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Hitman 3 Guide by gamepressure.com

Hitman 3 Guide

Table of Contents
Hitman 3 - Berlin - Important locations
Hitman 3 - Berlin - Important locations
Mission starting area. You begin the mission next to the bus stop and you must proceed towards the forest. You won't encounter any enemies at first.
Gas station. It's locked and you won't find any important items here - only a coin and a flyer. You can examine one of the vehicles behind the station (minor clue). You can unlock a secret exit here after completing the main mission objective.
Path to the forest. It's located next to a car with its lights turned on. You will encounter a corpse while following the forest path - you can collect a combat knife.
Radio tower. Its gate is locked - you can use a key (you can obtain several keys, including an unused one - 7 on the map), a lockpick or a crowbar. There are two laser traps here which can alert ICA agents - you can destroy them or avoid them using a ladder. The top of the tower is a perfect place to attack mission targets with a sniper rifle.
Area where you unlock the open world map. The ICA agent Price will show up nearby - you can eliminate him. Take his earpiece (it will allow you to overhear other agents conversations and uncover them) and his silenced pistol. Agent Price isn't counted as one of the main mission targets.
Poisonous mushroom. It offers identical effects to an emetic rat poison.
Radio tower key. You can use it to unlock the southern tower (4 on the map). There's a bicycle next to the road which can be used to leave the mission area.
Line to Club Holle. Agent 47 won't be allowed inside, however you can help Helfried Ziegler who's looking for a bag of pills in the parking lot - find the bicycle with the pills by the southern fence and hand them over to Ziegler. Alternatively you will be allowed inside while wearing a security disguise. Guests must be frisked (you can hide forbidden items in a container). You can end the mission in front of the club. There's also a ufo graffiti tied to the secret exit.
Club parking lot entrance - shortcut. The entrance is locked by default and you can't open the door even if you have lockpick / crowbar. You must get to the door from the inside of the club and open it permanently. There are stairs near the door leading to level 1.
Guards. They're guarding the northern area which isn't accessible for the guests of the club. You can climb over the wall to the east of them or go past them while using a proper disguise. You can easily distract a guard by throwing an object and obtain a club security disguise.
Water channels. This is a forbidden area where you must use stealth. You can easily obtain club crew and club security disguises here. You can throw people in the canals - they'll die instantly (you'll also unlock a minor challenge).
Side entrance to the club. It's locked. You can use a lockpick/crowbar or distract a crew member and collect the staff area key they've dropped. Alternatively you can get inside by going through a large hole in the wall - it leads to the wardrobe.
Passage to the Chill Out area. The doors are locked - you must use a key / lockpick / crowbar. Alternatively you can go east, drop down by the canal and move to the right in the hanging position.
Crowbar. It's useful in opening doors. You can easily obtain it even without a disguise (after avoiding the guards from the southern checkpoint - 10 on the map).
Crane and Agent Thames. You can use the crane to murder Agent Thames in an accident, however you need a Fuse Cell (it's in a nearby dumpster - 16 on the map). Start the crane, use the ladder to reach the operator's booth and drop the heavy cargo when Thames will be standing under it.
Passage to the back entrance. If you don't have a disguise you can sneak your way using the bushses. There's a Fuse Cell which you can use to power the crane (15 on the map).
Back entrance. You can open the scooter's container and take/poison the food - it's best to do it after getting the food delivery guy disguise (23 on the map). Use the garage's doorbell to unlock the entrance and to give the poisoned food to a biker. There's a camera above the rear entrance to the club. The eastern door is closed, but you can climb over the wall. You can start climbing towards the club's roof here (34 on the map). You can open the garage gate from the inside.
Red toilet. You can find wooden boards on the outside of the building which can be destroyed using a crowbar - it will allow you to sneak inside the club. The toilet booths are closed - it's best to open them by using a proper key. You can climb on top of the toilets using the exterior's gutter pipe and reach the scaffolding inside the club. There's emetic rat poison in the room to the south of the toilets.
Shortcut - Biker basement door. The door is locked by default and you can't open the door even if you have lockpick / crowbar. You must get to the door from the inside of the biker building and open it permanently.
Chill Out bar. Agent Swan (you can push him into the canal, sabotage the gas tank or drop a heavy object on him) and Agent Davenport (you can poison his drink or drop a bag of bricks on him) show up here. Check a small building at the back of the bar - you will find emetic rat poison and an unused bartender disguise. You can turn on the radio, attack the bartender and collect a staff locker key. Inside the locker you'll find the Juice Bar Ticket. Agent Swan leaves an electronic key hacker behind.
Side entrance to the club. A guard is here - you can use a proper disguise or walk through a container. You can also alternatively begin climbing to the lower roof of the building (31 on the map).
Club's staircase. You can reach it from the main area of the club or from the Chill Out bar (you must open a locked door). The staircase allows to travel between various floors and it also helps in reaching the harder to access -1 and -2 levels. A guard is here, however you can distract him by throwing an object.
Food delivery guy and a sewer manhole. You can take over the guy's identity and then use it to deliver a (poisoned) meal to the bikers (17 on the map). You'll find emetic rat poison here, as well a sewer grate (crowbar is needed) which can be used to leave the mission area. You can climb / go through the container to get closer to the Juice Bar (26 on the map).
Toi toi toilets. Nearby poisoned people may show up here - especially Agent Davenport (20 on the map).
Biker hangout. If you've delivered food to the bikers (17 on the map) then you can poison Agent Lowenthal. He can then go to the toilet where you can drown him. You can also find an unused biker disguise in the toilet and a motorcycle key in the hangout. There's a camera in the corridor near the hangout.
Juice Bar. You can obtain a bartender disguise, dismiss the guy working at the bar and then poison Agent Swan. The side passage is guarded by the bikers and there's also a camera here - you can show them the Juice Bar Ticket (20 on the map is a good place to get it) or by using a biker disguise.
Garage entrance. This is one of two main entrances to the biker building. You can reach it by going through the container in the delivery guy area (23 on the map) or by showing the bikers a Juice Bar Ticket / wearing a biker disguise (26 on the map).
Wardrobe. The easiest way to get here is by climbing through a hole in the eastern wall, however you can also open the door (using a key / lockpick / crowbar). You will find an unused club crew disguise and (in the next room) a staff room key.
Main corridors of the club. Only a part of the floor offers full access - other areas require to use stealth or a disguise. There are stairs to level -1 in the southern corridor. In the north-eastern corner you'll find the staircase (22 on the map). This location is being patrolled by Agent Davenport and occasionally he goes to the Chill Out bar (20 on the map).
Pope and scaffolding. There's a Fuse Cell here. You will find an alternative descent to lower levels of the club here (using a pipe). There's also a scaffolding nearby - passage to the toilet roof, a wrench and a bag of bricks which can be pushed. You can lower a ladder here from the roof (33 on the map) and unlock a shortcut - a quicker passage to the club's roof.
Stairs to the roof of the club. There's a guard next to them. You can find a crowbar nearby.
Club roof. It's patrolled by Agent Green and there are also 2 standard guards here. You can use the skylight to reach the balcony with the shortcut (33 on the map). There's also a bag of bricks here which can be dropped on Agent Davenport (20 on the map).
Shortcut - skylight ladder. You can reach the ladder from the club's roof (32 on the map). Crowbar is required to lower it. Once you've dropped it you will unlock a new shortcut to level 0 (30 on the map).
Ladder and stairs. You can use the main starcase of the club and also the stairs leading the overpass connecting the club with the biker building (35 on the map). The ladder allows to descend to the back entrance area (17 on the map). You can sabotage the fusebox on the roof and easily attack one of the standard guards and/or Agent Green.
Overpass. You can use it to travel between the club building and the biker building. The passage isn't guarded. You can find a bag of bricks here which can be pushed. You can attempt to kill Agent Thames using this method (15-16 on the map).
Main corrirors on level -1 of the club. Only a part of the floor offers full access - other areas require to use stealth or a disguise. You can find a Club Keycard near the southern stairs - it will come in handy on level -2. Agent Mongtomery is patrolling this level and level -2.
Light rig and Agent Banner. Agent Banner can always be found here and he's meeting with Agent Montgomery from time to time. You can sabotage and activate the light rig to kill 1 or 2 agents.
Projector and the northern corridor. You can turn on the projector to distract one of the bikers - this is a great opportunity to get a disguise. The northern corridor allows to travel between the club and the biker building. There's a camera above the corridor entrance (in the club). You can use the pipe in the corridor to descend to the level -2 office.
Light rig installation. You can distract the technician (sabotage the fuse box or use a throwable item) to obtain his disguise. You can sabotage the installation - screwdriver is required (the technician has one on him and there's also another to the north from here). After the sabotage go to the DJ booth on level -2. You can also find a crowbar nearby.
Pipe room. There's an alternative descent to level -2 here and Agent Montgomery shows up here from time to time.
Projection bar. At the back of the bar you can find a laptop (an opportunity to obtain a bartender disguise) and you'll find a Juice Bar ticket (it can be used in area 26 on the map). You can use the winch to drop a large hanging object. You can start serving drinks as a bartender, as well as poison existing drinks.
Dance floor. A large group of people are partying here and you have full access to the dance floor. Areas in the northern and eastern parts of level -2 are closed to public and some of them require a keycard (you can obtain one in area 36 on the map). Agent Chamberlin is patrolling this area and he has meetings with Agent Montgomery in the surveillance room.
Basement bar. You can serve drinks as a bartender. There's emetic rat poison in the room at the back.
Toilets. You will meet a drug dealer here - you can talk to him, follow him to a quiet spot, attack him and wear his disguise. The dealer had pills on him. There's a staff area key in one of the toilet booths.
Guarded passage. You can use a proper disguise, distract the guard, open the western door or reach this area from the pipe room (40 on the map).
Bikers and a camera. You can use a biker disguise or reach this area from the other side. The camera is observing the corridor.
Boiler room. All of the western doors require a keycard (it can be found in location 36 on the map), however you can also get here from the north. There' a container for hiding bodies here.
Surveillance room. All of the western doors require a keycard (it can be found in location 36 on the map), however you can also get here from the north. You can distract a biker with a thrown item, eliminate him (make sure to hide the body!) and sabotage the recordings easily. Montgomery and Chamberlin have meetings here. Club Keycard and an unused Club Security disguise can be found here.
Hirschmuller's office. He's the owner of Club Holle. You can turn on the gramophone to easily obtain his identity. You can also meet with Agent Montgomery, however the ICA agents will ambush Agent 47 by default. There are a Club Keycard and a Juice Bar Ticket here. Alternatively you can reach the office from the corridor on level -1 (38 on the map). There's a safe in the office - the code is 1989 - you'll get the idol and the cocaine brick.
Area behind the DJ booth. You can use a key to open the cabinet (it's next to the DJ) and to find a sedative (emetic) syringe. You can poison the food and easily obtain the DJ disguise. There are a staff area key and a ladder here. The ladder leads to the roof of the booth. You can find ventilation shafts passageways there. You can also climb to level -1 from the roof.
DJ booth. Once you've obtained the DJ disguise you can take over the show. It's best to sabotage the light rig on level -1 first (39 on the map). Wait for Agents Montgomery and Banner to meet on the upper balcony (37 on the map) to kill them in a light rig explosion.
Ground level of the bikers building. You'll find an emetic rat poison and a camera here. You can also use the stairs to level 1. You can activate the fork lift and obtain a biker disguise easily.
Garage. There are opportunities here for killing Agent Lowenthal in an accident - you can puncture a gasoline drum with a screwdriver and also puncture a water barrel combined with activating the car battery charger. You'll find a Fuse Cell here. There's a motorcycle in the northern part of the garage - you can use it to leave the mission area (keys from 25 on the map are required).
Furnace and drug packacking room. The furnace allows for easy body disposal. You can find a cocaine brick in the room (it's tied to one of the challenges).
Surveillance room. You can sabotage the recordings, however you must first distract at least one biker. Agent Rhodes shows up here regularly.
Grow house. Agent Rhodes shows up here from time to time - you can electrocute him (preparations with a screwdriver are required) and you can also distract him with a sprinkler unit machine. The machine can also be used to poison the people from the main room. You'll find emetic rat poison next to one of the bikers. You can find insecticide in a nearby room (it has similar effects to the rat poison).
Bag of bricks. You can drop it on Agent Rhodes (56 on the map) after making him check the sprinkler unit.
Sniper nest. Agent Tremaine is observing the area with his sniper rifle. He's accompanied by a biker, but you can distract him by sabotaging the generator (northern corner). Tremaine can shoot Agent 47 if he spots him earlier and if you trip the laser traps in the radio tower (4 on the map).
Roof of the bikers buildings. There are three different stairs leading here. You won't find any enemies, however you can have a great view at the entire club.
Scrap Sword. It's hidden between the Juice Car and the canals. It's tied to two different challenges (finding the sword and using the sword to kill any ICA agent).
Mission exit. You can use it without additional requirements.
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Hitman 3: ICA agents - how to kill? Other unique kills, Berlin Hitman 3 guide, walkthrough

Last update: 11 February 2021

Key points of Hitman 3 - Berlin - Important locations

Important locations

This page of the Hitman 3 game guide describes unique options of killing the ICA agent. These include challenges to eliminate more than one agent and those that are not tied to any particular agent residing on the map.

In the 10 remaining pages of our walkthrough we have separately described agent-specific kills. These descriptions should help you if, for example, you are looking for a way to get rid of a given agent.

Killing While Evacuating (Drive It Home)

The challenge is easy if you know what to do - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

The challenge is easy if you know what to do. Evacuation of the surviving ICA agents begins after you eliminate 5 of the 10 agents present on the map. Knowing this, you can prepare yourself before killing the fifth agent. You can easily complete the challenge in one of two ways:

  1. Set up near the exit adjacent to the crane in the northwest corner of the map (15 on the map). Most agents will try to escape this way. You can just shoot them before they leave the map.
  2. Knock an ICA agent unconscious (do not kill him!). After the evacuation is ordered, return to kill him.

For the purposes of unlocking the challenge, you only need to kill any 1 agent after starting the evacuation.

3 sniper kills (Rule of Threes)

Completing this challenge is only possible when repeating the mission in Berlin - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Completing this challenge is only possible when repeating the mission in Berlin. On this mission you better take the following:

  1. Any sniper rifle from awards/mastery of other missions. Ideally, it should be a sniper rifle with a silencer.
  2. Any version of a skeleton key. It will allow you to open the gate at the base of the radio tower. Alternatively, you can quickly reach the main part of the map and take one of the crowbars.

Additionally, if you can, choose to start the mission next to the radio tower(point 4 on the map). This will allow you to kill faster.

Use the lockpick / crowbar on the gate at the tower - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Use the lockpick / crowbar on the gate at the tower. Don't use the stairs, as there are two ICA laser traps, and you would attract the attention of Agent Tremaine. Instead, use the ladder to get almost to the top.

Save the game because it will be very easy to miss and alert the attacking agents - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Save the game because it will be very easy to miss and alert the attacking agents. The suggested order of shots is shown in the image above:

1) Kill Agent Tremaine staying in the sniper's nest in the biker building (58 on the map).

2) Kill Agent Thames traveling near the crane northwest of the clubhouse (15 on the map).

3) Kill Agent Green patrolling the roof of the club (32 on the map).

Each of the three shots is fired from a very long distance, so zoom in as much as possible and also press the key to stabilize the crosshair - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Each of the three shots is fired from a very long distance, so zoom in as much as possible and also press the key to stabilize the crosshair. Aim for the agents' heads if possible, as they may survive a hit to the chest or a limb. The game allows you to kill them, but it's a much higher risk of alerting the entire area and being shot at the radio tower.

Scrap Sword (Waaagh!)

This challenge is about assassinating any ICA agent using a secret melee weapon hidden on the map - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

This challenge is about assassinating any ICA agent using a secret melee weapon hidden on the map. The Scrap Sword is hidden at the eastern end of the map, specifically in the area between the Juice bar(26 on the map) and the eastern sewers. Look between the large round tanks visible in the image above.

You will find the sword among the trash - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

You will find the sword among the trash.

Challenge Waaagh - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Challenge Waaagh! applies to the killing of any agent and will not be cancelled even if an alarm is triggered. It may be a good idea to wait until Agent Swan shows up near the Juice bar. You can perform a melee attack with the sword or throw it.

If you want to continue the mission it's a good idea to sneak with the sword to the garage of the biker building (53 on the map). You will have a chance to attack Agent Lowenthal passing by. The ideal place to attack is the upper left corner, which is around the passage to the furnace room.

Biker with a shotgun (T-47)

This challenge is about completing the mission in the biker outfit and killing all enemies with the shotgun - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

This challenge is about completing the mission in the biker outfit and killing all enemies with the shotgun. Wait until you reach level 18 of the Berlin mastery so you can start the mission as a biker in their building.

1 - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide
The game won' - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

The game won't let you bring a shotgun case with you, but you can solve this problem in two ways:

  1. Look around for the shotgun next to the room where the bikers are relaxing (25 on the map).
  2. Decide to deliver the shotgun to one of the large caches on the map. If you have some sort of shotgun with a suppressor unlocked from another mission's rewards/championships, picking it might make things easier for you.
Before you start killing the agents, take the keys to the motorcycle from the biker's room (25on the map) - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Before you start killing the agents, take the keys to the motorcycle from the biker's room (25on the map). You will need them later.

Try as much as possible to attack those ICA agents who are traveling alone / in small groups and in the vicinity of which there are no enemy groups or bystanders - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Try as much as possible to attack those ICA agents who are traveling alone / in small groups and in the vicinity of which there are no enemy groups or bystanders. If you are detected, quickly deal with the enemies attacking Agent 47 and run to another spot on the map. This will allow you to lose the chase while recovering fully (if injured). Unfortunately, you have to expect that your character's disguise will be "compromised" quickly and that you can be attacked by other enemies the moment they spot Agent 47.

Additional tip - Every time the situation calms down a bit, check if you can save the game. This will save you from restarting the entire mission in case the enemies manage to shoot Agent 47.

After murdering any 5 agents, reach the garage of the biker building (53 on the map) - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

After murdering any 5 agents, reach the garage of the biker building (53 on the map). There you will find a motorcycle and the described challenge forces you to use it to leave the mission area.

SASO (Silent Assassin, Suit Only)

Below you will find some tips on how to complete the mission in Berlin according to SASO rules, i - Hitman 3: ICA agents - other unique kills - Apex Predator - Berlin - Hitman 3 Guide

Below you will find some tips on how to complete the mission in Berlin according to SASO rules, i.e. getting the rank of Silent Assassin and completing the whole mission wearing the default Agent 47 outfit (Suit Only).

  1. Consider starting the mission in the default location, which is on the road next to the gas station(1 on the map). You will start with no equipment, but you can easily pick it up from defeated agents. Deciding on this starting point will allow you to kill Agent Price (6 on the map) very easily and you'll already have your first agent out of the way.
  2. Agent Thames is an easy target to eliminate (15 on the map). You can then reach the crane and the fuse without using a disguise.
  3. We suggest sneaking into the biker building next using the shortcut (19 on the map). Help yourself up the main staircase and make sure you don't get spotted by any of the cameras inside the biker building.
  4. Get rid of Agent Tremaine - the sniper (58 on the map) by activating the generator, and Agent Rhodes (56 on the map) by using the throwable object while he is in the plant room.
  5. You should now reach the bridge - Overpass(35 on the map) connecting the biker building with the Holle club. The rooftop(32 on the map) is patrolled by Agent Green, who should become your final target.
  6. It is worth using the shortcut on the roof (33 on the map) to get to the main level of the Holle club. This will allow you to easily exit the building and reach one of the public exits.
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