Guides & Walkthroughs New Guides Popular RPG Action Strategy Adventure YouTube Guides Mobile App
Download Game Guide PDF, ePUB & iBooks

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.
Enlarge this map

Hitman 3: Holle Club - how to get inside? Berlin Hitman 3 guide, walkthrough

Last update: 11 February 2021

Key points of Hitman 3 - Berlin - Important locations

Important locations

On this page of the Hitman 3 game guide, we have gathered information on how to get inside the Holle Club, which is the largest and most elaborate location on the map of Berlin. We have compiled all of the publicly accessible entrances and places where you can aid yourself, e.g. by unlocking a shortcut.

Main entrance - queue in front of the club

The main entrance to the clubhouse is on the south side of the building (point 8 on the map) and you'll recognize it by the long line - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

The main entrance to the clubhouse is on the south side of the building (point 8 on the map) and you'll recognize it by the long line. Unfortunately, even though the people in line won't react if you slip in front of them, Agent 47 still won't be allowed in without an invitation.

A simpler solution to this problem is to get a club security guard disguise. You can, for example, distract one of the guards at the outpost west of the club (point 10 on the map) in order to launch an attack in a secluded spot and put on a new outfit.

If you want to stay in the default Agent 47 outfit, you can look around for Helfried Ziegler in the parking lot - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

If you want to stay in the default Agent 47 outfit, you can look around for Helfried Ziegler in the parking lot. By eavesdropping on his conversation you will learn that he has lost pills with "medical properties".

You can find the bag of pills in the rack of a bike leaning against the south fence next to the parking lot - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

You can find the bag of pills in the rack of a bike leaning against the south fence next to the parking lot. Return with them to Ziegler and hand them to him.

As a reward, you will be able to go inside as Ziegler's companion - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

As a reward, you will be able to go inside as Ziegler's companion.

Main entrance - alternative starting location

By advancing in levels of mission mastery in Berlin, you can choose alternative mission starting locations - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

By advancing in levels of mission mastery in Berlin, you can choose alternative mission starting locations. One of them is the Club Entrance(point 8 on the map).

In this case, Agent 47 will be allowed inside, but unfortunately, you will have to submit to a search by the guard. If you have any prohibited items in your inventory (e.g. firearms), then you can hide them in the dumpster and come back for them, e.g. after getting a bodyguard disguise.

Parking lot entrance - shortcut

This is by far the best way to get into the club, although it is initially inaccessible - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

This is by far the best way to get into the club, although it is initially inaccessible. The entrance is located in the parking lot on the south side of the building(point 9 on the map).

This entrance is a shortcut and this means that you must first unlock it by reaching the door from the inside of the club (you cannot use lock picks, crowbars, etc.). The advantage of this solution is that once unlocked, the shortcut will remain available during all subsequent mission passages. You will be able to completely ignore the topic of getting an invitation to the club and having to submit to a search.

Side entrances next to the dressing room

These are the two entrances located on the southeast side of the building - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

These are the two entrances located on the southeast side of the building. These are places that are forbidden zones and this means you have to sneak around or move in disguise (e.g. security guard or club employee).

For the right-hand door(point 12 on the map), you can use a crowbar/barrel, pick up the club employee's key, or go through the hole in the wall and immediately get to the dressing room (point 28 on the map).

The passage to the upper door (point 21 on the map) is guarded, but you can bypass the guard by going through the container behind him - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

The passage to the upper door (point 21 on the map) is guarded, but you can bypass the guard by going through the container behind him. Here you can also start climbing to the lower roof of the club(point 31 on the map).

East entrance - Chill Out bar

If you can make it to the Chill Out bar located to the east of the clubhouse (point 20 on the map), you can get inside the Holle clubhouse without any obstacles, as both areas are accessible to guests - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

If you can make it to the Chill Out bar located to the east of the clubhouse (point 20 on the map), you can get inside the Holle clubhouse without any obstacles, as both areas are accessible to guests. Just watch out for agents Swan and Davenport walking around the area.

Alternatively, you can also go to the door leading to the club's stairwell(point 22 on the map) - this is northwest of the Chill Out bar - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

Alternatively, you can also go to the door leading to the club's stairwell(point 22 on the map) - this is northwest of the Chill Out bar. Once you reach the stairwell, you will be free to reach floors 2, -1, and -2.

Hidden passage to toilets

If you don't have a costume or if you want to go through the mission without putting on a disguise, it's a good idea to get to the boarded-up hole by the western wall of the Holle club(point 18 on the map) - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

If you don't have a costume or if you want to go through the mission without putting on a disguise, it's a good idea to get to the boarded-up hole by the western wall of the Holle club(point 18 on the map). You'll need a crowbar to pull out the boards, but you'll find it right next door(point 14 on the map). After pulling out the boards, you will find yourself in the public restroom of the club on level 0.

Rear entrance

The entrance to the club is also at the back of the building (point 17 on the map) and you can get there from the location with the crane (point15 on the map) or from the area adjacent to the Juice Bar (point 23 on the map) - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

The entrance to the club is also at the back of the building (point 17 on the map) and you can get there from the location with the crane (point15 on the map) or from the area adjacent to the Juice Bar (point 23 on the map). It's worth watching out for, as there is a camera mounted above the entrance. You can destroy it, sabotage the monitoring, or avoid it - the area it is looking at is symbolized by green beams.

Alternatively, you can also start climbing in that same place - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

Alternatively, you can also start climbing in that same place. By climbing up the next ledges you will be able to reach the roof of the club (point 34on the map).

Overpass

If you were the first to visit the biker building from the northern part of the map, you can easily reach the club from there - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

If you were the first to visit the biker building from the northern part of the map, you can easily reach the club from there. The first way to pass the crossing is to use the platform on level 3 (point 35 on the map). Its advantage is that it is unattended.

Tunnel

The second way to get from the biker building to the clubhouse (bypassing the alley at the back of the clubhouse) is to use the tunnel on level -1 (point 38 on the map) - Hitman 3: Holle Club - how to get inside? - Apex Predator - Berlin - Hitman 3 Guide

The second way to get from the biker building to the clubhouse (bypassing the alley at the back of the clubhouse) is to use the tunnel on level -1 (point 38 on the map). In this case, you may run into bikers after reaching the club, although you can divert their attention or go down the pipe to the nearby office (point 49on the map) to bypass them this way.

See/Add Comments

You are not permitted to copy any image, text or info from this page.

This site is not associated with and/or endorsed by the IO Interactive or IO Interactive. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2024 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.