
The Safehouse is a secret location from which 47 operates as a Freelancer following the events of HITMAN™ III.
The Safehouse is a large building of modernist design, large glass walls and a slanted roof, located in a secluded wooded area. It is a "sandbox" level and the central location of Freelancer mode, where 47 plans his missions and stores his weapons and tools.
Background[]
Follow the defeat of Arthur Edwards, the destruction of Providence and exposure of the ICA to the world, 47 eventually reconnected with Diana after a year of hiatus and the pair returned to their former roles as assassin and handler now operating their own murder-for-hire service as a way to eliminate the untouchables.
Since the ICA was exposed to the world after 47 destroyed the Data Core in Chongquing, he currently operates as a Freelancer and resides in the Safehouse, using it to train, rest, plan missions and store his equipment.
Features[]
The Safehouse includes an underground operations room in the basement, a regular living area, and an outdoor portion. Only the basement can be accessed initially; by ranking up Freelancer Mastery, new areas and customization options become available. The basement, constructed in the style of a military bunker, includes an interactive map for choosing the next mission as well as an armory where 47 stores acquired weapons and gear. Weapons that can be acquired in the future are represented by silhouettes. If 47 has acquired a weapon during a mission, the silhouette will be slightly lighter, indicating that he can place it in the collection.
The basement also includes a wardrobe where the player can have 47 don any owned suits, whether they came from the main campaign or from Freelancer unlocks. The first floor and the primary living area becomes accessible beginning at level 6; it becomes possible to explore the outside region at level 12. The house begins in an unfinished state, filled with moving boxes and crates, indicating that 47 is still unpacking and getting settled. As the player advances in mastery, these features will be replaced and the house interior will assume a more completed look. Some of the rooms unlock ordinary items that can be taken on missions, for example food items in the kitchen. The player can eventually modify the ambiance with music. There are blend in spots where 47 can perform household or recreational activities. Outside, the time of day cycles between day, evening and night time.
Locations[]
Safehouse[]
Located in Italy
Operations Room and Armory[]
Located underground, this is the primary location of the Safehouse and the first one that the player can access. It Includes the planning center, reward crates that will generate an item after a successful showdown, a supply crate where one free item of equipment can be selected before each mission, an infirmary, an armory for weapons storage, a wardrobe where unlocked outfits can be worn, a firing range (unlocked with mastery) and a small recreation room. The bathroom provides a newspaper that can be taken on missions.
In addition to the stairs, there is are two ladders leading to escape hatches through which the player can leave the bunker.
Firing Range[]
Located behind the wall of weapons and unlocked at level 13. The shooting range is located in a large cavern with targets on a ceiling-mounted automatic pully system. The player can select two kinds of targets: silhouettes or bullseyes. The bullseyes move slowly and will audibly ring and change color when struck in the center. When shooting silhouettes, a picture-in-picture will open up to show the player closeup of the bullet impacts. The firing range area is the only place in the safehouse where 47 can aim and fire a gun.
Infirmary[]
The medical room. If killed on the previous mission, the player will awaken here, heavily bandaged. There is a stethoscope and a Signature Suit here.
Vault[]
Unlocked at level 16, the vault contains gold bars(unobtainable, sadly) and large pallets of cash, as well as a stock market display.
Kitchen and Dining Room[]
The entrance to the underground portion is accessible through a hidden entrance behind the wine refrigerator. The dining table and kitchen counter can be customized. The room provides a wine bottle that can be taken on missions, as well as a banana. There is also a cutting board; if 47 has caught a fish, he can use a knife to extract poison from it here.
Living Room[]
Includes a fireplace and large container for firewood. The player can select music to play over the audio system; the initial music selection is classical music and opera. Furniture can eventually be customized.
Garage[]
The garage stores vehicles and tools. A car, an all-terrain vehicle and a motorcycle, all of which constitute exit points, can be placed in the garage, allowing the player to begin missions here. Different cars become available as mastery is advanced. Tools include a wrench, car battery and a hammer that can be taken on missions.
Gym[]
Once fully upgraded, the room includes a squat rack, dumbbells', a treadmill and an exercise bike. It provides a kettlebell and a baseball that can be taken on missions.
Upstairs[]
Agent 47's trophies, representing achievements unlocked during play, occupy two large bookshelves at the top of the stairs. They resemble the icons seen on the ending screen after a mission.
Bedroom[]
Located upstairs. There is a second walk-in wardrobe here. With mastery, a ladder will connect the bedroom directly to the underground portion.
One of 47's cosmetics for his bedroom is a yellow bird in a rounded cage; this is a reference to the bird he keeps (and has to kill to keep his cover) throughout Hitman: Blood Money. [1] In addition to appearing in Blood Money's cut scenes, the bird can also be seen in the sandbox level Hideout.
Another cosmetic that can be unlocked (Deluxe players only) is the black arm chair for the bedroom where 47 sits down, cross his leg and holds the ICA19. This is in reference to the promotional shots of 47 for the 2016 game.[2]
Office[]
Located upstairs, the office overlooks the kitchen, and includes a balcony with a view of the woods. Newspaper articles from Hitman: Blood Money appear in 47’s office in the Safehouse. The office provides a deadly letter opener that can be taken on missions.
Backyard, Lake & Pier[]
The backyard features a patio, a chair and umbrella that can be customized. Artistic installations can be added to the yard corner, including the money pit from Isle of Sgàil, sculpture of a Kronstadt android arm and a bird bath. Another decorative option is the backyard metal sculpture from the Wilson property in Whittleton Creek; known as an Armillary sphere, it represents an astronomical system.
The pier juts into a large lake, with mountains in the distance. At the end of the pier is a fishing pole and a blend in spot where 47 can fish; fishing for a period of time may retrieve an aquatic-themed item that can be taken on missions, though not necessarily an actual fish. If 47 does catch a fish, he can use a knife to extract sedative poison from it back in the kitchen. The player can eventually unlock various motorboats with which 47 can depart on his missions, as an alterative to driving the car. There is also a small rowboat on the pier. Off to the side, at the end of a short trail, is a mat on the water's edge where 47 can sit cross-legged and watch the lake.
Garden and Shed[]
There is an option to make a small tomato garden near the safehouse through customization. This is a clear reference to the Hitman 2: Silent Assassin intro cutscene, where 47 is harvesting tomatoes. There is a small shed some distance from the house that can be painted and where 47 can chop wood at a blend in site. There is a grape knife embedded in the dartboard that can be obtained and taken on missions, or used to cut a fish that the player has caught. Once the interior of the shed has been unlocked, there is chemistry equipment inside where the player can brew lethal poison using the emetic mushroom found in the woods.
Visible behind the shed, in the woods, is an abandoned church. When you reach mastery level 76 (Deluxe players only), the derelict Church can be accessed through a window in the shed. Upon climbing through the window, a wooden chest can be opened, which is located inside the Church ruins. The chest contains 47’s ICA19 Silverballer, Fiber Wire and what appears to be a black laptop (which can’t be picked up). The black laptop, located inside the wooden chest, is a direct reference to the opening cutscene of Silent Assassin where 47 acquires his laptop to liaise with the ICA about the whereabouts of Emilio Vittorio, who had been kidnapped at the Gontranno Church.
Roof[]
The slanted roof reaches all the way to the ground, allowing the player to walk directly onto it. It is unusual in that it has soil and growing vegetation over its entire length, possibly as a camouflage measure. There is a large satellite dish, painted in a digital camouflage pattern.
Woods[]
There is a large clearing in the wooded area, with some crates underneath army camouflage netting on the perimeter. It can eventually become a helicopter landing zone, which the player can use to exit the safehouse. Among the helicopters the player can place in the clearing are the Kronstadt helicopter from Miami and Sanguine helicopter from the Paris mission Showstopper. There is a rusty nail and an emetic mushroom around the woods that can be taken on missions (their exact location varies with each visit to the safehouse; they may be close to the shed, or else on the trails).
Obtainable Items[]
The following items can be obtained somewhere in the safehouse or surrounding grounds and subsequently taken on a mission. These items will regenerate, so they cannot be exhausted. Some items may require purchase of particular DLC or a certain level of mastery that allows the player to arrange the room. If a large item is selected to be brought, it will be placed in a suitcase when the player arrives at the location. The list is ongoing and probably not complete.
Note that fishing on the pier will result in retrieval of one random aquatic item, not an item of choice.
- Bag of Gunpowder - Obtained from the garage shelf.
- Banana - Obtained from the kitchen counter; used to cause characters to slip.
- Baseball - In the Gym
- Car Battery - In the garage
- Coin - Found in a bird's nest in the woods.
- Driftwood - Obtained after fishing for a period of time. This is the most common item that can be obtained fishing.
- Fire Poker - by the fireplace in the living room
- Fish - Sometimes obtained on the pier after fishing for a period of time. Can be used as a blunt weapon, or Sedative Poison can be extracted from it using a knife back in the kitchen.
- Fishing Line - Obtained by fishing for a period of time. Can be used as a garrote. It is one of the less commonly obtained fishing items.
- Fuse Cell - Obtained in the garage after reaching a certain mastery level, located next to the fuse box. Can be inserted into the fuse box to turn on the overhead lights, or used in crafting. If used to craft an explosive, the fuse will respawn after the next mission like other items around the safehouse.
- Grape Knife - Embedded in a dartboard at the shed.
- Hammer - In the garage, after the tool wall cosmetic has been achieved through mastery
- Jarl's Pirate Saber - Obtained by fishing for a period of time. Straightforward large melee weapon.
- Kettlebell - In the gym
- Lethal Poison - Can be produced with the chemistry equipment inside the shed, using from the emetic mushroom found near the woods. Notably, the poison does not deduct from carrying capacity when going on missions.
- Letter Opener - In the Office; functions as a knife.
- Makeshift Explosive - Upon reaching a certain Mastery level, can be crafted at a table in the garage using a bag of gunpowder and a fuse cell.
- Newspaper - Found in the underground bathroom. Rolled up, it is used as a club.
- Poisonous (Emetic) Mushroom - Consumable poison; found in the area of the shed and the path in the woods. The exact location varies each session, so both the shed and trail in the woods should be checked. The mushroom can be used as it, or it can be turned into lethal poison once the inside of the shed has been unlocked.
- Red Wine Bottle - On the dining room table.
- Rusty Old Nail - Found near the shed and woods area. Its exact location varies with each game session. Useful as a single-use lockpick if the player has lost lockpicks or does not want to risk losing them on a mission.
- Seashell - A long spiral seashell that can be used as a weapon; found by the lake shore
- Sedative Poison - Extracted from a caught fish, using the cutting board in the kitchen and a knife. Notably, the vial does not consume gear capacity.
- Soap Bar - In the top floor bathroom next to the bedroom
- Soda Can - Obtained in the downstairs recreation room.
- Syringes - Any type of poison vial the player has, as well as the emetic mushroom listed above, can be transformed into modern syringes at a medical tray in the infirmary.
- Starfish - Obtained at the pier by fishing for a period of time. One of the rarer items obtained by fishing.
- Stethoscope - In the infirmary
- Wrench - In the garage
Mastery[]
See Freelancer/Mastery.
Gallery[]
Appearance[]
Trivia[]
- It is currently unexplained how 47 acquired the Safehouse, however, it seems plausible 47 gained access to it sometime after going Freelance with Diana. Diana welcomes him to the safehouse in the introductory video, so it can be surmised that he has never been there before. It’s likely the Safehouse was an abandoned or unused property confiscated from either the ICA or Providence after the dissolution of either organization.
- There is many Easter Egg references both inside and outside the Safehouse, where some require mastery levels to be visible and some are hidden secrets:
- There is an option to make a small tomato garden next to the Safehouse through customization. This is a clear reference to the Hitman 2: Silent Assassin intro cutscene, where 47 is harvesting tomatoes.
- Visible behind the shed, in the woods, is an abandoned church. When you reach mastery level 76 (Deluxe players only), the derelict Church can be accessed through a window in the shed. Upon climbing through the window, a wooden chest can be opened, which is located inside the Church ruins. The chest contains 47’s ICA19 Silverballer, Fiber Wire and what appears to be a black laptop (which can’t be picked up). The black laptop, located inside the wooden chest, is a direct reference to the opening cutscene of Silent Assassin where 47 acquires his laptop to liaise with the ICA about the whereabouts of Emilio Vittorio, who had been kidnapped at the Gontranno Church.
- One of 47's cosmetics for his bedroom is a yellow bird in a rounded cage; this is a reference to the bird he keeps (and has to kill to keep his cover) throughout Hitman: Blood Money. [3] In addition to appearing in Blood Money's cut scenes, the bird can also be seen in the sandbox level Hideout.
- There's a painting you can unlock at one of the mastery levels that is in reference to the "rats playing poker" Easter Egg from "Curtains Down." The painting is in the style of the various famous (or infamous) kitschy paintings collectively known as "Dogs Playing Poker."
- The office located upstairs in the Safehouse overlooks the kitchen, and includes a balcony with a view of the woods. Newspaper articles from Hitman: Blood Money appear in 47’s office in the Safehouse.
- Another cosmetic that can be unlocked (Deluxe players only) is the black arm chair for the bedroom where 47 sits down, cross his leg and holds the ICA19. This is in reference to the promotional shots of 47 for the 2016 game.[4]
- It is not possible to throw or place objects on the safehouse level. It is possible to drop ordinary objects, but guns, special weapons or gear that are dropped are returned to their storage spaces.
- It is not possible to aim or fire guns outside of the firing range area, where it is only possible to aim them downrange in the direction of the targets.
- The introductory video briefly shows Agent 47 approaching the safehouse wearing his Tactical Wetsuit.
- There is an Ether Corporation crate in one of the underground corridors.
- If the player has acquired a lockpick during a mission, it is possible to get outside by picking the garage door lock before the appropriate mastery level has been achieved.
- During the ‘How to Play’ video, which was released prior to Freelancer’s launch by IO Interactive, Easter, Halloween and Christmas decorations were shown as customisable decorations for the Safehouse. At Freelancer’s launch, all three sets of decorations were not a customisable option for the Safehouse.[5] The Halloween items are still currently not an option in Freelancer, however, the Christmas decorations were added to the Safehouse as part of a game update on 12th December 2024 alongside the launch of The Splitter Elusive Target. The Easter decorations were added to the game as part of the Season of Awakening roadmap and patch update, which launched on 27th March 2025.