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Hitman 2 Guide by gamepressure.com

Hitman 2 Guide

Table of Contents
Hitman 2 - Santa Fortuna
Hitman 2 - Santa Fortuna
Default starting place. You can also return to the bus stop after you've completed the mission.
Doctor's office. You can find lethal poison here. There's an entrance to the underground complex near the building - it's guarded by 2 thugs and a camera.
Hostel. You can find a hippie here and toy used for smuggling drugs.
Town plaza. An unveiling of Rico Delgado's statue is planned here. You can assemble the musicians and sabotage the statue (from the back - path with two guards).
Martinez compound. Andrea Martinez can be found here or in the town. There are many opportunities here for killing her. You can choose the main entrance or the side entrance (locked gate). Surveillance equipment is on the upper floor.
Drummer's apartment. Finding the (dead) drummer is required to complete the music band set to perform on the stage in the town plaza.
Fishing shanty. You can find a hiding submarine engineer here and take over his identity.
Bar.A tatooist P-Power can be found here - you can steal his identity and then murder Rico Delgado after reaching his mansion. The bartender has keys to the basement - you can distract him, knock him out and steal the keys.
Construction site. Only authorized people are allowed inside. You can get here with Andrea Martinez dressed as a shaman to stage an accident. There's an entrance to the caves at the back of the construction site.
Main entrance to Rico Delgado's mansion. You must use a disguise or go right and climb over the wall.
Mansion gardens. They are patrolled by a large number of guards. You can reach the mansion from the caves using a secret passage in the garage (it works both ways).
Rico Delgado's mansion. In the basement you can find the surveillance room, the torture chamber and cartel hideout. On the ground floor there are large rooms with exhibits. On the upper floor you'll find offices or Rico and Hector Delgado.
Alternative entrances to the mansion. They connect the mansion with the coca field.
Hippo enclosure. You can dress as the hippo's keeper and push Rico Delgado into the enclosure so that he gets eaten.
Shaman's hut. You can knock him out or kill him and wear his clothes. Shaman is supposed to meet with Andrea Martinez and accompany her to the construction site.
Plane crash. You can drop the red box from the ledge and collect a circuit board. It's needed to start a machine in the coca field.
Rare plant. Jorge Franco will show up here after you'll destroy the plant in the coca field. It's an opportunity to murder him.
Coca field. You have to sneak or use disguise here. Jorge Franco is travelling between buildings here.
Botany lab. You can destroy the plant and force Jorge Franco to go the jungle to look for a new one (good opportunity to kill him).
Production shed. You can install the circuit board found by the crashed plane in the jungle. Jorge Franco will show up and you can throw him inside the machine.
Bar basement. You can get here by stealing the key from the bartender or by receiving it (while using a disguise). There are 2 enemies here. A secret switch by the pipes unlocks access to the caves.
Crew quarters. There's a surveillance room here - you can sabotage it.
Submarine. You can sabotage it (in a disguise) and then arrange an accident when Rico Delgado shows up.
Smuggling cave. You can get here dressed as a hippie and give Jorge Franco the toy with the (poisoned) cocaine.
Treasure room. Opening it is a part of the "It Belongs in a Museum" achievement. Check our trophy guide.
Alternative entrances to the mansion. They connect the mansion with the coca field.
Enlarge this map

Hitman 2: Santa Fortuna Map - Three-Headed Serpent Mission Hitman 2 Guide, Walkthrough

Last update: 21 September 2021

Key points of Hitman 2 - Santa Fortuna

1Default starting place. You can also return to the bus stop after you've completed the mission.

2Doctor's office. You can find lethal poison here. There's an entrance to the underground complex near the building - it's guarded by 2 thugs and a camera.

3Hostel. You can find a hippie here and toy used for smuggling drugs.

4Town plaza. An unveiling of Rico Delgado's statue is planned here. You can assemble the musicians and sabotage the statue (from the back - path with two guards).

5Martinez compound. Andrea Martinez can be found here or in the town. There are many opportunities here for killing her. You can choose the main entrance or the side entrance (locked gate). Surveillance equipment is on the upper floor.

6Drummer's apartment. Finding the (dead) drummer is required to complete the music band set to perform on the stage in the town plaza.

7Fishing shanty. You can find a hiding submarine engineer here and take over his identity.

8Bar.A tatooist P-Power can be found here - you can steal his identity and then murder Rico Delgado after reaching his mansion. The bartender has keys to the basement - you can distract him, knock him out and steal the keys.

9Construction site. Only authorized people are allowed inside. You can get here with Andrea Martinez dressed as a shaman to stage an accident. There's an entrance to the caves at the back of the construction site.

10Main entrance to Rico Delgado's mansion. You must use a disguise or go right and climb over the wall.

11Mansion gardens. They are patrolled by a large number of guards. You can reach the mansion from the caves using a secret passage in the garage (it works both ways).

12Rico Delgado's mansion. In the basement you can find the surveillance room, the torture chamber and cartel hideout. On the ground floor there are large rooms with exhibits. On the upper floor you'll find offices or Rico and Hector Delgado.

13Alternative entrances to the mansion. They connect the mansion with the coca field.

14Hippo enclosure. You can dress as the hippo's keeper and push Rico Delgado into the enclosure so that he gets eaten.

15Shaman's hut. You can knock him out or kill him and wear his clothes. Shaman is supposed to meet with Andrea Martinez and accompany her to the construction site.

16Plane crash. You can drop the red box from the ledge and collect a circuit board. It's needed to start a machine in the coca field.

17Rare plant. Jorge Franco will show up here after you'll destroy the plant in the coca field. It's an opportunity to murder him.

18Coca field. You have to sneak or use disguise here. Jorge Franco is travelling between buildings here.

19Botany lab. You can destroy the plant and force Jorge Franco to go the jungle to look for a new one (good opportunity to kill him).

20Production shed. You can install the circuit board found by the crashed plane in the jungle. Jorge Franco will show up and you can throw him inside the machine.

21Bar basement. You can get here by stealing the key from the bartender or by receiving it (while using a disguise). There are 2 enemies here. A secret switch by the pipes unlocks access to the caves.

22Crew quarters. There's a surveillance room here - you can sabotage it.

23Submarine. You can sabotage it (in a disguise) and then arrange an accident when Rico Delgado shows up.

24Smuggling cave. You can get here dressed as a hippie and give Jorge Franco the toy with the (poisoned) cocaine.

25Treasure room. Opening it is a part of the "It Belongs in a Museum" achievement. Check our trophy guide.

On this page of Hitman 2 guide, you'll find a map of location from the third episode of the game - including a village, coca fields and mansion in Santa Fortuna in Columbia. The most important areas were marked on the map. You'll find a basic description of this location with the mission's objectives and unlockable items for gaining mastery levels below. A full walkthrough of Santa Fortuna can be found on the next pages of this chapter.

General information about the Three-Headed Serpent mission

You have to kill three people - Rico Delgado, Jorge Franco, and Andrea Martinez. You can do it in any order.

Rico Delgado by default is on his property. He can be in one of the rooms or near the main building. Rico will change his schedule if he is called to the submarine cave, if he is invited to visit the hippotamus or if he learns about the completion of preparation to unveil his statue in the marketplace.

Jorge Franco can be found on the cocaine field, which is a restricted area. Agent 47 can change his clothes or use high-growing plants to stay undetected. Franco doesn't leave the field unless the plant in the botanic laboratory is destroyed or he is called for a meeting with the hippie in smugglers' cave.

Andrea Martinez travels around the city and gets back to a guarded building from time to time. In the building, you'll have the most chances to kill her. Andrea will change her schedule if the preparation for the statue's unveiling is over or when a shaman appears and they both go to the construction site.

Santa Fortuna is a very big area. In the beginning, it's worth exploring the public access locations and only then, after putting on a disguise, check the restricted areas. A full exploration of the map can take you a few hours. Remember the location of items like disguises, poisons or tools and the passages between main locations (most of them are connected by caves, but you can take other ways).

There are 7 mission stories in Santa Fortuna. Completing them is helpful in eliminating targets. Moreover, you can finish 81 challenges. Agent 47 can reach up to the 20th level of mastery in Columbia.

Mastery unlocks

Level

Unlock

Commentary

2

Hidden Stash: Village Construction Building

A good location to smuggle a sniper rifle or other large object.

2

Poison: Sedative Pills

Their effect is slightly different from emetic rat poison because after eating them the victim loses consciousness immediately.

3

Starting Location: Village Hostel

The advantage of this starting location is that you have the key to the hostel room right from the start.

4

Hidden Stash: Hostel

Only small items can be placed here.

5

Fragmentation Grenade

You can use it for killing mission targets but bystanders can die too, and the explosion will alarm everyone.

6

Starting Location: Village Bar

Choosing this location will help you to save some time if you plan any action in the bar (barman's key, tattoo artist etc.).

7

Hidden Stash: Fishing Village

Only small items can be placed here.

7

Poison: Emetic Pills

Their effect is the same as emetic rat poison. A poisoned person goes to a toilet or a secluded place to vomit.

8

Starting Location: Shaman's Hut

You can save some time if you want to disguise as the shaman.

9

Hidden Stash: Jungle

Only small items can be placed here.

10

Assault Rifle Shashka A33 H.

Not a very useful weapon. It doesn't have a silencer and has a poor accuracy (but has a good fire rate in return).

11

Starting Location: Construction Site

Starting Disguise: Construction Worker

A good starting location, but construction worker disguise can't be worn during visiting other locations (like caves or mansion).

12

Starting Location: Construction site

A good location to smuggle a sniper rifle or other large object.

13

Starting Location: Coca Fields

Starting Disguise: Coca Field Worker

This is a perfect starting location and disguise. They will let you eliminate Jorge Franco very quickly.

13

SMG TAC-SMG Mk II

A weapon with good accuracy and fire rate, but has no silencer.

14

Hidden Stash: Coca Fields

A good location to smuggle a sniper rifle or other large object.

15

RFID Triggered Explosive

It explodes when the corresponding RFID tag appears nearby.

16

Starting Location: Submarine Cave

Starting Disguise: Submarine Crew Member

A good starting point. You can turn off the monitoring there, get to other locations from this place and optionally sabotage the submarine.

17

Hidden Stash: Caves

Only small items can be placed here. A hidden stash is a good way to deal with the search by the guards watching the entrance to the caves.

18

Starting Location: Mansion Basement

Starting Disguise: Mansion Staff Member

This is a perfect starting location and disguise. They will let you eliminate Rico Delgado very quickly.

18

Proximity CX Demo Block Mk II

Not very useful gadget since it can be recognized by the enemies.

19

Hidden Stash: Wine Cellar

A good location to smuggle a sniper rifle or other large object.

20

ICA Remote Micro Audio Distraction

Can help you with distracting the enemies from a distance (preferably with a delay).

Santa Fortuna allows you to reach up to the 20th level of mastery, but it can take a very long time and many challenges. The most useful item you can obtain in this location for the mastery levels is Emetic Pills. You can find a lot of Emetic Rat Poison in Santa Fortuna, but choosing Emetic Pills before the mission will save you additional time. Remember to choose the pills for the 7th level of mastery. Sedative Pills from level 2 cause immediate loss of consciousness which can alarm other people if the place is public.

The best starting locations are coca fields and mansion basement. Choosing these places will allow you to eliminate some of the targets very fast. Additionally, Agent 47 will be disguised from the start. If you plan to kill your objective using a sniper rifle, smuggle it to the Village Construction Building, coca fields or wine cellar.

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