Hitman 3 cover art
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Hitman 3

Hitman 3 closes out the World of Assassination trilogy with six destinations, two of the series' strangest levels, and a scoring system that quietly asks you to replay everything. This guide gathers what we have written on the game: the walkthroughs, the numbers behind every collectible list, the codes you will be hunting for, and the habits that separate a Silent Assassin run from a shootout.

Hitman 3 Guide

Play it once for the story and once more for the score. That is the shape of Hitman 3. The first run is a tour of six very different sandboxes, and the second is where the game opens up, because by then you know where the guards stand and which door is worth a crowbar.

Starting the campaign

The campaign opens in Dubai with Carl Ingram and Marcus Stuyvesant celebrating in a tower they should never have let 47 into, and it ends on a train in the Carpathian Mountains with Arthur Edwards. Between those two you get a manor in Devon, a nightclub in Berlin, a wet neon street in Chongqing and a vineyard in Mendoza.

Our Hitman 3 missions walkthrough lists all six in order with their targets and links out to a full walkthrough for each one. If you want to know what you are walking into before you get there, the two that catch people out are Berlin, where nobody is marked on your map and you have to work out which five of the ten ICA agents to bury, and Dartmoor, which asks for a case file as well as a body and will happily let you leave without it.

Before the first mission, read our Hitman 3 tips. They are short, and three of them do most of the work: pack a loadout you actually intend to use rather than a rifle you never fire, spend the first few minutes learning the level instead of walking at the target, and save constantly so that a ruined disguise costs you thirty seconds rather than the run.

Mission stories and the improvised kill

Four destinations hand you mission stories, the scripted opportunities that get you close to a target with a plausible reason to be standing there. Dubai has three, including the one where you talk your way into being Stuyvesant's new bodyguard. Chongqing has three, and the best of them ends with you poisoning a stranger's dinner so that you can borrow his identity for a facility tour.

Dartmoor's three cover the detective route, the family photoshoot and the burial, and any of them can be walked away from at the last second in favour of something blunter. Mendoza has four, though our walkthrough there takes the shorter road: a propane tank placed at exactly the right spot near the cinema entrance, and a sabotaged winery for the second target.

Locked doors, safes and the codes for them

Hitman 3 keeps the good things behind keypads, and the codes do not change between runs. Alexa Carlisle's office safe opens on 1975 once you have pressed the button on her armchair, the ICA facility entrance in Chongqing takes 0118, and the door at the start of the train sequence is 1979.

Our Hitman 3 door codes and safe combinations guide has the full list, sorted by destination, including the two Chongqing doors that share a code and the Mendoza safe that holds a piece of intel worth a challenge on its own. If you would rather work the Dartmoor safe out from the clues scattered around the office, our Dartmoor case file guide shows you where each of the four digits is hiding.

Clearing a destination to 100 percent

Every map keeps three separate lists, and they overlap just enough to be worth doing together. Challenges raise your Mastery Level, which unlocks starting positions and smuggled gear that you keep for every other destination. Hidden areas are rooms that count once you have stood in them. Shortcuts are ladders, vents and doors that stay open forever once you open them from the correct side.

The challenge lists are the long ones. Dartmoor has 85, Mendoza has 67, Berlin has 65 and the Carpathian Mountains have 32. You do not have to finish them. Around 85 percent of a list is enough for Mastery Level 20 and the trophy attached to it, and the train only asks for Mastery Level 5. Do stay online while you play, though, because offline runs earn you nothing towards any of it.

The area hunts are the ones people leave until last and then regret. Mendoza hides 45 of them across seven levels, Chongqing has 29, and Berlin and Dartmoor have 22 apiece. Dartmoor is the friendliest of the four if you grab the crowbar from the garden first, open Mr. Fernsby's office with it, and take the master key that is sitting inside.

Shortcuts are the quickest of the three lists to knock over. There are around 15 in the game and roughly three per destination, and we have written them up for Dubai, Berlin and Chongqing. Unlock them on a throwaway run where the score does not matter and they will still be open on the run where it does.

Contracts after the credits

Escalations keep the maps in rotation long after the story is done. The Gluttony Gobble is the strangest of the ones we have covered: three levels back in Chongqing, a golden pig statue issuing shopping lists, and food that only drops when the mask colour of your victim matches the weapon in your hand. Finish it and you keep the Profligacy Suit, a Maximalist Shotgun, and bubblegum that doubles as a sedative and is far more useful than it sounds.

Whatever you are playing for, the scoring wants the same thing in the end. Kill the people on the list, leave everyone else standing, put the bodies somewhere nobody looks, and walk out in the suit you arrived in.