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A Point of Interest, or P.O.I., is a gameplay and map feature introduced in Hitman: Codename 47 and featured up to Hitman: Blood Money. It is used to denote a location in a level where items such as weapons and useful equipment is placed. It is also used to mark places like side entrances, disguises, locations of objectives or useful sniping positions, among other things. In all of the games so far, it is marked by a yellow circle with an exclamation mark in the center.
Appearances[]
Hitman Codename 47[]
- The Jungle God - There are two points of interest. One north-north west of the playable area, possibly indicating the presense of pigs that can be used as a sacrifice to the titular Jungle God. The second one is the blood soaked altar 47 needs to pass to gain entrance to the secret passage
- Say Hello to My Little Friend - An inaccesible one on the map of Find the U'wa Tribe, could be a beta concept
Hitman 2: Silent Assassin[]
- Anathema - There are two Points of Interest. One is for the R93 Sniper, and the sports car in the garage. The other is for the room in the basement where Vittorio should be.
- St. Petersburg Stakeout - There are three Points of Interest. The one in the metro station is for Locker 135, the second just outside the Pushkin building is for a soldier's weapon. The third is for the sniper spot located on the 3rd floor of an adjacent building to the target.
- Tubeway Torpedo - Has several Points of Interest; There is one in the small room next to the guard's quarters; for the officer's uniform. Another is located in the outside area of one of the warehouses, hinting at the usability of the military truck's covered cargo bed. A third Point of Interest appears in the basement, revealing the location of the CCTV controls.
Hitman: Contracts[]
- Several in basement, each denoting a single Syringe.
- One on first floor, north wing in a cell, denoting a patient outfit
- There is one on the first floor of the north wing. It is denoting the Girl's corpse.
- Three on first floor; topmost one is in locker room, denoting the Opium Waiter outfit. The mid one in kitchen denotes the chicken plate. Bottom one on the bar denotes an opium pipe stash.
- One in Mess Hall. This one denotes the meeting point with the contact and laxative pick up.
- Five later appear after talking to contact; 3 around the submarine exterior on the ice, denoting the explosive planting points. 1 inside the sub denoting the explosives needed. 1 inside the base warehouse, denoting the protective radiation outfit.
- One located outside, within the maze. Denotes a trapdoor to the basement tunnel.
- Two in the stables. One on ground floor, denoting the horse water supply. One in the loft denoting a sniping spot for use against Winston Beldingford.
- One in the basement denoting the whiskey cask.
- Two on the second floor of the manor, to the west. Furthest is in the bedroom, denoting a vial of poison. The middle icon is denoting the mirror door, which provides access to Winston's bedroom.
- Two outside. One highlighting the Journalists live location. The second is located in the guard hut, and denotes the main gate access button.
- One on clubhouse second floor. Denotes targets safe/ photos.
- Three in basement. Leftmost denotes the shooting range. Bottom right denotes a weapon stash room. Top right denotes the scene of a killing, specifically dead guards outfit.
- One on the 2nd floor factory denoting a spare guard outfit.
- On the dock area, in the work hut denoting harbor worker outfit.
- One in stripclub basement denoting whiskey bottle location. One in stripclub bathroom, upstairs denoting rat poison.
- One in police station locker room denoting Harbour Police outfit.
- Two in warehouses on second floors. Bottom denotes a spare terrorist outfit. Top denotes M4 Carbine pick up.
- Two on Hotel first floor; First is a marker for the murder room, east wing. The second denotes the location of the Sauna room, east of the pool. This room can be used to assassinate Fritz Fuchs by locking the door.
- Two on second floor; First denoting the flower box pick up in the florist room. Second denotes the whiskey bottle location, both in the west wing.
- Two on third floor; One in west wing, in the dentist X-ray room, denoting the location of the Chemical bomb. The other is in east wing, denoting the guard room and detector button.
- One outside, south of starting point. Denotes a sewer grate location.
- One on second floor, denoting the bombers apartment, and the usable bombs.
- One on fifth floor, denoting the Gardener outfit.
- One on the restaurant's first floor, denoting the target meeting table location inside. - One on second floor denoting a usable car bomb.
- Two in basement; One is used to show the gas control interaction. The other for some reason denotes a spare but practically useless cook outfit.
- One on first floor, in the restaurant kitchen, denoting the Sake tray.
- One in the basement, denoting the location of Agent Smith.
- Three on first floor. First in the bar, denoting the bartender lead. Second denotes Hong's personal table at the restaurant. Third denotes the location of the restaurant kitchen.
Hitman Blood Money[]
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Later Games[]
The World of Assassination trilogy seems to have omitted POIs in favour of mission stories and Intel. Intel was also partially used in place of POIs in Blood Money.
