Lockpick is an equipment that appears in every Hitman game from Hitman 2: Silent Assassin forward.


As its name implies, the lockpick's main use in the Hitman series is to open locked doors. Using it is considered suspicious, so using it on public locations is not recommended, unless planned through. In games between Hitman 2: Silent Assassin and Hitman: Blood Money, the item is always carried by Agent 47.

Hitman 2: Silent Assassin/Hitman: Contracts

The lockpick works identically in both Silent Assassin and Contracts. It is visible in the inventory menu but 47 is unable to equip it or use it as weapon. 47 automatically uses it when the player attempts to open a locked door. It takes anywhere between 5-10 seconds before the door unlocks.

Hitman: Blood Money

In Blood Money, while the lockpick is no longer visible in the inventory menu, picklocking is significantly faster than in earlier games, taking a mere 2-4 seconds. Upgrading the lockpick will further quicken this. Also, 47 now automatically opens the door as soon as it is unlocked. NPCs who catch 47 picklocking will automatically become witnesses, regardless of whether they were alerted by this or not.

Hitman: Absolution

The lockpick is not required in gameplay, but certain level transitions require Agent 47 to pick a locked door.

Hitman (2016)

The lockpick is no longer carried by Agent 47 by default, and takes a gear spot on the loadout menu. The animation takes around X seconds. Agent 47 eventually gains other ways to open doors, such as the Remote Breaching Charge (Silent explosive device that forces doors open) and the Disposable Scrambler (Three cards that override Keycard locks). Additionally, doors can be forced open with crowbars, which can be found on the levels, but produces noise.

Using a lockpick allows Agent 47 to close and reopen the door later on; Using a crowbar or a RBC breaks the lock of the door, and freezes the door to open for the reminder of the level.

Freeform Training

In the prologue Freeform Training you can find a lockpick on the table infront of you as soon as you spawn. This can be used to open the gate on the right side of the yacht, leading to the south entrance to Deck 00. Note that you can walk past the three security guards here without them suspecting you of anything. No one will notice you lockpicking the door either, despite there being plenty of people above you on the deck of the yacht itself.


  • In Hitman 2: Silent Assassin, opening the Map screen a few times will skip most of the animation, reducing the chance of getting caught in the act.