IDs#
Each level's files are stored as a subdirectory named for its internal ID. Level data for the main menu background is stored in the parent directory, the map of which is based on M13 (Requiem).
ID |
Level name |
|---|---|
|
Hideout |
|
Death of a Showman |
|
A Vintage Year |
|
You Better Watch Out... |
|
Curtains Down |
|
Flatline |
|
A New Life |
|
The Murder of Crows |
|
Death on the Mississippi |
|
Till Death Do Us Part |
|
A House of Cards |
|
A Dance with the Devil |
|
Amendment XXV |
|
Requiem |
You Better Watch Out... was originally intended to be the game's third mission, taking place between A Vintage Year and Curtains Down. In the final version, it instead occurs between The Murder of Crows and Death on the Mississippi. It may have been moved to compensate for the removal of M07, a scrapped level which is completely missing from the released game.
M01 — A Vintage Year#
Using the teleport cheat will teleport 47 to specific points on the map set by the developers. On this level, one of the teleport points is on the roof of the hacienda, but 47 will immediately fall down to the upstairs floor as the roof is not solid. The placement of this teleport point suggests there was originally another storey to the hacienda that was removed, and the roof was lowered.
M06 — The Murder of Crows#
The map for this level depicts a stairwell in the building opposite the Rock Club that doesn't actually exist at all in the final version. It was likely intended to lead directly up to an apartment on the third floor overlooking the street. The apartment can only be accessed through a convoluted route that involves climbing a drain pipe in the alley, and then leaping across to the apartment's balcony.
M07#
M07 is an unnamed level that was entirely cut from the game before release. It would have taken place between The Murder of Crows and Death on the Mississippi. Text in HitmanBloodMoney.LOC indicates the date the mission occurred on was 12 January, 2005.
An early prototype build contains a significant amount of leftover audio files that shed light on the setting and scenario for this mission. It would have taken place in a small riverfront settlement in Mississippi (which Diana would later refer to as "crab island"), with 47 tasked to eliminate members of two rival gangs: the leader of the Blueclaws, and four visiting members of the Gators. The settlement would have featured the Blueclaws hideout, a crab meat processing factory that doubled as the base for a drug smuggling operation. The settlement was to also feature a bar run by the Blueclaws, and a brothel known by the locals as the "cathouse". Two of the workers in the brothel were named Miss Zita and Mary-Jane. One of the Gator targets was a negotiator who would have arrived to the settlement at some point during the mission. A boat pilot and a mechanic could also be found in the level, the latter of whom would be drunkenly passed out for the entirety of the mission. 47 would have been able to eliminate NPCs by pushing them into the water to be eaten by alligators.
It's possible that certain elements of this mission were reworked into Death on the Mississippi and Till Death Do Us Part, both of which prominently feature the Gator gang:
- Death on the Mississippi requires 47 to eliminate multiple Gator gang members, just like in
M07. - The Blueclaws were almost entirely removed from the final version of the game. All that remains is a mention of "Buddy" Muldoon being their leader (despite him being the son of the Gators leader Skip Muldoon) and his filename is
CrabGangGroom, suggesting he originally had greater relevance to the gang. - Miss Zita may have been related to, or reworked into Margaux Leblanc, as both characters share the same voice actor and accent.
- The briefing for Death on the Mississippi has Diana describe the drug distribution network similarly to how she does in the unused briefing for
M07, but with all mention of the Blueclaws and their involvement removed. - In the unused briefing, Diana suggests that 47 uses the "local wildlife" to dispatch the negotiator, likely referring to the alligators in the river. A major opportunity to kill "Pappy" LeBlanc in Till Death Do Us Part involves feeding him to alligators.
- The mission's date, 12 January, 2005 is also the date shown in the intro cutscene for Death on the Mississippi. It's an extremely short cutscene in which 47 appears to be staying in a motel located within a Mississippi settlement. A neon sign for an eaterie named "Café Barbara" can be seen through the window. A letter is slipped under the door, and the scene abruptly fades to black. The mission begins with 47 suddenly on the steamboat Emily with no explanation as to how he got there. It's very likely this intro cutscene was meant for
M07, and was later trimmed down and repurposed for Death on the Mississippi. - The ID for the newspaper article titled School Board Tells Kids BYO Ammo seen after completing Death on the Mississippi has the ID
Articles_M07, indicating that it was originally intended as an article for this level's newspaper.
Unused dialogue#
Audio exists in the 20 January, 2006 prototype. Some of the lines seem to be text-to-speech placeholders.
Scene |
Filename |
Speaker |
Transcription |
Notes |
|---|---|---|---|---|
|
|
Diana Burnwood |
Glad to see you’ve got yourself off the radar, 47. Things are heating up back here, so you’d better lay low for a while. |
The only existing line of dialogue from the intro cutscene to this mission. |
Diana Burnwood |
Welcome to Mississippi, 47. Two rival gangs have been cooperating to monopolize the local drug trade. Our client wants to see this monopoly broken up. The Blueclaws handle packing and preparation out of their waterfront settlement, the Gators handle distribution up and down the river. You have five targets. Four Gators visiting the Blueclaw settlement, and the Blueclaw boss who invited them. The Gator negotiator’s suitcase should be left in the Blueclaw boss’ office. The negotiator himself needs to disappear without a trace, our client suggests the local wildlife may be helpful on the last point. The Gators have arrived a day early to enjoy some of the settlement’s distractions, so there’s no rush on this. The locals aren’t fond of strangers, 47. You’re not going to blend in easily. |
Mission briefing for |
||
|
|
Bartender |
Boss man wants these 'ere cases of beer yesterday, boy! So get your ass in gear! |
A scene between the bartender and a delivery guy. Most likely intended to highlight the opportunity of disguising as the delivery guy to gain access to the hideout. |
|
Delivery Guy |
Alright! |
||
|
|
Boat Pilot |
Well, you're a mechanic round 'ere. Uh, I got a little problem with my engine. Wouldn't mind having another pair of eyes take a looksie. |
If 47 disguised himself as the mechanic, the boat pilot would approach him for help with his broken engine. Likely part of an opportunity to isolate the pilot, but it's not clear what purpose this would have served. |
|
47 |
Follow me. |
||
|
|
Blueclaws Boss |
Y'ain't gon' stand there and tell me--tell me with your head screwed on, that you're the negotiator? |
Dialogue for 47 failing to fool the the Blueclaws boss by disguising as the Gator Negotiator. It's not clear what the exact failure trigger would have been, but a messenger informs the boss that the negotiator has a fresh scar across his face, so perhaps 47 needed to replicate this in some fashion for the ruse to work. The audio for the final line is abruptly cut off for some reason. |
|
47 |
I am. |
||
|
Blueclaws Boss |
You got lots to learn fella. Pity you ain't gon' have no time to learn it. BOYS, LOOKS LIKE WE GOT US A NICE, FRESH-- |
||
|
|
Blueclaws Boss |
Y'ain't gon' stand there and tell me--tell me with your head screwed on, that you're the negotiator? |
Dialogue for 47 successfully fooling the Blueclaws Boss by disguising as the Gator Negotiator. He would have taken 47 on a tour of the facility, with other gang members explaining their operation. The final line is cut off for some reason. |
|
47 |
I am. |
||
|
Blueclaws Boss |
Well, well, well. You ain't what I was expecting. Not by a country mile! No sir! But, if I learned one thing in all my days...it's what expectation-- |
||
|
47 |
I agree. |
||
|
Blueclaws Boss |
Let me tell you a little about our operation, boy. We in a crab packin' business here. Good business. Been in the family for generations. |
||
|
Blueclaw |
Weren't so profitable though, till we started packing a little more than crab meat in any of them cans. We're the number one clearing house of quality narcotics in the whole damn-- |
||
|
Blueclaw |
Yessum...take a little powder, seal it up right good in a vacuum pouch...pack it into a can of crab meat! Ain't no dog gon' sniff that out! |
||
|
Blueclaw |
Have yourself's a looks around! I know I can trust you! Cause the gators here bouts just love the taste of folks what I can't-- |
||
|
|
Brothel Guest 1 |
I'm changing girls, dammit! I've had it up to here with that Mary-Jane! |
Dialogue between two patrons of the cathouse. One of the girls working there would have been named Mary-Jane. The first line of the scene is missing. |
|
Brothel Guest 2 |
Maybe I ought to give her a whirl... |
||
|
Brothel Guest 1 |
The hell you will! |
||
|
|
Brothel Guest 1 |
But my favorite thing...is when they give you a bath [snickers] |
Dialogue between two patrons of the cathouse. |
|
Brothel Guest 2 |
Give you a lot of baths, do they? |
||
|
Brothel Guest 1 |
Damn straight! |
||
|
Brothel Guest 2 |
Now, why ain't I surprised? |
||
|
|
Bartender |
Y'all want something to drink, or y'all just here to take up some space? |
47 could inquire with the bartender about the cathouse. He would have given 47 an access pass, the texture of which still exists in the final version. |
|
47 |
I'm just wondering where the action is...in these parts? |
||
|
Bartender |
Action you want? Action you got! Take this pass on over to the cathouse and knock yourself out! But watch yourself boy...we keep a close eye-- |
||
|
47 |
Don't worry about me. |
||
|
|
Redneck 1 |
Huh, that boy just cannot hold his liquor! |
Dialogue between a couple of rednecks observing the passed out mechanic. Most likely intended to highlight an easy opportunity for 47 to disguise as him. |
|
Redneck 2 |
Huh, never seen him pass out on the can like that before, hmm. |
||
|
Redneck 1 |
If he could handle whiskey like he handles engines, huh, he'd drink us under the table every time! |
||
|
Redneck 2 |
Damn straight! C'mon now, let's get back to shooting these gators! |
||
|
|
Miss Zita |
Y'all just get in the tub, let Miss Zita just wash them calves away. |
A scene in which a worker at the cathouse named Miss Zita massages a guest with oil. |
|
Brothel Guest |
I was hoping you'd say that. |
||
|
Miss Zita |
Just lean back and relax sweetie. |
||
|
Brothel Guest |
That's very nice, Zita, very nice. You're a talented woman. |
||
|
Miss Zita |
Dang- Miss Zita gotta run out right quick for a fresh bottle of oil! Don't you go nowhere, handsome... |
||
|
Brothel Guest |
I'm not going anywhere. |
||
|
|
Bartender |
Guess ol' Cletus drunk himself half dead again! Boy's a mechanical genius...but he can't hold his liquor for squat. |
The bartender would have mentioned that the mechanic has a drinking problem. |
|
|
Blueclaw Boss |
AWW SHIIIIIT! |
It seems that 47 would have been able to eliminate the Blueclaws Boss by crushing him with a crane, which would have made him scream in agony as he died. |
|
|
Brothel Worker |
Just you leave those big hard guns with me, stranger, and slip into this here robe. |
Dialogue inviting 47 to drop his weapons and change into a robe before entering the cathouse proper. This likely would have worked similarly to Flatline when 47 checks into the rehab facility. |
|
|
Brothel Worker |
Welcome, stranger! You just go ahead and pick the girl of your dreams! Except Miss Zita, on account of she's...occupied. |
Dialogue greeting 47 to the cathouse, but indicating that Miss Zita is attending to another guest. |
|
|
Redneck |
Y'all hear what happened to Billy Ray up in Mobile? |
Idle dialogues for the redneck NPCs. These were likely intended to fire individually, rather than sequentially. |
|
Redneck |
Course, that was back before Mary Joe married that feller up north. |
||
|
Redneck |
I tell you, it got so bad I couldn't hardly stand it - so I finally went to see Doctor Jeff, and just in time. |
||
|
Redneck |
It was Marla's Daddy's Great-grandaddy, this was before the war and northern aggression, mind you. |
||
|
|
Blueclaw |
Next yankee bastard calls me a "cracker" gonna wish he weren't never born... |
Idle dialogues for the Blueclaw gang NPCs. These were likely intended to fire individually, rather than sequentially. |
|
Blueclaw |
And she says- she says-, "It's me, or the beer!" So I says, "Hand me another brew, bitch!" [chuckles] |
||
|
Blueclaw |
I tell you...we made more money selling that old Nazi stuff on the internet than we ever made runnin' guns, or moonshine, or any damn thing! |
||
|
Blueclaw |
I just can't win at cards...I just can't win! |
||
|
|
Factory Guard |
Y'all must be the Gators's fella-- Boss man's waitin' for ya. |
Dialogue for a factory guard greeting 47 while he's disguised as the negotiator. |
|
|
Gambler |
Aw, hells bells, how am I supposed to get home all decked out and all together? Son of a bitch... |
Dialogue for a gambler after losing a game. |
|
|
Gambler |
Damnit! That's all the money I brung with me. All I gots left is my clothes... |
Dialogue for a gambler losing a game. |
|
|
Brothel Guard |
You gots to wear a robe...if you wanna mix with the lady folks, stranger. |
A guard at the cathouse would instruct 47 to change into a robe in order to enter. It seems that 47 wouldn't be allowed to enter while wearing his suit. |
|
Mechanic |
[snoring] |
Audio of the passed-out mechanic snoring. |
|
|
|
Messenger |
The Gators's dude's here. Checked in over at the cathouse! Lousy one-eyed bastard, wearing that eyepatch like some kind of pirate. Got a whole new scar across his face too. |
Dialogue of a messenger informing the Blueclaws Boss that the negotiator has arrived to the settlement and is staying at the cathouse. Interestingly, this dialogue gives us a description of his appearance; he would have worn an eyepatch, and had a prominent, fresh scar across his face. The scar may possibly have tied into whether 47's ruse works or not when disguised as the negotiator. |
|
|
Redneck |
Now I knows I seen ya before... |
Dialogue for NPCs recognising 47 when he has high notoriety. These would have fired individually, rather than sequentially. |
|
Bartender |
Reckon I seen you on the TV the other day, ain't I? |
||
|
Redneck |
GOT DANG! THE MARDI GRAS MURDERER, SHIT! |
||
|
|
Boat Pilot |
Hey, y'all seen the mechanic? Uh, I want him to take a look at my engine. |
The boat pilot would have asked around for the whereabouts of the mechanic. |
|
|
Redneck |
Huuuwee! Who died and made you Armani? |
The redneck NPCs would have taken a dim view of 47 wearing his suit around their settlement. Ties in with Diana's mention that the locals aren't fond of strangers. These lines would have fired individually, rather than sequentially. |
|
Redneck |
A little overdressed there fella, ain'tcha? |
||
|
Redneck |
You a fed, a narc, or an undertaker? |
||
|
|
TV Anchor |
This just in-- wire services are reporting a, quote, "major explosion", end quote, in an industrial suburb of Stuttgart, Germany. No word-- |
Dialogue that would have played from TVs and radios found throughout the level. All of them reference an incident in Stuttgart, Germany, which is not something that occurs in the final version. |
|
TV Anchor |
Reports cite witnesses claiming the blast appeared to have taken place in, or near the international headquarters of D.K.W., or Deutsch-- |
||
|
TV Anchor |
It’s not yet clear what caused the explosion-- but company officials have already made it clear they suspect anti-cloning terrorists. We’ll come back to this story as soon as more information-- |
||
|
Radio Host |
Whooo-Wee! I got the TV on here in the studio, and just seen that explosion in Germany-- holy hell that was-- |
||
|
Radio Host |
What I REALLY can’t stand is this sorta elitism in the O-lym-pics. We got some the world’s best beer-bottle-shooting, gator-wrestling, and swamp-walking athletes in the world, but they ain’t got a sport to call their own! |
John J. Woods#
Localization files relating to the newspapers contain numerous lines referring to this mission's target as lawyer John J. Woods. This character is not referenced in any other material relating to this mission. Woods was either a placeholder, included in a very early incarnation of the level, or the mission was possibly being reworked to focus on him as a target before it was scrapped completely.
M13 — Requiem#
Requiem was originally planned to work like a regular mission. There are several remaining references to unused content that indicate how it would have originally played out: 47 would have woken up in the crematorium below the chapel, with the funeral attendees unaware of his survival. He would have been able to use disguises and stealth to eliminate the attendees, and would also have needed to retrieve Rick Henderson's tape recorder. After eliminating all of the witnesses and acquiring the recorder, 47 would need to disguise himself as Cayne's driver and exfiltrate using his vehicle. A cutscene would have played in which 47 isolates Cayne and shoots him dead.
The crematorium still exists as an unused area far below the church, and can be partially seen by peering through the gap under the funeral table. The area is largely unfinished, with missing textures, and an empty doorway that leads into a void. A bricked-up doorway exists in the grounds to the north-east of the church, which was likely intended as the entry point to this area before being cut. Unused audio exists of Cayne and Henderson pleading with 47 not to be fed into the cremation oven, though it's not clear quite how exactly he was supposed to get them down there.
Unused NPCs#
M13_Main.LOC contains references to unused NPCs who were planned to appear in this level.
ID |
Notes |
|---|---|
|
Gardening tools, such as shovels and shears, can still be found throughout the church grounds. Originally, 47 would have begun the level in the crematorium, which would have exited directly into the grounds. It's possible the gardener was going to be positioned nearby as an easy disguise for 47 to acquire, but was likely cut since it would be illogical for 47 to disguise himself without any of the funeral attendees recognizing him. |
|
Cayne originally arrived by limo, and 47 would have needed to acquire the key to exit the level using this vehicle. A scene would play out where 47 kills Cayne while disguised as his driver, so it's possible that 47 would have also have needed to subdue the driver and obtain his outfit before leaving. Likely cut when the developers decided not to have disguises available in this level. |
Unused actions#
Action |
Action text |
Notes |
|---|---|---|
|
Enter Limo |
47 would originally need to exfiltrate the church using Cayne's limo. For the final version of this mission, the vehicle was changed to a luxury sedan. Most exit actions used in the game are simply labelled "Escape", so the label text for this one is notably different. |
|
Get Up |
Most likely intended as an action to move 47 from the platform he begins the level lying down on. In the final version, he wakes up automatically when the player repeatedly presses the movement controls. Originally, he was planned to wake up alone in the crematorium, instead of dramatically in the middle of the funeral service. |
|
Hide Body |
Possibly an action to hide bodies by placing them on morgue tables, or for 47 to hide himself by lying down on one. It may also refer to the platform 47 begins the level lying down on. An action for 47 to hide himself by lying down on morgue tables would later appear in Hitman (2016). |
|
Turn on oven |
The cremation oven was planned to be used to eliminate targets. This specific action evidently would have fired it up. |
Unused dialogue#
Scene |
Filename |
Speaker |
Dialogue |
Notes |
|---|---|---|---|---|
|
|
47 |
[Groggy; a very low groan] Where am I? ... Back's a little stiff ... hm, got my guns. Guess it's time to get up ... |
The mission originally began with 47 waking after descending into the crematorium, most likely unbeknownst to the funeral attendees in the chapel above. |
|
|
Cayne |
Take your time, driver. It's been a good day and I want to savor every minute of it. 47 is no more ... |
47 would disguise himself as Cayne's driver. Cayne would enter the car as a passenger, initially oblivious to the deception. |
|
|
Cayne |
[Recognizing HM as his "driver"] You! That's impossible, there's no way you could have --! |
Cayne would suddenly realise to his horror that his driver is actually 47, who is in fact alive and well. |
|
47 |
You talk too much. [Bang] |
47 would coldly respond to Cayne before killing him. |
|
|
|
47 |
No, you won't. |
When 47 confronts Rick Henderson, he pleads "Your secret's safe with me, I swear to God, I won't tell a soul." 47 was supposed to respond to him as he kills him, but his line is not used. |
|
|
Henderson |
You don’t want to do this. You can’t--don’t! --I can help you! I'm a household name! I can--don’t--aaaaah! |
Henderson would not go quietly if 47 fed him into the cremation oven. |
|
|
Henderson |
Oh my God! Help! Police! Help! |
Panic state dialogue for Henderson. This is used, but normally very difficult to hear as he'll flee before 47 even has a chance to get close to him when he says it. Interestingly, he calls for police to help him, despite being in a very remote location with only Cayne's bodyguards for protection. |
|
Henderson |
Stop it! Stop! |
||
|
Rick Henderson |
I’m just an observer, I’m a journalist, I’m not involved! |
||
|
|
Cayne |
You can’t do this! You have no idea who I am! You’re starting a war, you--oh, God! Stop it, I’ll talk, I’ll tell you everything, I’ll--oh, God! No! No! Nooooooo--! |
Cayne would meet a similarly undignified end if 47 fed him into the cremation oven. |
Early objectives#
Objective |
Objective detail |
Notes |
|---|---|---|
Leave NO witnesses |
Everyone attending the funeral,(sic) must be eliminated |
This is the only objective that made it into the final version. "NO" is formatted in caps for emphasis, but this can't been seen in the final version as objective text was changed to entirely be formatted in all caps. There is a small grammatical error in the description with a comma appearing in the middle of the sentence. |
Kill Head of Alpha Zerox |
Alexander Leland Cayne |
Originally, killing Cayne was to be a separate objective. Based on the usage of "Hitman" to refer to 47, the background description is likely taken from an internal character draft, rather than something that was intended to be used in the final version. Interestingly, it suggests that Cayne believed 47 to be responsible for the accident that disabled him, and that he's involved with a family firm named Xano Labs. These narrative threads were largely dropped from the final version, though were referenced on the official website. Amusingly, Cayne's age is stated here to be 47. It's not clear how exactly the ending cutscene of 47 killing Cayne would have fit in if the player was also required to kill him during the mission itself. |
Kill journalist |
Journalist |
Killing Rick Henderson was also to be listed as a separate objective. The character doesn't appear to have even been named at the time this objective existed, with simple placeholder text used for his description. His age here is stated to be 24, but the final version of Henderson appears significantly older. |
Retrieve journalist tape recorder |
Tape recorder |
47 would have had to recover Henderson's audio tape recorder. In the final version, Henderson still carries it and will drop it when he dies, but 47 is unable to pick it up. |
Escape in limo |
Limo |
47 would need to escape in Cayne's limousine. This was changed to a sedan for the final version, but the vehicle serves no purpose in the mission as it automatically ends once the last witness has been killed. The key to the sedan exists as an unused item, so most likely 47 originally needed to acquire it to exit the level. |
Scrapped newspaper#
The newspaper that appears after completing You Better Watch Out... features an article titled CIA Counter-Terrorism Experts “Stumped” by Recent Assassinations. The article has has the ID Articles_M13, indicating it was originally intended for Requiem. However, the newspaper that was planned for this level was scrapped entirely. The only real remaining asset is a placeholder texture which is simply a photo of one of the game's developers with the mission's ID M13 captioned below it.
Scar#
One of Cayne's bodyguard is actually a uniquely-designed NPC with cornrows internally named Scar. He carries a stiletto, and is scripted to throw an RU-AP Mine as an improvised grenade. He's initially positioned to the right of 47's podium, behind a candle that protects his head from being immediately headshot as 47 wakes up. Despite his name, he doesn't appear to have any visible scarring of any kind, nor does he ever attack with the stiletto. The reason for this particular NPC's existence in the level is unclear. If cheats are used to make 47 invisible, he'll eventually leave the chapel and patrol the area around what was most likely supposed to be the crematorium entrance.
Oddities#
This level has numerous design errors and oddities, suggesting it was not fully finished when the game was shipped:
- Tufts of grass throughout the level can be seen floating above the terrain.
- A large, completely untextured hill can be seen from the southern edge of the map. Another untextured hill and a visible gap can be seen near the main gate.
- A flat white step outside the front of the church can only be accessed from the eastern side. The southern side of the step features a malformed texture, while an invisible wall prevents passage from that side. It's likely that there was supposed to be a visible wall here.
- The stone ruins and both mausoleums in the church grounds are not visible on the map.
- Although the front gates were supposedly locked shut, they are actually slightly ajar.
- The filename of the music that plays throughout the level is named
MusicDef_01_Chapel, suggesting it was intended to only play within the chapel itself. Instead it plays non-diagetically throughout the entire level. - If cheats are used to make 47 invisible, the guards will eventually leave the chapel to patrol specific routes in the grounds. Four of the guards patrol the exact same section along the cliffs by the mausoleum, suggesting that three of them were cloned from the same NPC. Cayne and Henderson will wander the grounds before eventually returning to the area with the parked cars. Henderson will try to match Cayne's excessively slow movement speed, resulting in him having a very peculiar walking animation.