Hitman 3: Apex Predator, Berlin - map, mission information Hitman 3 guide, walkthrough
Last update: 29 January 2021
Key points of Hitman 3 - Berlin - Important locations
Important locations
This part of the Hitman 3 guide contains a map of Berlin and the most important information about the third mission called Apex Predator, taking place in this spot. You'll learn what are the main areas on the Berlin map, the unique features, and objectives of the mission, how to unlock all the shortcuts in Berlin, as well as the rewards for reaching the next level of mastery in Berlin.
- Berlin - The most important information about Apex Predator mission
- Berlin - Key Locations
- Walkthrough - table of contents
- Berlin - Shortcuts Guide
- Mastery levels and rewards
Berlin - The most important information about Apex Predator mission
This mission's location is in an abandoned power plant located on the outskirts of Berlin, Germany. The mission area consists of:
- The main power plant building, which is now the Holle Club . It is a multi-level location with a big rave party on lower floors. This creates an opportunity for sneaking between attendees. There is a long queue at the club entrance and Agent 47 by default cannot use the main entrance without an invitation. Some areas of the main powerhouse building are not accessible for event participants. Some of the zones are restricted, and you must sneak in there, or have an appropriate disguise. The same applies to selected fenced off areas around the club.
- The bikers building, adjacent to the Holle Club. These locations are connected with a bridge and an underground passage. It is completely inaccessible to unauthorized persons. Drugs are manufactured and packaged inside.
- Chill Out Bar and Juice Bar adjacent to the Holle Club and the bikers building. Each of these locations has a publicly accessible area as well as areas for employees and other authorized individuals only.
- Gas Station surroundings For a first time mission commences in its neighborhood. Unfortunately, it is not possible to explore the station as such, but at least Agent 47 will not encounter any enemies around it.
- Forest is located to the south of the power plant. You need to cross this area on your way to the main locations of this map. A unique location in the forest is the radio tower, an ideal spot to conduct sniper fire.
On the map of Berlin, you will find locations that are free to roam and fully accessible to all guests of the party. Unfortunately, most locations are restricted access areas. At the prohibited area entrance, you may come across a sign or placard stating that entry is not allowed. Entrances to some of the prohibited areas may also be guarded by security guards or motorcyclists.
There are a few ways in which you can deal with these restricted areas:
- Sneak in - find bushes and large obstacles on the map to avoid being detected by other people.
- Search for alternative entrances to the main buildings There are many different ways to get into the Holle Club, and you don't need to worry if you aren't let in through the main entrance. Similarly, don't get discouraged, if you come across the locked entrance gate of the motorcycle building. You can always use one of the alternative passages. There are also three shortcuts to unlock on the map, which make repetition a stage easier (we've described them below).
- Use a club security guard's or biker's disguise - These are two useful outfits that will allow you to enter prohibited zones in the map's main buildings. Either of these can be obtained by attacking any guard/biker. There is also an option to acquire an unused outfit.
- Look for opportunities to climb as well as tight passages - The Holle Club, in particular, is a very vertical location. You can find, for example, ladders or large objects (containers, crates, etc.) that you can climb on. Agent 47 can also, among other things, sneak through ventilation shafts or slide/climb vertical pipes.
In the Berlin mission, you do not solve story quests, but it doesn't mean that mission is less complicated and less challenging than the others.
What's unique in this mission is that ICA agents are on the hunt after our protagonist. It means that you have to track them down and eliminate them instead of classic mission objectives. A rather important piece of information is that Agent 47 initially does not know their identity. You have to be observant and listen to radio messages to localize them one by one.
Elimination of five out of eleven ICA agents is required to complete the mission. You are free to select the characters you'd like to get rid of. After you assassinate five agents, the remaining ones will be ordered to evacuate and run away towards one of the mission area's exits.
Important at this stage is that while passing the mission for the first time, Agent 47 has no equipment whatsoever. You won't have firearms, coins, or garrotes available You must source all the items on your own. A pistol with a silencer can be found with the first ICA agent found in the forest. While exploring the map, you can also find cold weapons, crowbars, keys, coins, or poisons.
Once you repeat a mission, the selection of equipment is already allowed. You will also be able to change the start location and skip replay of the initial part of the mission next to the gas station.
There are no secondary objectives in this stage. After getting rid of any five agents struggle will be over. The map has several different exits, not all of them are available by default, and for example, you may need to obtain a motorcycle key. Additionally, while completing the mission for the first time, you must use the game-imposed exit next to the queue in front of the Holle Club.
Berlin - Key Locations
Below you will find a summary of the most important locations, which we have marked on our map of Berlin. References to these and other areas can be found in the following pages of the walkthrough description for the Berlin mission.
1 - The starting location of the mission. You start the mission next to the bus stop. You need to go towards the woods. Initially, you will not encounter any opponents.
4 - Radio Tower. The entrance is locked - you must use a key (there several keys to get, including one that won't be used - 7 on the map), a lockpick or a crowbar. There are two laser traps here that alert the ICA agents - you can destroy them or go around them using the ladder. The top of the tower is a great place to attack your targets with a sniper rifle.
5 - The location where you can unlock the open map. ICA Agent Price will appear nearby - you can eliminate him and take his earpiece (this will allow you to eavesdrop on other agents' conversations and track them) and his pistol with a silencer. Agent Price is not among your main targets.
8 - Holle Club Queue. Agent 47 won't be allowed inside, but you can help Helfried Ziegler, who is looking for the pill bag in the parking lot - find the bike with pills by the south fence and hand it to Ziegler. Alternatively, you can go inside disguised as a security guard. Guests must submit to a search (you may hide prohibited items in a container). You can complete the mission in front of the club. There is also the UFO graffiti associated with the hidden exit.
9 - Club entrance in parking lot - shortcut. It is locked by default, and you cannot open it even if you have a lockpick / crowbar. You must reach the door on the inside of the club and permanently unlock it. Next to the door, there is a staircase leading to level 1.
10 - Security guards. They guard the walkway to the north area not accessible to club guests. You can jump over the wall to the east of them or go around them while using the correct disguise. You can easily distract the guard with a throwable item and get a club security guard disguise.
12 - Side entrance to the clubhouse. It is closed. You can use the lockpick/crowbar or distract the club employee and take the employee area key from her. Alternatively, you can get inside by going through a wide opening in the wall - it leads to the dressing room.
14 - Crowbar . It is useful for opening doors. You can easily get it even through disguises (after bypassing the guards from the southern outpost - 10 on the map).
15 - Crane and Agent Thames. You can use the crane to murder Agent Thames in an accident, but you must have the Fuse Cell (it's in the nearby dumpster - 16 on the map). Start the crane, climb the ladder into the operator's cab and drop the large load while Thames is standing beneath it.
17 - Back entrance. You can open the scooter's container and take/poison the food - this is best done after donning the food delivery man disguise (23 on the map). Ring the garage doorbell to unlock the entrance and hand the poisoned food to the biker. There is a camera over the back door to the club. The east door is locked, but you can jump over the wall. Here you can start climbing to the roof of the club (34 on the map). You can open the garage door from the inside.
19 - Shortcut - Door to the basement of the biker building. They are locked by default and you cannot open them even if you have a lockpick / crowbar. You must reach the door from the basement of the biker building and permanently unlock it.
20 - Chill Out Bar. Agent Swan (you can push him into a sewer, sabotage a cylinder, or drop a heavy object on him) and Agent Davenport (you can poison his drink or drop a bag of bricks on him) appear here. Investigate the small building at the back of the bar - you'll find rat poison and an unused bartender's disguise. You can turn on the radio, attack the bartender, and take away his locker key. In the locker you will find a ticket to the Juice bar. Agent Swan leaves behind a lock-hacking device.
22 - Clubhouse stairwell. You can reach it from the main club room or from the Chill Out bar (closed door you need to open). It allows you to travel between different floors, including reaching inaccessible areas on levels -1 and -2. This area is guarded, but you can distract the guard with a throwable item.
23 - Food delivery man and sewer manhole. You can steal his identity and deliver the (poisoned) meal to the bikers (17 on the map). Here you will find rat poison and a sewer exit (crowbar required) that you can use to leave the mission area. You can climb / walk through the container to reach the vicinity of the Juice bar (26 on the map).
25 - Bikers' Room. If you delivered the poisoned food to the bikers (17 on the map) then you can poison Agent Lowenthal. He will go to the restroom, where you can drown him. In the room, there is an unused biker's disguise in the restroom and the keys to the motorcycle. There is a camera in the hallway next to this room.
26 - Juice Bar. You can get a bartender outfit and dispatch the bartender serving guests, then poison Agent Swan. The side passage is guarded by bikers, There is also a camera - you can continue by showing a ticket to the Juice bar (obtained e.g. at 20 on the map) or by using a biker disguise.
29 - Main corridors of the club. Only part of the level is open to the public - in the rest of it you have to use disguises or sneak. The south hallway has a staircase to level -1. There is a staircase in the northeast corner (22 on the map). Agent Davenport travels around this location and sometimes goes out to the Chill Out bar (20 on the map).
32 - Clubhouse Roof. It is patrolled by Agent Green together with 2 regular guards. You can use the opening in the roof to reach the balcony with the shortcut (33 on the map). There is a bag of bricks to drop on Agent Davenport (20 on the map).
33 - Shortcut - Ladder to window on roof. You can reach the ladder from the roof of the club (point 32 on the map). A crowbar is required to lower it. After stepping off the ladder, you will unlock a new passage to level 0 (30 on the map).
35 - Platform. You can use it to travel between the clubhouse and the biker building. It is not guarded. You will find a bag of bricks suitable for dropping. You can try to kill Agent Thames (15-16 on the map) this way.
37 - Light Rig and Agent Banner. Agent Banner always stands in this spot and meets Agent Montgomery from time to time. You can sabotage and activate the light rig to kill 1 or 2 agents.
38 - Projector and north corridor. You can activate the projector and distract one of the bikers - a good opportunity to get a disguise. The north corridor allows you to travel between the clubhouse and the biker building. There is a camera above the entrance to the hallway. In the hallway, you can go down the pipe to the office on level -2.
39 - Tree lighting installation. You can distract the technician (sabotage fuses or use a throwable item) to get his disguise. You can sabotage the installation - a screwdriver is required (technician has one, or you can find it north from this location). After the sabotage, head to the DJ booth on level -2. You'll also find a crowbar nearby.
42 - Dancing floor. A large group of people hang out here. This place is a public area of the club. The areas in the northern and eastern parts of level -2 are inaccessible and some of them require an access card (you can find it at spot 36 on the map). Agent Chamberlin patrols the area and occasionally meets with Agent Montgomery in the surveillance room.
48 - Monitoring Room. All western doors require an access card (36 on the map), but you can also get here from the north. You can distract a biker with a throwable item. After eliminating him (hide his corpse!) easily sabotage the monitoring. Montgomery and Chamberlin have meetings here. You will find a Club Keycard and an unused club security guard outfit.
49 - Hirschmuller's Office. He is the owner of the Holle club. You can start the gramophone and easily steal his identity. You can also meet with Agent Montgomery, but by default ICA agents will prepare an ambush for Agent 47. There are a Club Keycard and a Juice bar ticket. Alternatively, you can get here from the corridor on level -1 (38 on the map). There is a safe in the office - the code is 1989 - you will get a figurine and a brick of cocaine.
51 - DJ Booth. Once you get the DJ disguise, you can take control of the show. It is best to sabotage the light rig on level -1 (39 on the map) beforehand. After Agents Montgomery and Banner meet on the upper balcony (37 on the map), you can make the rig explode.
53 - Garage. Here you get the chance to kill Agent Lowenthal in an accident - you can pierce a barrel with a screwdriver or pierce a water barrel and attach a battery charger. You will find the Fuse Cell here. There is a motorcycle in the northern part of the garage - you can use it to leave the mission (required keys from point 25 on the map).
55 - Monitoring Room. You can sabotage the surveillance, but you must distract at least one biker beforehand. Agent Rhodes shows up here from time to time.
56 - Plant Growing Room. Agent Rhodes appears here from time to time - you can electrocute him (preparation and use of a screwdriver required) or distract him with a sprinkler machine. The machine can also be used to poison people in the main room. You will find rat poison next to one of the bikers. In the storage room next door, you will find an insecticide (similar effect to poison).
58 - Sniper's Nest. Here, Agent Tremaine patrols the area with a sniper rifle. He is accompanied by a biker, but you can distract him by turning off the generator (north corner). Tremaine can shoot Agent 47 if he spots him beforehand and if you activate the traps in the radio tower (4 on the map).
Walkthrough - table of contents
The Apex Predator mission in Berlin is a very complex stage. We have described it in detail on the following pages:
- How to unlock the map of Berlin and eliminate Agent Price? - This page describes the linear beginning of the mission leading to the discovery of the power plant map. Additionally, we've described how to eliminate Agent Price and how to eliminate ICA members - the primary targets of the mission.
- Assassinate Agent Rhodes (The Veteran) - There are 11 ICA agents on the map (including Agent Price from the beginning of the mission) and you must eliminate any 5 from the list. We provide you with each agent's approximate location (some of them patrol vast areas) and a recommended way of getting rid of them.
- Killing Agent Swan (The Swan Song)
- Killing Agent Banner (The Wall)
- Killing Agent Tremaine (The Sniper)
- Killing Agent Green (The Scout)
- Killing Agent Thames (The Professional)
- Killing Agent Chamberlin (The Joker)
- Killing Agent Montgomery (The Leader)
- Killing Agent Lowenthal (The Englishman)
- Killing Agent Davenport (The Rookie)
- ICA Agents - Other Unique Kills - We have described several additional methods that are not tied to one or two specific agents. This includes killing agents with a sniper rifle (Sniper Assassin).
- Surveillance cameras - where to sabotage it? - We show the locations of the two surveillance rooms found. We have also included hints on how to destroy surveillance footage.
- Poison - how to get it? - We've put together the locations of finding rat poison on a map. You'll also learn how to get a deadly poison in Berlin.
- Best Disguises - this page describes some of the most useful disguises for exploring and eliminating your targets.
- Holle Club - how to get inside? We have compiled all the primary and secondary entrances to Club Holle, which is the largest and the most complex location on Berlin's map.
- Map of Berlin - ways of leaving the mission zone - The site lists the main exits from the mission map. Learn about the requirements to unlock them.
- Hirschmuller's safe - how to open? - This is an additional activity to perform. On this page, you can find the code to the safe and learn what's inside.
- Radio tower - how to unlock? - It is a unique location for sniper attacks. You will learn how to open the gate at the tower and how to climb up the tower without setting off alarms.
- Secret exit / easter egg - how to unlock it? - We have described a hidden way to complete a mission that qualifies as unlocking an easter egg.
Berlin - Shortcuts Guide
There are three shortcuts on the Berlin map; two locked doors that must be opened from the other side (no gadget can be used on them beforehand) and a retractable ladder. You will need a crowbar to interact with the ladder. An easy place to find a crowbar is in the western part of the map - near the crane (point 14 on the map). You can bypass the two guards by climbing the wall to the east and reach the item without the necessity of changing the outfit.
Each of the shortcuts described below can be unlocked permanently, which means that it will be available anytime in the future. Shortcuts facilitate access to some of the hard-to-reach locations on the map.
Shortcut 1 - Entrance to Holle Club in the parking lot (Shortcut: Entrance Backdoor).
Unlocking this shortcut can speed up and, at the same time, ease an infiltration of the club. You will not have to queue to be allowed into the club neither reach alternative entrances to the building.
The locked door is located in the parking lot next to the club's main entrance (point 9 on the map). You cannot use a skeleton key or crowbar to open them. You won't find a key that fits these door anywhere.
You have to reach the door from the other side, that means from the inside of the club. This will allow you to remove the lock on the door.
It's worth noticing that should you use this shortcut, a guard won't search you (while playing in the default Agent 47 outfit). Shortly after taking the shortcut, you'll find a staircase, so you can immediately head towards the roof of the club.
Shortcut 2 - Ladder to the rooftop of the Holle Club (Shortcut: Skylight Ladder).
Unlocking this shortcut allows you to climb the roof of a building faster or descend the roof easier in case you have to. Before you attempt to find it, make sure you've got a crowbar with you.
You need to reach the roof of the Holle club (point 32 on the map). In the place shown in the picture (in the middle of the roof), you will find an opened roof window where you can go to the lower level.
You will find yourself on a small, metal balcony with a ladder (point 33 on the map). Use a crowbar on the ladder. It will unlock the descent to the middle area on level 0 (point 30 on the map). It is a prohibited area, but no one is guarding it at this location. So you can easily travel from level 0 to level 2 and vice versa.
Shortcut 3 - Entrance to the basement of the bikers building (Shortcut: Biker Basement Door).
This is a shortcut that eases the infiltration of the motorcyclists' building. It eliminates the need to reach the open entrance at the Juice Bar, so as the necessity to use the upper platform, and opening the gate dressed as a food vendor.
The locked door is located next to the rear entrance of the club, just next to the gate where the food vendor's scooter is parked (point 19 on the map). You cannot use a skeleton key or a crowbar to open the door. You won't find a key that fits these door anywhere.
You must reach the door from the other side, namely from the basement of the club. This will allow you to remove the lock on the door. From now on, you are free to leave and enter the motorcyclists' building. The basement is not guarded and, you will find there, stairs to the upper floors.
Mastery levels and rewards
Berlin is one of the largest maps of Hitman 3, and its maximum mastery level is 20. You gain XP needed to progress to the next mastery levels by completing the challenges associated with the Berlin map. Below we have compiled a full list of rewards for advancing to the next levels of mastery.
LEVEL | REWARD AND COMMENT |
2 | Large Hideout Entrance Staff Room. This refers to one of the rooms near the southern main entrance of the club. You can smuggle a large object into this hideout. It loses its importance after unlocking the shortcut-door in the parking lot. |
2 | ICA Remote Micro Taser Trap. It's a device attached to a wall and activated remotely to electrocute people standing nearby. |
3 | New starting location - Club Entrance. This is a useful starting point to shorten the initial part of the mission. You'll not have to roam past a gas station and across the woods. Unfortunately, Agent 47 begins in this case in an outfit that is treated the same as his suit, and thus offers no additional powers. You'll have to submit to a search shortly after entering the club. |
4 | Hideout - Bar Projection. As a reminder, this bar is located on Level -1 inside the club. The hideout is in the same place where the interactive laptop, used for distracting bartenders. |
5 | ICA Remote Explosive Mk III. The advantage of this gadget is that you can detonate the bomb remotely. The disadvantage, however, is that the explosion will alert the entire neighborhood. |
6 | New starting location - Bar Projection. Agent 47 can begin the mission disguised as a bartender. This outfit allows you to poison drinks easily and get rid of several mission objectives. Unfortunately, when playing as a bartender you will not be allowed to enter some of the heavily guarded locations on the map. |
7 | Hideout - Basement Toilet. These are restrooms located in the basement of the club, on level -2. The smuggled item will be placed in a waste-bin. |
7 | Custom 5mm DTI Gun. It is a unique weapon whose main advantage is that it is not detected during a search. It can help you complete missions while dressed as Agent 47. Unfortunately, the gun cannot be reloaded after use, and consequently, you can't use it to get rid of all the ICA agents. |
8 | New starting location - Radio Tower. This is a good starting place, especially while repeating mission to achieve the Sniper Assassin rank. If you bring a sniper rifle with you on the mission, you can use it on top of the tower to kill at least 3 ICA agents. However, remember to take a skeleton key with you because you will start next to the tower and still need to open it. |
9 | Hideout Bikers' Garage. Using it can help you get rid of, faster any of the three ICA agents inside the building. The hideout is in the toolbox. |
10 | LethalPoison Vial. This is a very helpful gadget for the elimination of some of the mission targets. You won't have to rely on a rat poison neither eliminate an agent who has a deadly poison. |
11 | New starting location - Chill Out Bar. Agent 47 can begin the mission in an outfit of a club employee (Club Crew). Unfortunately, it's not very useful, although staying in the Chill Out bar area will ease the seizure of a much better, unused bartender's disguise. |
12 | Large Hideout - Chill Out Bar Trailer (Chill Out Staff Trailer). This is the same trailer where you find a bartender outfit and a ticket to the Juice bar. You will be able to acquire all these things in one go. |
13 | FlashGrenade Mk III. It is not a useful gadget. A grenade explosion won't kill anyone, and on top of that, the neighborhood will be alerted. |
14 | Large hideout - Balcony next to skylight (Skylight Access). This is the same location where you unlocked a shortcut that allows you to travel between the main level and the roof of the club. Smuggling a sniper rifle may be a good idea. |
15 | Lethal Syringe Mk III. It's a useful gadget that can help you get rid of any of your mission targets quickly. Remember that death will occur immediately after using the syringe. It is a good idea to use it when the assaulted ICA agent is in an isolated location. |
16 | Starting location - DJ Booth Agent 47 can begin the quest disguised as a DJ. Unfortunately, you won't be able to get the lighting system to explode right away. Still, this might be a useful location to disable the surveillance and visit other important rooms on floor -2. |
17 | Large Hideout Overpass. As a reminder, the bridge connects the clubhouse to the bikers' building. You can pick up a sniper rifle here and take the opportunity to get rid of some agents. You'll shoot from a shorter distance than from the radio tower and therefore the risk of missing the target decreases. |
18 | Starting location - Biker Hangout. Agent 47 can start a mission in a biker's disguise, one of the most helpful in the Berlin mission. It allows to freely explore the bikers' building and the guarded locations on level -2 of the club. |
19 | Large Hideout - Boiler Room. This room is located on level -2 of the clubhouse and is adjacent to the surveillance room. |
20 | Agent 47 costume - Number Six with Gloves. This costume does not have any unique features. It simply allows you to change the appearance of Agent 47. |
20 | Explosive Devil Rubber Duck (Remote Explosive). As a reminder, rubber duckies can attract the attention of enemies when thrown. It must be manually detonated. |