Hitman: Codename 47 | Walkthrough | Part 5 | Mission 5 | The Lee Hong Assassination

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A bald man wakes up in a padded cell with an enigmatic barcode on his neck, haunted by nightmares. He soon realizes he has a single purpose in life — he is a clone, born and bred for contract killings.

Hitman: Codename 47 (commonly abbreviated to "Codename 47" or "C47") is a third-person stealth game developed by IO Interactive and was released in the United States of America on November 19th, 2000 for PC through Eidos Interactive. Codename 47 serves as both the first installment of the Hitman franchise, as well as IO-Interactive's debut in the gaming industry, followed by its sequel in 2002, Hitman 2: Silent Assassin.

Codename 47 is a third-person action/stealth combo which revolves around Agent 47, a genetically enhanced human clone, who is subjected to a series of challenging assassinations which must be completed.

During these assassinations, Agent 47 (controlled by the player) can acquire and use a wide range of weapons, starting from semi-automatic pistols to automatic rifles. However, more silent weaponry, such as the Fiber Wire, or the Oyabun Knife is also available. The weaponry varies on the mission played, so as Plutonium Runs Loose, for example, allows the player to buy a "minigun," while The Lee Hong Assassination only offers a list of handguns and sub-machine guns, although higher-caliber weapons such as the Blaser Jagdwaffen R93 Sniper can usually be found on location.

Agent 47's movements are controlled with basic turning, strafing and walking/running. Agent 47 is able to climb ladders when necessary, and has enough physical strength to throw himself from two adjacent balconies or platforms, drag bodies of any body type, and, due to his genetic combination, can disguise as generally any European or European-descended person.

Each level in the game takes place in an open environment, populated with non-playable characters (such as civilians armed guards and targets). Although mission criteria may vary, the goal is generally to find Agent 47's assigned target and kill them through any effective means possible. The path may appear linear at first, but it is possible through various ways to approach a target and complete a mission without directly eliciting a violent reprisal.


The game relies heavily on the disguise system. Save for the Tutorial and the Colombian arc, the player begins almost all missions wearing Agent 47's Suit, which restricts access to non-public areas, but most importantly it almost always prevents the player from reaching the target. Thus, Agent 47 can acquire certain disguises by incapacitating other characters and stealing their clothes. Doing so allows him to pass by security unnoticed and possibly even to carry weapons openly. The discarded clothes are folded and left on the ground, visible to the player but not to others, and can be worn again later. The body of the victim can be dragged to a secluded location in order to prevent other people seeing it and triggering alarms. Agent 47's disguise will be compromised as soon as the body from which it was taken is discovered, or an illegal action (deemed "Suspicious") is done under the disguise.

Agent 47 creates sound while walking and running, which alerts any hostile characters in the close vicinity if an illegal action is being committed. To counter, Codename 47 heavily relies on a sneaking function, which causes Agent 47 to move in a low, stalking manner, which is also silent.

Sneaking also allows the Agent to retrieve a weapon from his inventory without anyone hearing it; if 47 is standing upright when the player pulls out a weapon, it will alert nearby characters.

Although Codename 47 is a stealth game (though not necessarily enforcing that ideal), the game still allows the player to engage at their own discretion, highlighting the game's recurring sandbox element. There are consequences, however, depending on the player's actions.

There are incentives in the form of financial rewards and penalties. For example, if the player kills civilians, it's possible there could be a deduction of $2000 for "cleaning." This deduction grows depending on the number of non-target casualties the player inflicts. As money is used to purchase weapons and ammo during the course of the game, the player is pressured to utilize stealth and disguise mechanics for the most cost-effective method to take out targets.

Before every assignment, the player is provided with a briefing, consisting of intelligence on the target, a map detailing the area where 47 is to encounter said target, and a list of weapons that they can purchase. The briefing is managed by a controller at the Agency, and every agent is assigned his own controller (Agent 47's controller being Diana Burnwood). The intelligence is usually a picture of the target, with video footage as well, along with information including height, weight and a brief rundown of their careers.

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