Hitman 3 Dartmoor Walkthrough
Death in the Family is the second stop of the campaign, and it sends Agent 47 to a manor in the southern part of Devon. This Hitman 3 Dartmoor walkthrough covers both halves of the contract: putting Alexa Carlisle in the ground, and walking out with the case file she keeps on Arthur Edwards.
Hitman 3 Dartmoor Death in the Family
Dartmoor is the one level in Hitman 3 that hands you a second objective with its own reward. The file on Edwards sits in a safe in Alexa's office on the second floor of Thornbridge Manor, and it is easy to leave the level without it if you rush the kill.
There are two honest ways through the front half of the mission. You can borrow the private investigator's identity and work the murder case room by room, questioning the family and reporting back to the butler until the office opens up to you. Or you can ignore the whole investigation and climb your way in. The first route is the mission story called Means, Motive and Opportunity; the second is faster and is the one laid out below.
Getting inside Thornbridge Manor
The front door is not an option. Instead, follow the wall around the grounds until you reach the section that has fallen in, and use it to cross the garden and the parking area. A window on the right side of the building is open, so climb through there, take the first open doorway on your left, and you will be looking at a staircase.
Guards patrol the top of those stairs. Either wait for them to walk on, or hang off the ledge by the family portraits, shuffle across to the railing and pull yourself up past them. In the hallway above, a bodyguard walks a short loop. Let him pass, drop him from behind, put the body in a cupboard, and change into his uniform. That outfit gets you to the far end of the hallway, out of the window on the left, and up a drainpipe onto the balcony that runs outside Alexa's office.
The safe in Alexa Carlisle's office
Once you are inside the office, look at the armchair. Pressing the button on it swings a painting of a dog away from the wall on the left and reveals the safe behind it.
The combination is spelled out by four objects scattered around the room, each carrying one digit. The clock on the table beside the resting chair gives you a 1. The telescope at the top of the stairs gives you a 9. Back down by the fireplace you will find a 7, and the last digit, a 5, is tucked behind the moose trophy that hangs over the door. Enter 1975 and the case file is yours. Our Dartmoor case file guide walks the same route in more detail, and every other combination in the campaign is collected in our door codes and safe combinations guide.
The three mission stories
Dartmoor carries three scripted routes, and each one ends with a different kind of opportunity.
| Mission story | What it puts you in | What it sets up |
|---|---|---|
| Means, Motive and Opportunity | The private investigator's shoes, working the death of Zachary Carlisle | A legitimate way into the office; Rebecca and the butler are both reachable on the ground floor during it, and killing the pair of them hands you the Tuppence coin |
| A Day to Remember | The family photoshoot in the garden | Everyone gathers in the sitting room for Alexa's speech; once the story is done you can unscrew the electric socket by the water spilling from the well and electrocute her |
| Her Final Resting Place | The burial out in the graveyard | Alexa stands at the graveside with her back to you, so a shove and a few shovel loads of dirt finish the job |
Other ways to take the target down
If none of the scripted routes appeal, the manor gives you plenty of room to improvise. The chandelier in her office on Floor 02 comes down on her head if you shoot it at the right moment. The private room across the hall from the office works as a quiet place to finish her, whether you drag her there or wait for her to arrive. The greenhouse out west has the equipment to brew lethal poison, and an emetic dose followed by a trip to the toilet lets you drown her instead.
The graveyard offers the most theatrical version. Load a sniper rifle into the ICA Briefcase MK III, shoot the three crow nests without hitting the undertaker or letting him spot you, and he will phone Alexa to come and look. She arrives in the open, and one shot ends it.
What to pick up along the way
A crowbar is lying in the garden outside, and it opens Mr. Fernsby's office on the ground floor. Inside is the master key, which unlocks nearly every door on the map and makes the hunt for the manor's 22 hidden rooms far shorter; our Dartmoor undiscovered areas guide lists all of them floor by floor.
Two of those rooms need props rather than keys. The walking cane in Emma and Gregory's room, pushed into the switch on the floor of the upper library, slides a bookcase aside. The picture in Rebecca's room and the book in Zachary's room each hide another passage. There is also a rifle in the locker between the foyer and the staff room on Floor 01 if you would rather not smuggle one in.
Leaving Dartmoor
The bridge over the Thornbridge River sits on the right edge of the map and is the exit most players walk to. The motorcycle parked on the grounds is the other one, and using it is a challenge in its own right, so it is worth saving for a later run.
Speaking of which, Dartmoor holds 85 challenges in total, and clearing roughly 85 percent of them takes you to Mastery Level 20 and the Great Outdoors trophy. Our Dartmoor challenges guide breaks down every one of them, and the rest of the campaign is mapped out in our Hitman 3 missions guide.