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Hitman 2 Guide by gamepressure.com

Hitman 2 Guide

Table of Contents
Hitman 2 - Isle of Sgail
Hitman 2 - Isle of Sgail
Pier. This is the default starting area. You can also escort Constant here later in order to extract him.
Sewer. You can access it by opening the gate (crowbar, lockpick) or by using a ladder in a small room on level 1. The sewer leads to the catacombs and to the dungeon.
Path along the cliff. It's inaccessible to the guests and guarded by stationary enemies and patrols. You can use a disguise to gain access or reach the path from the western side.
Main gate. The entrance is available to everyone. You can use a gutter pipe to the right of the gate to easily sneak your way to level 2.
Lower courtyard. It's accessible to everyone. You can dress as a waiter here.
Patron's lounge. You can find out about the contest for the initiates here (one of the mission stories).
Passageway to level 2. The passageway is guarded by 2 people. If you don't have the right disguise you can open a side gate behind the guards.
Initiate entrance. It's tied to one of the mission stories - you can knock on the door dressed as an initiate and pay with 10 special coins. You can also find here a road leading to the upper courtyard and a gutter pipe which you can use to easily get sneak your way to level 2.
Dungeon. You can take part in an interrogation here dressed as an initiate - it's one of the mission stories and an opportunity to kill Zoe.
Upper courtyard. A large group of people is here. Agent 47 can show up here dressed as the master of ceremonies (one of the mission stories).
Side area. This is a perfect place to obtain an initiate or an Ark member disguise. You can also find passageways here leading to the crypt and to the room under the effigy.
Room under the effigy. You can sabotage the effigy mechanism here - it will allow to burn Zoe to death (one of the mission stories).
Security room. This is one of many areas where you can sabotage the surveillance. Watch out for the camera above the southern door.
East wall. You can get here from level 2 using the stairs or the gutter pipe. You can find a passageway to the kitchen/cellar and also stairs to level 3.
Cellar. There's a gate here for the staircase, but you need to have a key (or use a lockpick) and a proper disguise. The cellar also has passageways to the kitchen and the catacombs.
Morgue. Janus's body is here. Agent 47 can wear Janus's robe so that he can attend the funeral (one of the mission stories). The staircase allows for easy access to the upper floors of the tower.
Stone circle. Janus's funeral is scheduled to take place here. Agent 47 can help with preparations and hide in the coffin dressed as Janus (one of the mission stories).
Main entrance to the castle. It's guarded by three people. It's best to reach the castle from a different side - from the north or from the south.
Gallery. Many exhibits are displayed here. Agent 47 can steal the necklace (it's best to do it after disabling the alarm system) and use it to murder Sophia (one of the mission stories).
Secret tunnel. It connects the warehouse with the room with the staircase.
Warehouse. You can start opening the Ark crates in the search for the artifact (one of the story missions).
Terrace. A cannon can be found here - you can load it and murder Zoe after she reaches the effigy (as a part of a mission story). VIP Lounge is nearby - you must be wearing a proper disguise.
Chapel. You can also reach it by using a ladder in the krypt on level 2. There's a security room here - you can sabotage surveillance. Master of ceremonies is in the southern room - you can still his identity (one of the mission stories). There's a helipad next to the chapel - an opportunity to leave the island on board the helicopter.
Effigy. Agent 47 can summon Zoe here dressed as the master of ceremonies. It's a part of one of the mission stories and it allows to murder Zoe by setting her on fire.
Artifact restoration room. You can start opening the Ark crates in the search for the artifact (one of the story missions).
Ark control room. Agent 47 can sabotage the surveillance here.
Alarm system control panel. Agent 47 can sabotage the panel and disable the security intended to protect the necklace from the gallery from being stolen (part of one of the mission stories).
Chapel tower. You can begin the mission here or get to the tower from level 3. This is a perfect place to start using the sniper rifle.
Armory roof. You can dress as Jebediah Block here (after eliminating him) - it's a part of one of the story missions.
Architect's Lounge. Only the authorized people can reside here. You can find the staircase leading to the upper floors of the castle.
Sophia's Office. You can meet with her in a disguise as a part of one of the mission stories. There's a surveillance room next door - you can sabotage it.
Constant's office. He shows up in the tower from time to time. You can find him in the office or in the library downstairs.
Conclave. A meeting of the highest ranked members of Ark takes place here.
Penthouse. Agent 47 can arrange a meeting here as a part of one of the story missions. There's also an armor here which you can hear (several challenges are tied to it). The penthouse is guarded by 2 men plus by 1 additional on the balcony.
Enlarge this map

Hitman 2: Isle of Sgail Map - The Ark Society Mission Hitman 2 Guide, Walkthrough

Last update: 21 September 2021

Key points of Hitman 2 - Isle of Sgail

1Pier. This is the default starting area. You can also escort Constant here later in order to extract him.

2Sewer. You can access it by opening the gate (crowbar, lockpick) or by using a ladder in a small room on level 1. The sewer leads to the catacombs and to the dungeon.

3Path along the cliff. It's inaccessible to the guests and guarded by stationary enemies and patrols. You can use a disguise to gain access or reach the path from the western side.

4Main gate. The entrance is available to everyone. You can use a gutter pipe to the right of the gate to easily sneak your way to level 2.

5Lower courtyard. It's accessible to everyone. You can dress as a waiter here.

6Patron's lounge. You can find out about the contest for the initiates here (one of the mission stories).

7Passageway to level 2. The passageway is guarded by 2 people. If you don't have the right disguise you can open a side gate behind the guards.

8Initiate entrance. It's tied to one of the mission stories - you can knock on the door dressed as an initiate and pay with 10 special coins. You can also find here a road leading to the upper courtyard and a gutter pipe which you can use to easily get sneak your way to level 2.

9Dungeon. You can take part in an interrogation here dressed as an initiate - it's one of the mission stories and an opportunity to kill Zoe.

10Upper courtyard. A large group of people is here. Agent 47 can show up here dressed as the master of ceremonies (one of the mission stories).

11Side area. This is a perfect place to obtain an initiate or an Ark member disguise. You can also find passageways here leading to the crypt and to the room under the effigy.

12Room under the effigy. You can sabotage the effigy mechanism here - it will allow to burn Zoe to death (one of the mission stories).

13Security room. This is one of many areas where you can sabotage the surveillance. Watch out for the camera above the southern door.

14East wall. You can get here from level 2 using the stairs or the gutter pipe. You can find a passageway to the kitchen/cellar and also stairs to level 3.

15Cellar. There's a gate here for the staircase, but you need to have a key (or use a lockpick) and a proper disguise. The cellar also has passageways to the kitchen and the catacombs.

16Morgue. Janus's body is here. Agent 47 can wear Janus's robe so that he can attend the funeral (one of the mission stories). The staircase allows for easy access to the upper floors of the tower.

17Stone circle. Janus's funeral is scheduled to take place here. Agent 47 can help with preparations and hide in the coffin dressed as Janus (one of the mission stories).

18Main entrance to the castle. It's guarded by three people. It's best to reach the castle from a different side - from the north or from the south.

19Gallery. Many exhibits are displayed here. Agent 47 can steal the necklace (it's best to do it after disabling the alarm system) and use it to murder Sophia (one of the mission stories).

20Secret tunnel. It connects the warehouse with the room with the staircase.

21Warehouse. You can start opening the Ark crates in the search for the artifact (one of the story missions).

22Terrace. A cannon can be found here - you can load it and murder Zoe after she reaches the effigy (as a part of a mission story). VIP Lounge is nearby - you must be wearing a proper disguise.

23Chapel. You can also reach it by using a ladder in the krypt on level 2. There's a security room here - you can sabotage surveillance. Master of ceremonies is in the southern room - you can still his identity (one of the mission stories). There's a helipad next to the chapel - an opportunity to leave the island on board the helicopter.

24Effigy. Agent 47 can summon Zoe here dressed as the master of ceremonies. It's a part of one of the mission stories and it allows to murder Zoe by setting her on fire.

25Artifact restoration room. You can start opening the Ark crates in the search for the artifact (one of the story missions).

26Ark control room. Agent 47 can sabotage the surveillance here.

27Alarm system control panel. Agent 47 can sabotage the panel and disable the security intended to protect the necklace from the gallery from being stolen (part of one of the mission stories).

28Chapel tower. You can begin the mission here or get to the tower from level 3. This is a perfect place to start using the sniper rifle.

29Armory roof. You can dress as Jebediah Block here (after eliminating him) - it's a part of one of the story missions.

30Architect's Lounge. Only the authorized people can reside here. You can find the staircase leading to the upper floors of the castle.

31Sophia's Office. You can meet with her in a disguise as a part of one of the mission stories. There's a surveillance room next door - you can sabotage it.

32Constant's office. He shows up in the tower from time to time. You can find him in the office or in the library downstairs.

33Conclave. A meeting of the highest ranked members of Ark takes place here.

34Penthouse. Agent 47 can arrange a meeting here as a part of one of the story missions. There's also an armor here which you can hear (several challenges are tied to it). The penthouse is guarded by 2 men plus by 1 additional on the balcony.

This page of Hitman 2 guide offers a map of the location from the final, sixth chapter of the game - a north-Atlantic Island of Sgail. The map shows all the important locations found in the area. Below you'll find a basic walkthrough that contains the mission objectives and lists the rewards awarded for completing masteries. A detailed walkthrough can be found on the further pages of this chapter.

The Ark Society - basic info

  1. You're sent to eliminate two targets - Zoe Washington and Sophia Washington. You can eliminate them in any order.
  2. The island is also inhabited by a prisoner - Constant. The man has to survive the mission; otherwise it will end in a failure. 47 can ignore him or lead him to one of the extraction points - this is an optional objective.
  3. Zoe and Sophia travel across various parts of the castle and most of the time they are accompanied by at least one guard. There are only a few instances where you can encounter them on their own. You can influence the "path" of each of the sisters by completing story missions. For example, Zoe can reach a dummy placed next to the main courtyard or to a stone circle where the funeral is to take place, while Sophia can be encountered e.g. in her office or on the top of the tower that is inhabited by Constant.
  4. The castle may seem to be small, but vertically, it's the biggest location in the game. The castle contains nine floors, each offering different rooms and kill locations. Thorough exploration is recommended, as it may enable you to discover e.g. secret pathway or use drain pipes that allow you to travel between the floors. Make sure to find these secret pathways during the exploration and remember the locations of important items (disguises, keys, keycards, etc.)
  5. The Isle of Sgail contains a small amount of areas that you can visit without a disguise. This is reminiscent of Hokkaido from the previous season of Hitman. Without a disguise, you may experience problems trying to reach important items, characters, or rooms. Visit the page Getting a first disguise to view easily acquired disguises that will come in handy in the first minutes of gameplay.
  6. The Isle of Sgail contains 6 story missions, also called mission stories - these may help you eliminate your targets. Aside from the above, you can complete 90 challenges. After completing all challenges in Sgail, 47 can reach up to 20th mastery level.

Rewards for further mastery levels

LEVEL

REWARD

NOTES

2

Melee weapon: Mace.

Not really useful, but it can stun the target without killing it.

2

Hiding place: Chapel.

A perfect hiding place to deliver a sniper rifle. You can engage in sniper fire from the church tower.

3

Starting place: Chapel.

A great starting place. You can use the sniper rifle right away or easily reach the room with the usher or the surveillance room inside the chapel.

4

Hiding place: Gate.

The hiding place at the gate house can only store small items, such as poison.

5

Lethal Syringe Mk II

A very useful gadget - the victim will die instantly after administering the poison. Using the syringe is more discreet than stran strangling the person or using the garrotte.

6

Starting location: Reception. Starting outfit: Waiter.

Reaching the reception is simple even without a special disguise, but waiter's outfit can be useful if you are planning to poison one of your targets.

7

Electronic Key Hacker.

An extremely useful tool that will enable you to open doors requiring a key card. Remember that you can use this gadget only once.

7

Hiding place: Kitchen.

This hiding place can only store small items.

8

Starting location: Kitchen. Starting outfit: Cook.

The cook outfit does not offer any unique means of eliminating your targets, but you'll be able to begin the mission closer to them and have an easier time accessing the stone circle or the northern tower.

9

Hiding place: Storeroom.

The storeroom hiding place can only store small items, such as poison.

10

Sniper rifle: Sieger 300 Tactical

The most valuable reward from Sgail island masteries. The rifle has an attached suppressor that will enable you to fire at your targets without risking exposure.

11

Starting location: Ark building. Starting outfit: Custodian.

A good mix of a starting location and an outfit, especially if you want to find the ceremonial dagger faster (one of the mission objectives).

12

Hiding place: Hyperborean Showrooms.

This hiding place enables you to store large and small items. Consider storing an electronic key hacker, as there is a locked door nearby.

13

Starting location: Stronghold.

This is a good sniping position. It does not offer the starting disguise but you can take a sniper rifle with you. You can also acquire the elite guard outfit easily.

14

Hiding place: Tanker.

You can store a sniper rifle or any other big object.

15

Starting location: Gallery. Starting outfit: Member of Ark.

A good mix of a starting location and an outfit, yet acquiring an Ark outfit is not that hard. Nevertheless, you can save up some time.

16

Melee weapon: Broadsword.

Nothing special. The sword is used to complete one of the smaller challenges, but you can find one easily during the mission.

16

Hiding place: Morgue.

A good storing place to store a sniper rifle or any large object. You can equip a sniper rifle and travel to the highest level of the northern tower and fire at your targets from there.

18

Rifle: Enram HV Covert Mk II

An interesting rifle, as it is equipped with a silencer. You can use it to eliminate targets without alerting others. Its only downside is the inability to hide it in your inventory.

18

Starting point: Architect's lounge. Starting outfit: Ark's Architect.

A great location to begin the mission. You won't have to find your way to the upper floors of the castle and as an architect you can visit most locations without being detected.

19

Hiding place: Gallery stairs

The gallery stairs hiding place can only store small items, such as poison.

20

Remote Concussion Rubber Duck

Not a useful gadget. It can stun one or a few people but generates a lot of noise. The only advantage is that it looks does not generate attention.

The most important new item in the new episode and the whole game is a sniper rifle: Sieger 300 Tactical (screenshot above) - Hitman 2: Isle of Sgail Map - The Ark Society Mission - The Ark Society (Isle of Sgail) - Hitman 2 Guide

The most important new item in the new episode and the whole game is a sniper rifle: Sieger 300 Tactical (screenshot above). It is different from your previous sniper rifles because it has a silencer. This significantly decreases the risk of exposure and alerting the enemy to the location where 47 is hiding. Other features of Sieger 300 Tactical sniper rifle include larger zoom when aiming and the ability to hold the trigger half-way (R2 on PS4, RT on XONE) allowing Agent 47 to hold his breath and stabilize his aim. Once you get the rifle, it is recommended to return to the previous missions of the game to e.g. to complete challenges from "Sniper Killer" category.

The other valuable gadget available by completing masteries is an Electronic Key Hacker. You can start using it on Sgail, but it will prove to be useful in other episodes of the game. The device is similar to the lockpick - you can open a locked door without having to find the required keycard. In case of Sgail, this will enable you to easily access e.g. Sophie Washington's office. You have to remember, however, that unlike the lockpick, the hacking device can be used only three times per mission. There are three of those devices in the protagonist's inventory, and each one of them is a single-use item. It is best to leave them for unlocking heavily guarded areas. In other cases, follow standard procedures - locate keycards, distract guards, or use windows.

Interestingly enough, reaching second mastery level in Sgail unlocks a large hiding place and a starting location in the chapel. Using those means, 47 can access a sniper position or reach an usher or other opponents with intent to get a good disguise. Another great starting location is the architects' lounge - you begin the mission with an architect's outfit, who has more privileges than a standard Ark member. Use this outfit and starting location if you are planning to complete objectives on the higher floors of the castle.

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