
All Game Items
Overview
_Hitman 3_ (part of the World of Assassination trilogy) offers a massive arsenal of weapons, tools, poisons, and collectibles. Items are unlocked through Mastery Levels, Challenge Packs, Elusive Target Suits, or DLC (Seven Deadly Sins, Premium Add-ons). This guide categorizes every major item, explains how to obtain it, its primary use, and any synergies or upgrades.
Items are divided into:
- Firearms – Pistols, SMGs, Assault Rifles, Shotguns, Sniper Rifles, Submachine Guns
- Melee Weapons – Knives, Hammers, Wrenches, Cleavers, etc.
- Thrown Items – Coins, Traps, Explosives
- Gadgets & Tools – Lockpicks, Crowbars, Cameras, Flash Drive
- Poisons & Sedatives – Lethal, Emetic, Sedative
- Consumables – Muffins, Sodas, Apples (for distractions/poisoning)
- Explosives – Remote C4, Proximity Mine, Frag Grenade, etc.
- Key Items – Mission-specific keycards, USB drives, disguises
- Collectibles – Mementos, Safe House Items
- Currencies – Experience, Merces
- Upgrades & Synergies – Item combinations & mastery unlocks
- All weapons are illegal if seen by witnesses (unless disguised as a guard with a holster).
- Many items can be illegal to pick up (e.g., sniper rifles in plain sight) – use distraction or smokescreen.
- Mastery Unlocks are per-mission (e.g., Dubai Mastery Level 10 unlocks the Sieger 300 Ghost sniper).
- DLC items (e.g., from the Seven Deadly Sins escalation) are included but noted.
#### Important Notes
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Firearms
Firearms are the core of Agent 47’s lethal options. Every weapon has a concealment rating (small/medium/large) which affects how easily it can be hidden under certain disguises. All weapons are illegal if spotted.
Pistols
Pistols are the most versatile firearm: silent variants exist, and they can be thrown as a distraction or melee attack.
| Weapon | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| ICA Silverballer Mk II | Default (or Mastery Level 1 for any mission) | Classic silenced pistol; high accuracy, 2 magazine sizes. | General stealth kills; good for noisy areas due to silencer. |
| Krugermeier 2-2 | Mastery Level 5 (Dartmoor, etc.) | Extremely quiet (subsonic) – almost no sound signature. | Ghost runs; eliminates guards without alerting nearby. |
| Shortballer | Challenge: “A New Profile” (Blood Money Pack) | Compact, no silencer; high rate of fire. | Close quarters where silence not needed. |
| ICA19 F/A (Stealth) | Mastery Level 10 (Mendoza) | Full-auto pistol with silencer; high fire rate. | Clearing rooms in silent speed runs. |
| Elaborandi | ICA Facility – find in mission | Rare; low damage, but can be used as a key item for a secret exit. | Mostly cosmetic/easter egg. |
| Rude Ruby | Paid DLC (Seven Deadly Sins – Greed) | Gold-plated, high damage, loud. | Showoff weapon; no silencer. |
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Assault Rifles
High noise, high lethality. Best for loud playthroughs or emergency combat. Usually illegal to carry.
| Weapon | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| Sieger 300 Ghost | Mastery Level 10 (Dubai) | Semi-auto sniper, but handles like an assault rifle with high damage. | Long-range silent elimination (but not silenced). |
| Hackl Leviathan S9 | Mastery Level 8 (Berlin) | Full-auto, high recoil, large magazine. | Suppressive fire; loud. |
| ICA Covert Assault Rifle | Mastery Level 20 (Chongqing) | Suppressed, red dot sight, medium damage. | Silent assault – rare for a silenced AR. |
| Viper SMG | Challenge: “Sniper Assassin” (Mendoza) | Actually an SMG, but classified as assault? Not – see SMG section. | – |
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Shotguns
Powerful but loud; one-hit kill at close range. Some are sawed-off for concealability.
| Weapon | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| Tactical Shotgun | Found in many missions (e.g., Dubai) | Semi-auto, short barrel. | Close-quarters combat. |
| Hacking Device | Not a weapon – see Gadgets. | – | – |
| Bartoli 12G Shotgun | Mastery Level 3 (Dartmoor) | Pump-action, wide spread. | Clearing a room. |
| Sawed-Off Shotgun | Challenge: “No Room for Error” | Compact, high damage. | Concealed carry; great for suits with coat. |
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Sniper Rifles
Extremely long-range. Usually large and illegal to carry openly. Must be stowed in briefcase to pass inspection.
| Weapon | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| Sieger 300 Advanced | Default (Mendoza) | High damage, 2x scope, single shot. | Long-range elimination. |
| Sieger 300 Ghost | Mastery Level 20 (Dubai) – wait, above said Mastery 10? Check: In Hitman 3, Sieger 300 Ghost is level 10 in Dubai. | – | – |
| Jaeger 7 | Mastery Level 20 (Berlin) | High rate of fire, medium scope. | Rapid follow-up shots. |
| Krugermeier 2-2 | Pistol, not sniper. | – | – |
| Tanto Sniper Rifle | DLC (Seven Deadly Sins – Lust) | Silver-plated, moderate damage. | Cosmetic. |
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SMGs & Submachine Guns
Compact, full-auto with good rate of fire. Medium concealability.
| Weapon | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| ICA Covert SMG | Mastery Level 15 (Chongqing) | Suppressed, red dot sight. | Silent burst fire. |
| Viper SMG | Challenge: “Sniper Assassin” (Mendoza) | Loud, high rate of fire. | Close-range suppression. |
| Hackl Leviathan S9 | Previously listed as assault; check – it’s an assault rifle. | – | – |
| Leviathan S9 | Actually a SMG? In-game it's an assault rifle. Avoid confusion. | – | – |
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Melee Weapons
Melee weapons are silent when used from stealth. Each has a unique animation and illegal status if spotted. They can also be thrown.
| Item | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| Kitchen Knife | Found in most missions (e.g., Paris) | Standard knife; quick kill. | Stealth kills; can be thrown. |
| Crowbar | Found in many missions | Can open some locked doors/containers. | Utility tool + melee. |
| Hammer | Found in tool sheds | Heavy; blunt force. | Non‑lethal? Actually lethal if hit. |
| Wrench | Found in garages, maintenance rooms | Medium weight; can be thrown. | Distraction + melee. |
| Cleaver | Found in kitchens (e.g., Bangkok) | High damage. | Stealth kill; thrown (low arc). |
| Screwdriver | Found in many missions | Very small, concealable. | Can be thrown for silent kill; also used to interact with electronics. |
| Fire Axe | Found in emergency areas | Very high damage; slow. | Breaching windows/doors. |
| Combat Knife | Challenge: “Silent Assassin” (multiple) | Tactical grip; fast. | Preferred for speed kills. |
| Ice Pick | Found in Dartmoor (frozen lake area) | Unique; small. | Stealth kill; can be thrown – but tricky. |
Upgrades: The ICA Lockpick Mk III functions like a melee tool but not a weapon.
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Thrown Items (Distractions & Projectiles)
Thrown items serve to distract guards, make noise, or knock out targets non‑lethally.
| Item | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| Coins | Default (infinite supply) | Classic distraction; causes guard to walk to location. | Lure away from patrol routes. |
| Rubber Duck | DLC (Silent Assassin Pack) | Large; upon explosion? Actually a non‑lethal distraction. | Children’s toy; no explosion. |
| Distraction Device | Crafted (pin + bottle) or found | Creates loud noise; can be placed. | Lure many guards at once. |
| Throwing Knife | Mastery Level 10 (Dubai) – Actually found or purchased. | Silent, lethal if aimed at head. | One‑hit kill from distance; retrievable. |
| Phone | Found on some NPCs | Can be used to lure by ringing. | Advanced distraction; requires timing. |
| Grenade (Explosive) | See Explosives. | – | – |
| Proximity Mine | See Explosives. | – | – |
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Gadgets & Tools
Non‑weapon tools that aid infiltration, hacking, or interaction.
| Item | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| ICA Lockpick Mk III | Default (unlocked via Mastery) | Opens most locked doors (not security doors). | Essential for locked rooms. |
| Crowbar | Found | Breaks open locked wooden doors/containers. | Alternative to lockpick. |
| Flashdrive | Found in missions | Holds data; used in some mission stories. | Mission‑specific. |
| Camera | Default (phone camera) | Can take photos for evidence. | Challenge completion (e.g., photograph target). |
| Laptop | Hacking tool for cameras and traps. | Can disable cameras, open electronic doors. | Advanced infiltration. |
| Remote Hacking Module | DLC (Seven Deadly Sins – Wrath) | Hacks any electronic device from distance. | Cheat‑like utility. |
| Battery | Found | Used to power certain devices (e.g., fuse boxes). | Some missions require power disruption. |
| Fishing Rod | Found only in Ambrose Island | Non‑weapon; used to distract guards? Actually a distraction. | Distraction + can be used as a melee? No. |
| Umbrella | Disguise item (found in lobby) | Can be used as a melee or to hide weapon? Minor. | Cosmetic. |
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Poisons & Sedatives
Poisons can be delivered via syringes, food, or drink, or as a gas (fumigator). They are lethal or non‑lethal.
| Item | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| Lethal Poison Vial | Found in many missions (e.g., a blue vial) | Liquid; can be poured into food/drink. | Silent kill that appears as accident (heart attack). |
| Emetic Poison Vial | Found or crafted | Causes vomiting; target goes to restroom. | Isolate target for easy kill. |
| Sedative Poison Vial | Found or crafted | Causes sleep – but hard to use (requires injection). | Non‑lethal takedown. |
| Syringe (Lethal) | Found or obtained from medical chest | Inject directly into target. | Requires close proximity; leaves no trace. |
| Syringe (Emetic) | Same as above | – | – |
| Sedative Syringe | Default tool from ICA | Non‑lethal knock‑out; target wakes after 30 seconds. | Quick takedown without killing. |
| Fumigator (Gas Poison) | Crafted using poison + gas? Actually a device in some missions (e.g., Hokkaido) | Emits poison gas in room. | Mass silent elimination. |
| Rat Poison | Found in kitchens | Induces vomiting. | Emetic effect; can be placed in food. |
| Sweet’n’Low | DLC? Not real. | – | – |
| Nerve Gas | Found only in specific missions (e.g., Colorado) | Area denial. | Wipes out an area but risks civilian casualties. |
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Explosives
Explosives cause loud noise and kill within blast radius. They are illegal unless in a briefcase.
| Item | Unlock Method | Special Features | Best Use |
|---|---|---|---|
| Remote Explosive (C4) | Default | Placed and detonated remotely. | Trap or breach. |
| Proximity Mine | Mastery Level 5 (Dubai) etc. | Detonates when enemy approaches. | Area denial. |
| Frag Grenade | Found on guards | Thrown, timer. | Clearing rooms. |
| Gas Tank | Found in environments (propane) | Explosive when shot. | Accidental explosion. |
| Mortar | DLC (Seven Deadly Sins – Gluttony) | Heavy, single shot. | Massive blast. |
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Key Items
Mission‑specific items that are required for main objectives, mission stories, or alternate exits.
| Item | Location | Use |
|---|---|---|
| USB Drive | Varies (e.g., Dubai – server room) | Contains data to upload. |
| Keycard | Various (colored or level) | Opens locked doors. |
| Crowbar (again) | – | Used for locked containers. |
| Flashdrive (previous) | – | – |
| Disguise Items (e.g., waiter suit, guard outfit) | Found or from unlocking mastery | Allows bypassing restricted areas. |
| Dossier | Found in Ambrose Island? | Mission objective. |
| Serum | Not in Hitman 3. | – |
| Helmet | Not key, but used in certain challenges? | – |
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Collectibles
Not all are items in inventory, but they are important for completion.
| Type | Examples | Purpose |
|---|---|---|
| Mementos | Toy soldiers, coins, tourist items | Displayed in Safe House; unlock cosmetics. |
| Safe House Items | Painting, rug, chairs | Purchased with Merces in Ambrose Island. |
| Challenge Rewards | Trophies, outfits | Unlock via in-game challenges. |
| Trophy Cabinet | In Safe House | Shows achievements. |
Currencies & Progression
| Currency | Earned By | Used For |
|---|---|---|
| Experience (XP) | Completing mission goals, challenges | Leveling up Mastery for that mission. |
| Merces | Completing missions (hidden stashes) | Purchasing items from vendors in Ambrose Island (DLC). |
| Challenge Points | Completing specific challenges | Unlocking rewards (mostly cosmetic). |
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Upgrades & Synergies
Upgrades via Mastery
Each mission has a Mastery Level (up to 20). Unlocks include new loadout slots (e.g., start with a sniper rifle), better versions of items (e.g., Kaiken Mk II), and exclusive items.
Synergies Examples
- Lethal Poison + Muffin: Poison a muffin and place it in a security room – guard will eat it and die (accident).
- Emetic Poison + Soup: Poison a soup bowl; all NPCs who eat it will vomit, clearing the area for a minute.
- Sedative + Distriction: Sedate a guard, hide body, then lure another guard with coin.
- Sniper + Briefcase: Use briefcase to bring large sniper rifle into restricted area (e.g., Dubai’s top floor).
- Camera + Laptop: Use camera to scan QR codes, then hack with laptop.
- Silent Assassin: ICA Silverballer (Mk II), Lockpick, Sedative Syringe, Coins.
- Speedrun: Shortballer (for quick engagement), Remote Explosive (to blow up camera box), Crowbar.
- Ghost Run: Krugermeier 2-2 (silent pistol), Emetic Poison Vial, Throwing Knife (for long‑range silent kill).
Best Loadouts
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Conclusion
This guide covers every major item category in _Hitman 3_. Mastery progression is key – focusing on one mission at a time unlocks powerful tools across the entire trilogy. Always consider the illegal status of an item before bringing it to a public area. Use the briefcase to smuggle large weapons, and never underestimate the humble coin for manipulating guards. Synergize poisons with food/drink, and combine distractions with explosives for accident kills. Happy hunting, Agent.