Dragging and Hiding Bodies
Taking out a guard is half the job; hiding him is the other half.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Spatial · Risk
No.105HITMAN World of Assassination01The core loop
Action → feedback → next choice- 01Drop an isolated enemy
- 02Drag them at slow speed
- 03Stash them in cover
- 04Confirm nobody saw
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
You drop a guard in a courtyard; the next patrol passes in 8 s. A closet is 6 s away, a bush 3 s away but near the path.
- T2
Turn 2 · The player chooses
You pick the closet, carry for 6 s, and duck into its shadow with 2 s to spare.
- T3
Turn 3 · The feedback
The patrol passes without noticing; the closet icon flips to 'full'.
- T4
Turn 4 · The next decision
That closet is now unavailable for the next takedown, so you'll need another spot.
How it plays
A downed enemy left in place will be found and trigger an alarm. Carrying slows you and blocks some actions, and hiding spots like crates, bushes or wells have limited capacity. A found body keeps the area on high alert for a long time.
What the player weighs
- Dragging farther is safer but keeps you exposed longer
- Each stash spot fits one or two; using it removes a fallback
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

HITMAN World of Assassination
Bodies go into closets and crates with limited room; a discovered body draws security and can make targets relocate.

Desperados III
Characters shoulder bodies into bushes or wells; strong Hector hauls more easily, and unbound KO'd enemies wake up.
The difference worth noticing
HITMAN's cleanup is a solo chore; Desperados III lets a squad split carrying and lookout duty.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Tie bodies to carry weight: hauling one fills your capacity, so you stash gear first and come back for it later.
Prototype this combo in Yoroll→Follow the next idea
Disguise Access Rights
Every outfit unlocks a different map, but someone always sees through it.
- Prototype complexity
- Who plays
- Solo decisions
- 01Locate the needed outfit
- 02Subdue or steal to change
- 03Enter newly allowed zones
- 04Avoid those who see through
Knockout Timers and Pinning
A knockout isn't permanent; the moment they wake is your deadline.
- Prototype complexity
- Who plays
- Solo decisions
- 01Knock an enemy out
- 02Wake timer starts
- 03Pin or bind to extend
- 04Finish before they wake
Peek Before You Commit
Look before you open the door, at the cost of time and a little exposure.
- Prototype complexity
- Who plays
- Solo decisions
- 01Stop at a door or corner
- 02Pay to peek
- 03Gain local intel
- 04Enter or detour



