game you will now 
be able to hit the Tilde (~) button to drop the console. This is where you may 
enter game codes:

god1        = 47 invulnerable (Orthmeyer can still zap you)
infammo     = Weapons are infinite reloads (not clip)
giveall     = Gives all items to 47 (not saved)
invisible 1 = Enemies can be alerted but cannot attack 47

The invisible 1 cheat pretty much lets you get the highest rating in the first
game (saves to profile history). For the other games, you need to do some work.

===============================================================================

 HITMAN 2 - SILENT ASSASSIN

===============================================================================

Weapon Collection Notes: The weapons collection is loaded if you load a previous
game with the latest progress. If you complete the game (regardless of rank),
you can quit the loaded game, and opt to start on the current game, which will
load a menu of all 21 stages. 47 only returns to his weapon shack if he clears
these missions: Gontranno Sanctuary, Anathema, Invitation To A Party, Shogun
Showdown, Jacuzzi Job, Tunnel Rat, and Terminal Hospitality. In all other 
stages, 47 carries over what ever weapon he has when he escapes.

------------------------SILENT ASSASSIN NOTES----------------------------------

Silent Assassin Notes: Despite the game name and the recent rating, there is 
no method to get a Silent Assassin rating on every stage in Hitman 2. The 
Silent Assassin rating involves: 47 cannot kill anyone except the target(s).
He cannot be detected as an intruder (blown cover). Sedation can do knock out 
without killing, but the disguise taken will be blown if the victim wakes up 
and alerts guards (change to another costume before then).

Because there are certain stages where you absolutely must kill enemies to 
survive or proceed, you should try to get a Silent Assassin rating in the 
following (possible and easy) stages: Anathema, St. Petersburg Stakeout, 
Tracking Hayamoto, and even Motorcade Interception. Note most of the weapons
are available from murder spree pick-ups, so do not be too concerned about
killing the wrong guys.

The save and load system (limited as it is) is your best friend. Although the
enemy A.I. patterns are predictable, they are randomized once you start offing
bots and giving catalyst to alter their behavior. The game A.I. is relatively
predictable once you accustom yourself to the game's nuances -- there is no
guide to substitute for your own observation or experience.

--------------------------TROUBLE SPOT NOTES-----------------------------------

Trouble Spots: The combat knife is easy to miss if you are too rushed and leave
the interrogation compound before you inspect the aftermath. The scalpel and 
other one time weapons are easy to miss too if you are used to doing things
differently.

The hardest weapon to get is possibly the custom rifle (silenced W2000) since 
only the ninja snipers in At The Gates have it. Getting them to die and drop
the custom rifle involves using an R93 sniper and shooting them in the stomach
so they reel over and (hopefully) drop their weapon to the ground. Once that
happens, you can murder your way to the exit and save. Only two of the snipers 
are really viable sources of the weapon (the other snipers are too well guarded
or drop their weapons into places 47 cannot go to).

The first sniper will be alone in the southern most tower near the bend in the
road. If he doesn't drop the rifle, you may want to simply restart the mission
and save yourself time. The second sniper would be the one with another sniper
in the east tower (near the laser field generator). Again, if he does not drop
the weapon to the ground, restart the mission.

-----------------------------WEAPONS LIST--------------------------------------

Unknown Item  - Above the Fiber Wire is an unknown item

Fiber Wire    - Default

Combat Knife  - Tubeway Torpedo interrogation room (dead general)

Kitchen Knife - Default after parcel is retrieved at Gontranno

Scalpel       - In a ''!'' basement room in Terminal Hospitality

Anaesthetic   - Default

Golf Club     - The marked objective in Anathema

Katana Sword  - Any of the rafter ninjas in the Japan stages (At The Gates)

Fire Axe      - The fire station in Basement Killing

Crossbow      - At the drop-off point in Hidden Valley (at the start)

Custom Sniper - The ninja snipers in the towers in At The Gates

W2000 Sniper  - Inside 17's room in St. Petersburg Revisited

Dragunov      - In the station locker in St. Petersburg Stakeout

R93 Sniper    - In the car hold in Anathema (the red escape vehicle)

M195 Sniper   - Locate the agent in Motorcade Interception

Shotgun       - A few Anathema guards have it

SP12 Shotgun  - Locate the agent in Temple City Ambush

M60 MMG       - Tunnel Rat guards 

SMG           - Invitation To A Party guards

SMG-SD6       - The patrolling ninja commandos in At The Gates

Uzi           - Terminal Hospitality cultists/guards

AK74          - Any stage in Russia

M4 Carbine    - From a U.N. soldier in Motorcade Interception. Since you cannot
                kill any of them and the suspicion is set very high, you need 
                to wait for one of them to walk in front of the rampaging jeep
                gunners and get killed. Once that happens, 47 needs to run by,
                pick up the gun and flee the scene. For best results, wait for 
                the Humm-Vee following the sheik's car to clear the city gate 
                before killing the sheik (snipe from street level for a better
                view).

Sawwed Off    - Through Silent Assassin award

Revolver      - The easiest one is from the fat guy in Anathema (the Don) but
                this gun can be found in some weapon stashes in other stages.

9mm Pistol    - Found ubiquitously with guards in ''weak'' stages like Anathema,
                Invitation To A Party, etc.

9mm Pistol SD - Various drop-offs have this weapon (in case you don't have the
                SD Ballers award)

D.Eagle       - In Anathema, there is one in the mansion. In Tubeway Torpedo, 
                there is one in the basement room after the truck ride. This
                gun is fairly common in some stages.

.54 Pistol    - Some Russian generals have this on them, but a sure fire one is
                on one of the marked men in Invitation To A Party. Since you 
                need to kill them anyway, get it on the way out. Make sure to 
                have the guy open the safe first or you fail the mission.

.22 Pistol SD - In Shogun Showdown, head to the basement museum and examine 
                each of the displays.

Ballers SD    - Through Silent Assassin award.

Ballers       - Default


===============================================================================

 HITMAN 3 - CONTRACTS

===============================================================================

Weapon Collection Notes: The weapons collection is loaded if you load a previous
game with the latest progress. If you complete the game (regardless of rank),
you can quit the loaded game, and opt to start on the current game, which will
load a menu of all 12 stages. Only firearms are collected in this installment
of Hitman.

------------------------SILENT ASSASSIN NOTES----------------------------------

Silent Assassin Notes: All 12 stages of the game can be beaten in 1 (or 2) ways
for the ultimate Silent Assassin rating. It's highly advisable to do this on 
the first try since 12 of the weapons are unlocked through this method and can
be immediately be used when they are unlocked. Once you've completed the game
and gotten all Silent Assassin ratings on all missions, getting the rest of the
weapons should be easy (especially if the M60 or Minigun is used).

As before, Silent Assassin means 47 cannot kill anyone except the target(s).
He cannot be detected as an intruder (blown cover). He cannot be suspected 
more than twice (three times blows the cover). Sedation can do knock out with
out killing, but the disguise taken will be blown if the victim wakes up and
alerts guards (change to another costume before then).

The save and load system (limited as it is) is your best friend. Although the
enemy A.I. patterns are predictable, they are randomized once you start offing
bots and giving catalyst to alter their behavior. The game A.I. is relatively
predictable once you accustom yourself to the game's nuances -- there is no
guide to substitute for your own observation or experience.

--------------------------TROUBLE SPOT NOTES-----------------------------------

Trouble Spots: Deadly Cargo may be troublesome, since the guy you need to kill
can set off the bomb and escape if you mess around. However, once you used a
Silent Assassin approach to kill him, you can do the rest of that mission in 
murder mode and get your weapons.

The other trouble spot are the roof snipers in Hunter and Hunted. Like the 
ninja snipers in Hitman 2, the enemies carrying the PGM sniper weapon may not
drop their weapons when killed. If you get them to start firing on 47, then
drop them, the chances of their gun falling within reach increases (the guns
are usually over the edge of the building when the snipers are firing). This
one aspect is more annoying than actually getting Silent Assassin ratings.

The Orthmeyer key is found in the Wang Fou Incident. Go to the office where
Lee Hong would be in the Lee Hong Assassination. It is off the map. The whole 
place is retricted, so killing is mandatory. The area past that checkpoint is 
empty and you can find the key on Lee Hong's desk.

-----------------------------WEAPONS LIST--------------------------------------

Ballers (Dual)     - Default

Baller S           - Lawyer drops it in Meat King's Party

Baller S (dual)    - Through Silent Assassin award

CZ-2000            - Asylum Aftermath 47's clone brothers

CZ-2000 (Dual)     - Through Silent Assassin award

Glock 17           - Beldingsford Manor guards

Glock 17 (Dual)    - Through Silent Assassin award

SG220 SD           - Asylum Aftermath

SG220 SD (Dual)    - Through Silent Assassin award

Magnum 500         - Rendezvous in Rotterdam guards

Magnum 500 (Dual)  - Through Silent Assassin award

Gold Magnum        - One of the dead objectives in Beldingsford Manor

Gold Magnum (Dual) - Get Orthmeyer key (Wang Fou Incident) and then replay 
                     Asylum Aftermath to open locked doors

Sawwed Off         - One of the objectives in Beldingsford Manor or guards

Sawwed Off (Dual)  - Through Silent Assassin award

Micro Uzi          - Slaying A Dragon guards

Micro Uzi (Dual)   - Through Silent Assassin award

Micro Uzi.S        - Wang Fou Incident elite guards

Micro Uzi.S (Dual) - Through Silent Assassin award

MP9 SMG            - Meat King's Party guards

MP5 SMG            - SWAT guys in Hunter and Hunted

MP5 SMG SD         - Through Silent Assassin award

AUG SMG            - Asylum Aftermath SWAT police

PGM Sniper         - Both police snipers (on the roof) in Hunter and Hunted

PGM SD Sniper      - Through Silent Assassin award

W2000 SD Sniper    - Default

Dragunov Sniper    - Police snipers in Asylum Aftermath or the ship sniper 
                     (or warehouse at airstrip) in Barkhov Bomb

Enforcer Sniper    - Inside doctor's office in Asylum Aftermath or from barn 
                     sniper in Beldingsford Manor

R93 Sniper         - SWAT snipers in Deadly Cargo

SP12 Shotgun       - SWAT guys in Asylum Aftermath or Hunter and Hunted

Shotgun            - Beldingsford Manor guards, one in a cabinet

M4 Carbine         - SWAT guys in Deadly Cargo

M4 Carbine SD      - Through Silent Assassin award

AK74  Rifle        - Any stage with Russian guards

AK74 Rifle SD      - Through Silent Assassin award

M60 MMG            - Basement cache in the Lee Hong Assassination

Minigun            - Get Orthmeyer key (Wang Fou Incident) and then replay 
                     Asylum Aftermath to open locked doors

===============================================================================

 HITMAN 4 - BLOOD MONEY

===============================================================================

Weapon Collection Notes: The weapons collection is loaded with the profile.
The collection is separate for the difficulties in the profile (as is mission
progress), and it's advised you start on the easiest difficulty first to get
used to the game's new features. Like Hitman 3, only firearms are collected in 
this installment of Hitman.

------------------------SILENT ASSASSIN NOTES----------------------------------

Silent Assassin Notes: All stages of the game can be beaten in 1 (or 2) ways
for the ultimate Silent Assassin rating. Doing so will give you the highest 
possible amount of money for upgrades, etc. Note that some upgrades overwrite
previous upgrades (but still cost money). The only stage that is exempt from 
this rating is Death of a Showman.

On Normal and above, 47's score will be docked if his custom weapons and suit
are left behind on a mission. For the Silent Assassin rating, this sometimes
occurs; when you can, take along a generic weapon to ''sacrifice'' and try to
pick up the original suit before escaping.

Getting Silent Assassin on all possible stages allows the purchase of all the 
custom weapon upgrades.

For Silent Assassin, 47 cannot kill anyone except the target(s). He cannot be 
detected as an intruder (blown cover) by witnesses or by cameras. His infamy
cannot go above zero (meaning you need to take security tapes if caught on 
camera). Witnesses to murders will increase infamy and make it easier for
future guards to detect 47 through any disguise. Wasting witnesses decreases
the Silent Assassin rating.

Sedation can do knock out with out killing, but the disguise taken will be 
blown if the victim wakes up and alerts guards. Hitman 4 remedies this by 
killing (by accident) knocked out victims disposed of by tossing over railing,
in a dumpster, or by falling debris. For insurance purposes, if 47 did not 
do lethal damage to the victim, the death is ruled accidental.

Note innocents dying from ''accidents'' do not count against your rating.

The save and load system (limited as it is) is your best friend. Although the
enemy A.I. patterns are predictable, they are randomized once you start offing
bots and giving catalyst to alter their behavior. The game A.I. is relatively
predictable once you accustom yourself to the game's nuances -- there is no
guide to substitute for your own observation or experience.

--------------------------TROUBLE SPOT NOTES-----------------------------------

Trouble Spots: Many of the standard weapons are one time occurences that you
may need to use a murder spree to get. The healing items will help 47 once you
accumulate enough cash for them.

For Amendment XXV, the video tape interaction point is with the monitor, not
the recording machine.

-----------------------------WEAPONS LIST--------------------------------------

Snub Nosed     - Vintage Year target has one, but more are found on the sailors
                 in Death on the Mississippi.

Six Shooter    - Guests have this weapon in Until Death Do Us Part. Very common.

Desert Eagle   - The male assassin in Murder Of Crows has one. Found on other 
                 guard enemies in other stages as well.

SLP .40        - Standard issue .40 S&W handgun for all guards in the game, if
                 they are not using anything better.

SLP .40 SD     - The female assassin in Murder of Crows has this, as well as 
                 the Afrikaaner (white South African) arms dealer in House of 
                 Cards. Less powerful than the Silverballer SD, but if you 
                 leave it behind or lose it, you are not docked in score.

Bull .480      - The target in A New Life has one. You get more from the 
                 Gator gang in Death on the Mississippi.

Nailgun        - There are a few under the stage in Curtains Down. It is also 
                 in the basement of the witness' house in A New Life. This 
                 weapon is a short ranged silenced pistol that is weaker than 
                 the SLP. However, it has a larger clip. Headshots on enemies 
                 will still result in an instant kill.

MP5            - Guards in Curtains Down has this weapon, so do the guards in 
                 Dance With The Devil.

MP7            - Cause an alarm in A New Life and the FBI reinforcements who 
                 come in use this weapon. You can find more inside the house,
                 but it involves good avoiding skills or murdering FBI for a
                 disguise. Failing that, one is available when fighting the 
                 second male assassin in the cardinal costume during the duel
                 in Dance With The Devil.

MP9            - The yellow bird guards in Murder of Crows carry this weapon. 
                 Since it's concealable, take one, stash it and try to get the
                 other weapons as well.

TMP            - The patient guards in Flatline has this weapon, or you can 
                 a few of the sheik's guards in House of Cards. These are the
                 guards at the meeting, not the ones in the scientist's room.

SAF SMG        - The various Latins in Vintage Year have this weapon. Check
                 the drug lab.

M14            - Kill the marine guards in Amendment XXV. The weapon is not
                 automatic.

Shotgun        - Some guards in Vintage Year has this weapon. Gang guards in 
                 Until Death Do Us Part also use it.

SG 552         - A unique weapon found in the clone assassin's room in Murder 
                 of Crows. You cannot hide it from the police, so once you 
                 step out on Bourbon Street, start fleeing to escape.

FN2000         - A unique weapon carried in the target rogue CIA agent's rifle 
                 case in Dance With The Devil. It only has one clip but you 
                 might find the extra ammo handy during the duel.

Air Rifle      - A unique weapon found in the child's treehouse in A New Life.
                 The house is across the street from the garbage truck. It only
                 uses tranquilizers as ammo and needs to be reloaded with every
                 shot.

Dragunov       - A unique weapon found in Dance With The Devil. Locate the bad 
                 angel singer's office (she is a secondary target) check the 
                 ends of the desk (the one without the laptop has the rifle 
                 case). Note that the weapon will not be in a rifle case when
                 used in subsequent replays.

Kazo TRG       - A unique weapon found in Murder of Crows. The male assassin 
                 uses this weapon to kill 47's protectee. Like the SG552, you
                 cannot conceal this weapon, so once you need to escape, grab
                 your trophy and flee.

Elephant Rifle - A unique weapon found in Until Death Do Us Part. The bride's
                 father's room has it. Since getting out is dangerous, consider
                 using the RU-AP mine to trigger the accident on the groom 
                 after you assassinate the bride's father. Once you can escape, 
                 the ruckus from the groom's messy death buys you enough of an
                 opening to flee.

===============================================================================

 PUBLIC DOMAIN isn't dead. But Senator Sonny Bono is!

===============================================================================
 
                    

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