The Deceivers is an Elusive Target Mission in HITMAN™ 2 and HITMAN™ III that fuses two previous Elusive Targets, The Congressman and The Guru, and, therefore, tasks you with eliminating both Anthony L. Troutt and Richard J. Magee.
Targets[]
Eliminate Anthony L. Troutt
Eliminate Richard J. Magee |
Objectives[]
N/A |
Exfiltrate[]
Locate the exit |
The Deceivers[]
Diana Burnwood (VO): "Welcome to Sapienza, 47. We have two targets for you: Congressman Anthony L. Troutt, a veteran of the Invasion of Grenada, and Richard J. Magee.
Though at first glance these two might not seem connected, they have a long standing collaboration manipulating Troutt's political opposition. Troutt sends Magee after his weak but potentially dangerous adversities and lets Magee manipulate and, ultimately, break them. Troutt and Magee are in Sapienza on an arcane "meet and greet" with European moneymen and power brokers, ahead of a possible presidential bid in 2024. We know that Troutt is staying in the Villa Caruso in the town square. But Magee's business is much more clandestine, and we don't have a location for where he will be. All that we know is that he is to meet a Keith Keeble, a rich young man, and possibly their next victim. Time to show them the consequences of political manipulation.
Good Luck, 47."
― Mission Briefing
Appearance[]
HITMAN™ 2[]
Starting date | End date |
---|---|
June 7th 2019 | June 17th 2019 |
HITMAN™ III[]
Starting date | End date |
---|---|
February 26th 2021 | March 8th 2021 |
April 29th 2022 | May 9th 2022 |
Elusive Target Arcade[]
Added | Mission |
---|---|
June 16th 2022 | The Clichés |
August 4th 2022 | The Dyads |
They appear as the third/fourth and first/second targets of the missions.
Mission Stories[]
There are no Mission Stories in this mission.
Intel[]
There is no intel in this mission.
Challenges[]
There are 36 challenges in total: 8 "Assassination", 6 "Discovery", 3 "Feats", 9 "The Classics" & 10 "Elusive Targets", worth 45000XP, 1 pistol, 1 sniper rifle, 1 melee, 1 container, 1 distraction, 1 poison, 1 explosive, 9 suits and 1 starting location.
Type Key: A=Assassination; D=Discovery; F=Feats; ET=Elusive Targets
Name | Type | Description | Reward |
---|---|---|---|
Piano Man | A | Assassinate a target with the fiber wire in Sapienza. | +1000XP |
Versatile Assassin | A | Complete all the Versatile challenges in Sapienza:
|
+4000XP |
Hold My Hair | A | Assassinate a target by drowning them in Sapienza. | +1000XP |
Straight Shot | A | Assassinate a target with a headshot in Sapienza. | +1000XP |
Tasteless, Traceless | A | Assassinate a target with lethal poison in Sapienza. | +1000XP |
The Bells are Ringing | A | Eliminate a target with the church bell. | +4000XP |
Someone Could Hurt Themselves | A | Assassinate a target in an accident in Sapienza. | +1000XP |
I Aim to Please | A |
|
+2000XP |
Discover Sapienza‡ | D | Reveal all undiscovered areas in Sapienza. | +1000XP |
Investigator | D | Find and destroy six crocodiles. | +2000XP |
Chameleon | D | Find and equip all disguises in Sapienza. | +4000XP |
The Living Dead | D | [REDACTED]
Hide in the coffin in the church morgue.
|
|
Unleash the Kraken | D | [REDACTED]
Shoot all four bells on the boat in the sea behind the mansion.
|
+4000XP |
Safe House | D | Find the ICA Safe House in Sapienza. | +1000XP |
Get What You Wish For | F | Push a target into the wishing well. | +4000XP |
Luck Alone is Worthless | F | [REDACTED]
Throw 5 coins into the fountain in the main square.
|
+2000XP |
Pipe Down | F |
|
+4000XP |
Silent Assassin x5 | TC | Complete 5 Silent Assassin Challenges. | |
Silent Assassin x12 | TC | Complete 12 Silent Assassin Challenges. | |
Silent Assassin x17 | TC | Complete 17 Silent Assassin Challenges. | |
Silent Assassin, Suit Only x5 | TC | Complete 5 Silent Assassin, Suit Only Challenges. | |
Silent Assassin, Suit Only x12 | TC | Complete 12 Silent Assassin, Suit Only Challenges. | |
Silent Assassin, Suit Only x17 | TC | Complete 17 Silent Assassin, Suit Only Challenges. | |
Sniper Assassin x5 | TC | Complete 5 Sniper Assassin Challenges. | |
Sniper Assassin x12 | TC | Complete 12 Sniper Assassin Challenges. | |
Sniper Assassin x17 | TC | Complete 17 Sniper Assassin Challenges. | |
The Deceivers | ET | Assassinate the Deceivers. | +2000XP |
Silent Assassin | ET |
|
+4000XP |
Elusive Target Sapienza | ET | Complete 1 Elusive Target in Sapienza. | |
Elusive Targets - I | ET | Complete 3 Elusive Targets. | |
Elusive Targets - II | ET | Complete 6 Elusive Targets. | |
Elusive Targets - III | ET | Complete 9 Elusive Targets. | |
Elusive Targets - VI | ET | Complete 12 Elusive Targets. | |
Elusive Targets - V | ET | Complete 15 Elusive Targets. | |
Silent Assassin Elusive Target - I | ET | Complete 1 Elusive Target in any location while achieving Silent Assassin. | |
Silent Assassin Elusive Targets - II | ET | Complete 5 Elusive Targets in any location while achieving Silent Assassin. |
Mastery[]
Mastery Level | Type | Unlock | Description |
---|---|---|---|
1 | Starting Location | Main Square | 47 arrives at the Main Square, overlooking Villa Caruso. |
Agency Pickup | ICA Safe House | The ICA can smuggle a briefcase containing a large item into an apartment near the main square. | |
2 | Starting Location | ICA Safe House | 47 has access to an ICA safe house in Sapienza, situated just off the main square. He can now begin missions there. |
Poison | Modern Lethal Syringe | A syringe containing a single dose of lethal poison. Will eliminate any target immediately (HITMAN™ 2 & HITMAN™ III only). | |
3 | Agency Pickup | Café Basement | The ICA can smuggle a large, secure case into the basement of the café (Mastery Level 2 on HITMAN™ Professional Difficulty). |
4 | Starting Location | Undercover in Mansion Garden | 47 has infiltrated the mansion and now begins the mission as one of the gardeners (Mastery Level 3 on HITMAN™ Professional Difficulty). |
5 | Assault Rifle | TAC-4 AR Auto | A modern bullpup assault rifle. Fully automatic. Accurate and stable with excellent damage (HITMAN™ 2 & HITMAN™ III only). |
6 | Hidden Stash | Mansion Garage | The ICA can smuggle a small item into a jacket pocket in the mansion garage (Mastery Level 3 on HITMAN™ Professional Difficulty). |
7 | Starting Location | Undercover in Mansion Kitchen | 47 has infiltrated the mansion kitchen and begins the mission disguised as a chef (Mastery Level 4 on HITMAN™ Professional Difficulty). |
Melee | Combat Knife | A military knife. Stainless steel. Effective in close-quarters engagements (HITMAN™ 2 & HITMAN™ III only). | |
8 | Agency Pickup | Sapienza Ruins | The ICA can smuggle a large, secure case into the ruins overlooking Villa Caruso (Mastery Level 4 on HITMAN™ Professional Difficulty). |
9 | Starting Location | Undercover as Security Staff | 47 has infiltrated the Villa Caruso security team and begins the mission as mansion security (Mastery Level 5 on HITMAN™ Professional Difficulty). |
10 | Distraction | ICA Remote Audio Distraction | An audio distraction device. Remotely triggered. Will attract an individual in hearing range. Expect security staff to investigate if present (HITMAN™ Normal Difficulty, HITMAN™ 2 & HITMAN™ III only). |
Distraction | The Big One | A small pyrotechnic device. When thrown, generates a loud and visual distraction for a short period of time. Attracts all onlookers while active. Can ignite flammables. Name likely ironic (HITMAN™ III only). | |
11 | Starting Location | Undercover in Field Lab | 47 has infiltrated deep into the field lab beneath Villa Caruso, disguised as a lab technician. He can begin the mission from there (Mastery Level 5 on HITMAN™ Professional Difficulty). |
12 | Hidden Stash | Mansion Pantry | The ICA can smuggle a small item into a stack of food crates in the mansion kitchen (Mastery Level 6 on HITMAN™ Professional Difficulty). |
Shotgun | Enram HV | A modern bullpup shotgun. Agile and effective at short ranges. Fast fire rate and tight speed (HITMAN™ Normal Difficulty, HITMAN™ 2 & HITMAN™ III only; Mastery Level 15 in H1). | |
13 | Starting Location | Harbor | 47 has arrived from the waterfront by boat and can begin his mission from the Sapienza Marina (Mastery Level 6 on HITMAN™ Professional Difficulty). |
14 | Hidden Stash | Confessional Booth | The ICA can smuggle a small item into the confessional booth inside the Sapienza church (Mastery Level 7 on HITMAN™ Professional Difficulty). |
15 | Explosive | Remote Breaching Charge | An explosive device designed to breach doors. Will destroy the lock when detonated. Relatively quiet (HITMAN™ Normal Difficulty, HITMAN™ 2 & HITMAN™ III only; Mastery Level 5 in H1). |
16 | Starting Location | Main Square Tower | 47 has chosen a sniper vantage point overlooking Villa Caruso and the main square, and he can now begin missions from there (Mastery Level 7 on HITMAN™ Professional Difficulty). |
17 | Agency Pickup | Sewers | The ICA has placed a large, secure case in the Sapienza sewers below the marina (Mastery Level 8 on HITMAN™ Professional Difficulty). |
18 | Starting Location | Sapienza Ruins | 47 has infiltrated the ruins overlooking Villa Caruso and can now begin his mission from there (Mastery Level 8 on HITMAN™ Professional Difficulty). |
19 | Agency Pickup | Ether Field Lab | The ICA can smuggle a large, secure case into the Ether field lab (Mastery Level 9 on HITMAN™ Professional Difficulty). |
20 | Sniper Rifle | Jaeger 7 Lancer | A modern marksman's rifle. Highly accurate and modular, allowing extensive customization (HITMAN™ Normal Difficulty, HITMAN™ 2 & HITMAN™ III only). |
Poison | Antique Emetic Syringe | An antique brass syringe containing a single dose of an emetic poison. Any individual dosed will immediately become nauseous and seek a location to throw up in (HITMAN™ Professional Difficulty, HITMAN™ 2 & HITMAN™ III only; Mastery Level 10 in H1). |
Disguises[]
Items[]
Other NPCs[]
- Silvio Caruso - Owner of the Villa Caruso
- Keith Keeble - The Deceivers' target
- Katherine Feller - Keeble's lawyer
- Edilio Napolitano - Magee's lawyer
Trivia[]
- Keith Keeble and Katherine Feller, who were previously VIPs in The Guru, had their VIP status removed due to no longer fitting in with the story.