Enemies in Hotline Miami and Hotline Miami 2: Wrong Number behave in various ways depending on the context, there are 3 different states of behaviour for enemies:
Default: In this state enemies will do their default behaviour.
Fire: In this state enemies will fire at the player, only applies to enemies with firearms.
Pursue: In this state enemies will run towards the player or if they do not have line of sight will run towards the last place the player alerted them.
The behaviour of enemies can vary depending on what weapon they have and what they are set to do (this can be set in the Level Editor).
Whilst this page mostly covers information relevent to the level editor; additional common enemy behaviours unavailable in the editor (or exclusive to the original game) and marked with italics.
Factions[]
There are 7 available factions to fight by default: Russian Mobsters, Gang Members, Colombians, Policemen, Security Guards, Soviet Soldiers and Dogs.
There are additional 3 factions that must be edited into the level files to be accessed: Prisoners, LSDemons and Teens.
Descriptions[]
Each faction varies slightly, may be it weapons, special enemies or behavior.
Mafia - Has access to normal enemies and thugs. Use the M16, Kalashnikov, Shotgun, Double Barrel and Silenced Pistol as firearms, use the bat, golf club, pipe (Only in the Level Editor) and knife as melee weapons.
- Fought by Jacket, Biker, The Fans, Cobra, H.M. Hammarin, Rat and Writer.
Gang - Has access to normal enemies, thugs and dodgers. Use the Uzi, 9mm, Shotgun as firearms, use the bat, pipe and knife as melee weapons.
- Fought by The Fans, H.M. Hammarin, Henchman, Cop and Writer.
Colombian Cartel - Has access to normal enemies, dodgers and hiders. Share thugs with the Mafia. Use the Mendoza, FAMAE, Shotgun and Silencer as firearms, use the pipe, machete and knife as the melee weapons.
- Fought by H.M. Hammarin, Cop and The Son.
Police - Has access to normal enemies and thugs. Police officers are more wary and they'll react to gunfire, even when static. Use the 9mm and Shotgun as firearms, use the baton and taser(used by Inspector) as melee weapons.
- Fought by H.M. Hammarin, Cop and The Pig Butcher.
Guards - Only have access to normal enemies. Use the the Magnum and Shotgun as firearms, use the baton as the melee weapon.
- Fought by H.M. Hammarin, Son and Release Rat.
Soviet Soldiers - Have access to normal enemies, thugs, dodgers and hiders. Use the AK, 9mm(used by dodgers) and MP5(used by thugs) as firearms, use machete and combat knife(used by thugs) as melee weapons.
- Fought by the Soldier.
Prisoners - Have access to normal enemies, thugs and dodgers. Dodgers can be knock over with punches and thrown weapons and are faster. Use the Magnum and Shotgun as firearms, use the glass shard, big pipe, toothbrush and baton as melee weapons.
- Fought by Release Rat.
Hallucination Demons - Have access to normal enemies and thugs. Use the AK, Shotgun and Uzi as firearms, use the golf club as the melee weapon.
- Fought by Apocalypse Son
Teenagers - Only have access to one enemy and rest of the enemies can't kill the player. Only use the bat, which is carried by the blue hoodie teen.
- Fought by the Pig Butcher
Melee[]
Every enemy faction has melee weapons and equipped with them, they can have the following default behaviours:
Static (Hotline Miami): Enemies with this behavior will stand completely still until they get line of sight of the player, unlike other behaviours they will not be alerted by gunfire. This behaviour was abandoned for normal melee enemies in the sequel; and instead given to just the Dodgers.
Patrol: Enemies with this behaviour will make a 90 degrees turn to the left when their path is blocked.
Random: Enemies with this behaviour will randomly walk around, occasionally stopping.
Enemies equipped with melee weapons will pursue the player if they either see the player or are alerted by gunfire, if they do not find the player they will return to their default behaviour.
Firearm[]
With the exception of the Teens, every faction has firearms and have the following default behaviours:
Static: Enemies with this behavior will stand completly still until they get line of sight of the player, unlike other behaviours they will not be alerted by gunfire.
Patrol: Enemies with this behaviour will make a 90 degrees turn to the left when their path is blocked.
Random: Enemies with this behaviour will randomly walk around, occasionally stopping.
When enemies equipped with firearms see the player they will open fire, if they lose line of sight of the player they will pursue, if they see the player while pursuing they will fire, enemies alerted by gunfire will immediately pursue. If pursuing enemies do not find the player they will return to their default behaviour.
Idle[]
Regular enemies with idle behaviour will stay completely still until they get line of sight of the player, they will not be alerted by gunfire, there are several variants of the idle behaviour:
Sit (Hotline Miami): Idle Mobsters will be placed on a chair, couch, or toilet; and upon seeing the player they will pursue them (using either a melee weapon or a gun) and function as a normal random enemy. This idle type was intended to return in Wrong Number before ultimately being abandoned by release.
Pissing (Hotline Miami): Idle Mobster variant placed in front of toilets throughout levels; that will urinate indefinitely until distracted by the player; they function otherwise similarly to sitting mobsters.
Smoke: Smoking enemies will stand completely still and smoke until they see the player, then they will pull out any gun available to the faction they are apart of (such as the M16 for Mobsters, and 9mm for Gang Members) and open fire and then act the same as a regular enemy armed with a gun.
Phone: Enemies on the telephone will stand completely still and talk on the telephone until they spot the player, then they will open fire with a Silenced Pistol and then act the same as a regular enemy armed with the Silenced Pistol. In Hotline Miami they will spawn with all potential guns except the Silenced Pistol (due to only being used by Mobsters in Deadline) In Wrong Number the Mobsters have two variations that appear in the campaign (one unarmed using the phone, and one on the phone with a visible Silenced Pistol) regardless both behave the same, and only the former is available in the Level Editor.
Hide: Enemies with this behaviour will crouch until they see the player, then they will open fire with either a M16 (if a Russian Mobster; only appearing in Tension), Mendoza (if Colombian) or Kalashnikov (if Soviet), usually they are placed behind objects that act as cover when crouching, making them hard to hit while crouching, they will always fire when standing. Hiding enemies will never pursue the player. The Russian Mobster variant seen in Tension in the original game can be shot regardless if they rise up or not.
Knife (Wrong Number): Idle type exclusive to Gang Members armed with a Butterfly Knife, that will stand completely still until they see the player, then they will pursue and act like a regular enemy armed with a Knife.
Pipe (Wrong Number): Idle enemies available to the Colombians, Mobsters (only in the Level Editor) and Gang Members; armed with a Pipe and will stand completely still until they see the player, then they will pursue and act like a regular enemy armed with a Pipe.
Dog[]
Dogs will always patrol, meaning they will turn 90 degrees left when their path is blocked. They can be alerted by line of sight or gunfire; if they do not find the player after pursuing them, they will return to patrolling.
Dogs are considered to be their own faction and can be fought by every character, with the exception of Release Rat. There is an Apocalypse version of the dogs, called Hellhounds or Cerebus, which has 3 heads.
Thug[]
Thugs, like dogs will always be set to patrol meaning they will turn 90 degrees left when their path is blocked, they can be alerted by line of sight or gunfire, if they do not find the player after pursuing them they will return to patrolling.
Normal Thugs (and Inspectors) either unarmed or armed with melee weapons will behave identically to dogs, Soviet Heavies armed with MP5s will immediately pursue the player when they are spotted while firing on the way if they have line of sight, unlike regular enemies with firearms who will not pursue unless the player leaves their line of sight.
Dodger[]
Dodgers will always stand completely still until they either see the player or are alerted by gunfire (unlike other static enemies who are not alerted by gunfire). When they are alerted they will pursue the player. If they do not find the player they will return to their original location.
Soviet Dodgers will immediately pursue when they are alerted and will fire their duel 9mms at the player while pursuing, similar to how the Soviet Heavies fire while pursuing.
Trivia[]
- Guards reuse code and sprites from the Police. They wear the same outfit, although color swapped and with a hat and use the same animations. While Guards don't have their own thug in the enemy selection, when selecting a thug for another faction and switching back to Guards, you'll be able to be place Police Inspector.
- Enemies that lack certain sprites (such as the Soviet Soldiers being hit with a blunt weapon) will turn them into the black teen.
- Despite shooting a Mendoza, the Hiding Colombian enemies use 9mm sound effects and drop a Famae upon death.
- Unlike their Colombian counterparts, Hiding Soldier enemies do not reload.