2Security area.it’s possible for you to sabotage the surveillance and steal an explosive from the safe.

3Main straight.Agent 47 can kill Sierra Knox or sabotage the race.

He can also steal an identity and the responsbilities of a marshall with a flag.

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4Overpass.This is a good spot for using a sniper rifle.

5Stands.Agent 47 can easily blend in the crowd.

There’s a control room on the highest level (good sniping point).

Hitman 2 - Miami

7Kowoon team building.you’re able to encounter Moses Lee here after the race is over.

8Kronstadt garage.you’re free to sabotage Sierra Knox’s car here during the race.

Once the race is over she can be found in this area.

Hitman 2 - Miami

9VIP Lounge.The lounge is on the upper floor.

you could challenge Sierra Knox to a drinking contest here if you’re disguised as Mose Lee.

10Emergency Bay.After the race you’re able to call Sierra Knox to show up here and poison her.

Hitman 2 - Miami

11Hotel.Sierra Knox can meet here with a man in a flamingo costume who is trying to blackmail her.

12 Bayside Center entrance.

Agent 47 can find Ted Mendez here and steal his identity to get to meet with Robert Knox.

Hitman 2 - Miami

13Bayside Center Expo.The ground floor offers a locker room and expo rooms.

The upper floors are forbidden to tourists.

14Marine park.There’s a stand here which is selling coconut balls - an opportunity to poison Robert Knox.

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15Pier.you’ve got the option to encounter a Florida Man here - the person selling coconut balls.

16Podium building.The winner of the race shows up here.

Agent 47 can put poison inside the cup or sabotage the fireworks.

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17Security room.It’s in the middle of the underground parking lot.

Agent 47 can steal the keycard and disable surveillance.

18Mascot.You will meet a man dressed as a flamingo here.

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He’s blackmailing Sierra Knox and you might help him with that or steal his identity.

19Locker room.you’re free to easily obtain a new disguise here.

The most important places were marked on the map.

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Detailed walkthrough of Miami can be found on the following pages of this guide.

3

Hiding spot: Reception in the Kronstadt building

you’re free to place small items only here.

4

Starting location: Harbor

You will not gain much here.

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Fish (melee weapon).

It can help you with completion of some of the smaller challenges.

However, the fish can also be acquired via other means during the mission.

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5

Hiding spot: Toilet near the stands.

it’s possible for you to use it during the mission by placing it in a large hiding spot.

6

Starting location: tribune.

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Staring outfit: Mascot.

This is a very good outfit for the lower levels of Mastery.

HKW 21 Mk II Pistol

Not a very useful weapon, as it lacks a silencer.

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Hiding spot: Storeroom near the podium.

9

Starting location: Viaduct.

11

Hiding spot: Truck.

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13

Hiding spot: Food booth in the park.

In addition, it can interest them and help you with the assassination.

14

Starting location: Podium.

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Starting outfit: Event Crew.

This is a perfect outfit to sabotage the race or to take out the victor.

From here you’re able to easily pull up the podium or the booth with the security.

Hitman 2

15

Hiding spot: Kronstadt storeroom.

you might smuggle a sniper rifle here if you want to use it to take out Sierra or Robert.

16

Starting location: medical facilities.

Starting outfit: Medic.

This is a good starting location if you want to kill Sierra Knox during the medical examination.

It can also be used to get into the garages easily.

17

Hiding spot: Paddock.

18

Starting location: Kronstadt Bayside Center.

Starting outfit: engineer.

ICA Remote Audio Distraction Mk II

It is not a very useful gadget.

Distracting the enemies using tradition methods is almost always enough.

19

Hiding spot: Locker room in the workshop.

20

Starting location: Kawoon garage.

Starting outfit: Kawoon Mechanic.

Kawoon garage is neighboring the Kronstadt garage,allowing you to easily access it and sabotage Sierra’s car.

Remember about changing the outfit of the mechanic to the red one.

Concussion Grenade

A fairly ineffective gadget.

It can stun one or more people, but it generates a huge noise while doing so.

It is worth to take it with you on missions in exchange for, for instance, the garotte.

It will allow you to open all of the locks, aside from the ones with electronic protection.

The second very useful reward is theJeager 7 Sniper Rifle.

Once you do so, Agent 47 will acquire a silenced sniper rifle.

As you advance to subsequent Mastery levels, make use of the newly unlocked starting locations and outfits.

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