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Hitman 3 Guide by gamepressure.com

Hitman 3 Guide

Table of Contents
Hitman 3 - Dartmoor - Important locations
Hitman 3 - Dartmoor - Important locations
Mission starting area. There's a road here leading to the manor. You'll also find agent 47's motorcycle here and you can use it to leave the mission area (it's required while completing the mission for the first time).
Manor grounds gate. There are 2 guards here and one of them can recognize Agent 47 even in the default suit. A private eye hired by Alexa appears here and once he's searched he will start walking towards the main building. You can easily avoid the guards by climbing a brick wall to the left or to the right of them.
River crossings. Agent 47 can't swim and you have to keep using these crossings to reach other areas of the manor grounds.
Cemetery. There's an opportunity here to murder Alexa, but you must first destroy bird nests (the best method is to use a silenced pistol). Agent 47 can distract the Undertaker in one of few ways to get his diguise. The undertaker has a hearse key on him (13 on the map). There's an open grave here - you can push Alexa and bury the grave (a shovel is nearby). There's emetic rat poison here.
Boat. You can use it to leave the mission area, but you need to have the keys. They're inside the locked greenhouse (10 on the map).
Photographer in the garden. He can't shoot any photos until a Fuse Cell is delivered. You can claim his identity for the purpose of murdering Alexa and it's best to turn on the radio so he'll go there. You can sabotage the fountain to create a pool of water by the chair in front of the photographer. You can find a wrench and a screwdriver nearby.
Fuse box. You can open it (crowbar is required) to obtain a Fuse Cell needed to do the photos in the garden (6 on the map). The fuse cells are also in several other places.
Emetic rat poison. You'll also find a note about the safe.
Bridge. This is one of the available areas to end the mission. You can distract nearby people by throwing a coin.
Greenhouse. All of the doors are locked. You can poison nearby people to make it easier to use a crowbar (it can be found nearby). The inside is a forbidden area and Emma shows up here later - she may be tied to one of the ways of murdering Alexa. You can find poisonous emetic plants and keys to the boat (5 on the map), as well as repair the distillation kit (wrench is required). Emma has the greenhouse key and a poisonous plant.
Main entrance to the manor. There are 2 guards here and everyone who's not a security person has to be frisked. You can avoid this problem by entering through one of the open windows.
Unicorn horn. It's tied to one of the minor challenges. Horns can also be found in other places on the map.
Hearse. You can use it to leave the mission area, but you need to have the keys to the car. The Undertaker from the graveyard has them (4 on the map).
Bodyguards. You can listen in on their conversation about tokens, poison one of them and easily obtain a bodyguard disguise. This disguise allows to explore most of the map freely. You will find a Hackl 9S Covert silenced pistol here and a Fuse Cell needed to do the photos in the garden (6 on the map).
Delivery area. You can find a staff locker key (23 on the map) and a crowbar. The radio allows to distract nearby people.
Foyer. There are two sets of stairs leading to level 1 in the back. There are containers for body disposal behind the stairs. The guests of the manor (including the private eye) are being welcomed by the butler here.
Library - lower level. In the early part of the mission Patrick is playing pool here. In the later part of the mission Alexa stops here from time to time to talk over the phone and to stand by the fireplace.
Bathroom. All of the nearby characters you've poisoned with emetic poisons may end up here (including Alexa).
Trophy room. In the later part of the mission Patrick and Rebecca Carlisle are here. You can poison Rebecca (watch out for the guard) to obtain Rebecca's key and her token (one of two tokens tied to the Arthur Edwards case file).
Sitting room. A large group of NPC's is here by default - they are Carlisle family members and the private investigator. Once the private eye's investigation is over Alexa will have a family meeting here. You can poison Alexa by interacting with the whisky glass (Alexa can also be poisoned by Emma from the greenhouse). Gregory has the key to the room upstairs (28 on the map).
Corridor with gun displays. You can break the glass of one of the displays and collect a rifle - it unlocks a minor challenge. This is also a good place to attack the private investigator and the butler. There are many places to hide the body here. Check the small room at the end of the corridor to find a screwdriver, an unused mansion staff disguise and a Fuse Cell needed to do the photos in the garden (6 on the map).
Mr. Fernsby's Office. He's the butler. There's a fuse box near the office and you can shut down the power (an opportunity to gain a disguise). The doors to the office are locked - you can use a lockpick/crowbar or attack the butler found somewhere on the ground floor and take his key. You will find lethal poison and a master key which can unlock all doors in the manor. Fernsby has a token on him (one of two tokens tied to the Arthur Edwards case file).
Staff room and kitchen. You will find emetic rat poison, a wrench and propane flasks (you can throw them into holes found above fireplaces). You can open a locker - lockpick/crowbar or a key from the delivery area is needed (15 on the map). Inside you will find an unused mansion guard disguise.
Dining room. You can poison Edward Carlisle who plays the piano. You can also pacify him (in any way) and unlock a minor challenge.
Corridors above foyer. Watch out for a single guard who patrols the area - he can recognize Agent 47 even if you're wearing a bodyguard disguise. There's an exit to the southern balcony here.
Library - upper level. There are good opportunities here to murder Alexa - you can drop a huge chandelier on her when she's talking on the phone and throw a propane flask into a hole above the fireplace.
Secret room 1. You can open it only using a walking cane obtained in Emma & Gregory's room (28 on the map). Use the walking cane on the mysterious switch. There's a letter inside (quest item).
Emma and Gregory's room. You can open the door using a master key (22 on the map) / Gregory's key (20 on the map) / lockpick / crowbar, or you can get inside from the balcony (small climb). You will find a walking cane here which allows to open some of the secret rooms.
Rebecca's room. You can use the master key / Rebecca's key (19 on the map) / lockpick / crowbar. You can check Rebecca's laptop.
Secret room 2. You can access this room by interacting with a painting in Rebecca's room (29 on the map) or with a book in the small office with the lawyer (31 on the map).
Small office. The corridor to the office is being guarded, however you can reach the office by going through the secret room (30 on the map). You will find a lawyer and his bodyguard here. You can kill the lawyer and wear a unique disguise. You can also check lawyer's laptop (minor challenge).
Zachary's room. The corridor to the bedroom is being guarded, however you can reach the office by going through the small office (31 on the map). Zachary's corpse can be found on a large bed. You can examine the laptop and the suicide note. You can go to the balcony and drop down the ladder - it will unlock a permanent shortcut.
Secret room 3. You can unlock it with a cane take from Emma & Gregory's room (28 on the map) or by interacting with a book in Zachary's room (32 on the map).
Stairs connecting levels 1 and 2. Expect a guard next to the stairs on level 2. You can also reach level 2 by climbing the building wall.
Main corridor. There's a guard where who can recognize Agent 47 in a disguise - you can sneak past him when he's talking to the house staff.
Alexa Carlisle's bedroom. You can listen to the messages and poison the coffee (Alexa shows up here in the first part of the mission). There's a balcony exit here. You'll find a letter to Rebecca in the bathroom.
Alexa Carlysle's office. There's a single guard here. You can press a button on a chair next to the desk to uncover a secret safe - the combination is 1975. Inside the safe you can find Arthur Edwards case file (main objective). There are guards on the large balcony, but you'll also find places to climb / descend.
Secret room 4. You can unlock it with a cane take from Emma & Gregory's room (28 on the map) or by pressing a button in the private room (39 on the map). You will find a unicorn horn here tied to one of the minor challenges. You can also spy on Alexa and kill here when she shows up in the secret room (2 different challenges).
Private room. Alexa may show up here. You can easily get to here by sneaking through a secret room (38 on the map).
Shotgun. You'll also find a telescope (tied to the safe puzzle) and an exit to the balcony.
Roof of the manor and a shortcut. You can get here for the first time from the upper level of Alexa's office (40 on the map) - you need to go through the window. There's a shortcut here - you can lower a ladder.
River crossings. Agent 47 can't swim and you have to keep using these crossings to reach other areas of the manor grounds.
River crossings. Agent 47 can't swim and you have to keep using these crossings to reach other areas of the manor grounds.
River crossings. Agent 47 can't swim and you have to keep using these crossings to reach other areas of the manor grounds.
River crossings. Agent 47 can't swim and you have to keep using these crossings to reach other areas of the manor grounds.
River crossings. Agent 47 can't swim and you have to keep using these crossings to reach other areas of the manor grounds.
River crossings. Agent 47 can't swim and you have to keep using these crossings to reach other areas of the manor grounds.
Stairs connecting levels 1 and 2. Expect a guard next to the stairs on level 2. You can also reach level 2 by climbing the building wall.
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Hitman 3: Death in the Family, Dartmoor - map, mission information Hitman 3 guide, walkthrough

Key points of Hitman 3 - Dartmoor - Important locations

Important locations

This page of the Hitman 3 guide has a map of Dartmoor and the most important information about the second mission story called Death in the Family. You will find out the main areas on the map of Dartmoor, what are the objectives and unique features of this mission, and what are the rewards for reaching the next levels of England mastery.

Information about Death in the Family mission

The action of this mission takes place in Thornbridge Manor, which is located in the Dartmoor region in England - Hitman 3: Death in the Family, Dartmoor - map, mission information - Death in the Family - Dartmoor - Hitman 3 Guide

The action of this mission takes place in Thornbridge Manor, which is located in the Dartmoor region in England. The Carlisle family is meeting here. The reason for that is an internal investigation into the alleged suicide of a member of the Carlisle family, Zachary.

The mission area consists of:

  1. A small road leading to the manor's gate - The starting point is nearby.
  2. Areas surrounding the property - There is a lot of open space here. Agent 47 has to watch out for, among other things, two-man patrols. You can avoid them by, for example, hiding in the bushes.
  3. The main building of the property - It has three floors. There are numerous rooms on each floor except the top one. There are also secret rooms inside the building that may go between some public rooms.
  4. Gardens at the rear of the property - A greenhouse is there but the building is locked.
  5. Cemetery on the property - A mortician resides there. Burial is also scheduled there.
This mission is reminiscent of, e - Hitman 3: Death in the Family, Dartmoor - map, mission information - Death in the Family - Dartmoor - Hitman 3 Guide

This mission is reminiscent of, e.g. the Colorado level from Hitman 1 and that's because almost the entire map is a restricted area. Agent 47 can only move freely near the place where you start the mission. Once you reach the main gate, you will encounter guards standing near the entrance.

There are a few ways in which you can deal with these restricted areas:

  1. Sneak a lot - You can hide in bushes, behind hedges, and other large objects.
  2. Use unique disguises - Agent 47 can assume the identity of, among others, a private detective hired by Alexa to investigate the death of a family member, a photographer, or a mortician. A bodyguard outfit also gives you a lot of freedom.
  3. Climb gutters and ledges - this will help you avoid, for example, using guarded stairs. Additionally, you can unlock shortcuts in several places this will help you reach the upper floors more easily in subsequent playthroughs.
This mission requires you to assassinate only one person  Alexa Carlisle - Hitman 3: Death in the Family, Dartmoor - map, mission information - Death in the Family - Dartmoor - Hitman 3 Guide

This mission requires you to assassinate only one person Alexa Carlisle. She is one of the partners (high-ranking leaders) of Providence, which is a secret and very influential group that rules the world from the shadows.

Alexa can initially perform several unique activities, including meeting with a hired private investigator. Later in the mission, she will travel move through various rooms on the first floor of the building. The woman is accompanied by a single bodyguard throughout the majority of time.

The mission has three story missions they are about eliminating Alexa under unique circumstances. Apart from that, you can deal with other challenges related to eliminating the woman in different ways.

An additional mandatory objective is to obtain Case File on Arthur Edwards - Hitman 3: Death in the Family, Dartmoor - map, mission information - Death in the Family - Dartmoor - Hitman 3 Guide

An additional mandatory objective is to obtain Case File on Arthur Edwards. Agent 47 may deal with this before or after assassinating Alexa.

The game allows you to get the files in two different ways - by taking them out of Alexa's safe or by obtaining two tokens belonging to Rebecca Carlisle and the butler.

An optional mission objective requires you to photograph tracks - Hitman 3: Death in the Family, Dartmoor - map, mission information - Death in the Family - Dartmoor - Hitman 3 Guide

An optional mission objective requires you to photograph tracks. These are marked on the map with camera icons. You must take the camera out of Agent 47's inventory and stand in the correct spot to take the picture. Doing this may complete some of the challenges for taking certain photos.

The map has several different exits but not all of them are available by default you may need to, e.g. obtain a boat key.

List of walkthrough pages

The Death in the Family mission in Dartmoor is very extensive. We have described it in detail on the following pages:

  1. Mission story - Death in the Family - We have described in detail three extended mission stories thanks to which you will be able to eliminate Alexa in a clever way.
  2. Assassinating Alexa Carlisle - On this page, we have compiled other variants of eliminating Alexa that are not related to mission stories.
  3. Obtain Case File on Arthur Edwards - This is the second mandatory mission objective. You can obtain the files in two different ways.
  4. Poison - how to get it? - In Dartmoor, you can find different varieties of rat poison as well as a deadly poison that can kill Alexa.
  5. The puzzle with the hidden safe - On this page, we described a puzzle in Alexa's office. Solving it allows you to get to the safe.
  6. Secret rooms - how to open them? - Learn what you have to do to open secret rooms in the mansion.
  7. Best Disguises in Dartmoor - We've put together some unique disguises that will make it easier for you to navigate the map and kill Alexa.
  8. Photo spots - Dartmoor - On this page, we have listed places where you can use your camera and take photos of tracks or documents.
  9. Dartmoor map - how to leave? - Learn how to leave the estate after completing both mandatory mission objectives.

Mastery and awards

Dartmoor is one of the larger maps in Hitman 3 and its maximum mastery level is 20. You gain XP needed to advance to the next mastery levels by doing the challenges associated with the Dartmoor map. Below you can find the full list of rewards for advancing to the next mastery levels.

LEVEL

REWARD AND COMMENT

2

Stash - Deliveries. It is located on the side of the mansion and is adjacent to the kitchen, among other things. This is not a particularly helpful place to be, as there is at least 1 guard as well as service personnel in the area.

2

Lockpick Mk III. This is a very helpful gadget that will make it much easier for you to gain access to locked rooms. This is especially helpful for the greenhouses in the garden you can open the doors inside the mansion using the Master Key from Mr. Fernsby's (the buttler's) office.

3

Large stash - Bathroom. The bathroom located on the first floor of the building.

4

New starting location - The Garden. Agent 47 can start the mission disguised as a gardener. This can make the mission take less time to complete. You will not have to complete the long journey from the default starting point to the main part of the mansion. In the garden, you can get a "better" disguise by assaulting a guard, service worker or photographer.

5

Stash - Greenhouse. Placing an item there can help you, for example, if you want to get to the greenhouse more efficiently. The cache is not inside the (closed) greenhouse, but behind it.

5

ICA19 Shortballer pistol. A pistol with a suppressor that is well suited for single-shot eliminations.

6

New starting location - Staff Room. Agent 47 can start disguised as a Mansion Guard. This disguise is not quite as good as a bodyguard's, but it will still allow you to move around more freely than when playing as a gardener or service worker.

7

Large stash - Changing Room. This is one of the rooms reserved for employees.

7

Poison - Sedative Poison Vial. It has a different effect from e.g. a rat poison because the poisoned person loses consciousness immediately. This may mean a greater risk of being detected.

8

New starting location - Back of the mansion. You will start in Agent 47's default outfit, but near the greenhouse. It can make the mission easier if you plan to do some activities in the garden area or want to reach Emma from here.

9

Large stash - Cemetery. The case can be placed near one of the gravestones. This can be helpful if you're planning to murder Alexa in the graveyard or just want to smuggle in a large piece of equipment without getting past the entrance gate guards.

10

ICA Remote Audio Distraction Mk III. It is remotely activated. The device may come in handy when completing missions with the default Agent 47 outfit.

11

New starting location - Library. Agent 47 can start disguised as a member of the Mansion Staff. Not a particularly helpful disguise unless you intend to get rid of Alexa in the library. However, there are many security guards around the library you can get the outfit from one of them.

12

Stash - Library. A small item can be hidden between books.

13

Kukri Knife. It is not a particularly useful weapon. However, it has a unique look and description.

14

Large stash - Hallway. The hallway upstairs. This can help you if you plan to do some actions related to assassinating Alexa from somewhere higher or reaching the safe.

15

Explosive Proximity Duck. It responds to movement and features a unique design.

16

New starting location - Zachary's Bedroom. Agent 47 can begin the mission disguised as a Private Investigator. It is a great starting location. Not only can you easily meet Alexa by claiming to be a detective, but you can also start in the harder to reach part of the mansion.

17

Stash - Laundry Room. This is one of the rooms on the first floor of the mansion.

18

New starting condition - Main Road. This variant differs in that the family reunion has already begun when Agent 47 arrived. This may allow you to shorten some of the preparation for killing Alexa.

18

Weapon - Walking Cane. This is the same walking cane that you can find in the mansion. You can use it to open secret rooms. Take the cane on the mission and open secret rooms faster.

19

New starting conditions - Behind Mansion. This variant differs in that the family reunion has already begun when Agent 47 arrived. This may allow you to shorten some of the preparation for killing Alexa.

20

Agent 47 costume - Classic Cut Long Coat Suit with Gloves. This suit does not have any unique properties. It simply allows you to change the appearance of Agent 47.

20

Bartoli Woodsman Hunting Sniper Rifle. If you want to take a sniper rifle with you on the mission, you will need to place it in the briefcase. Agent 47 can start the mission with the briefcase or it can be delivered to one of the large stashes.

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