As it's name implies, the lockpick's main use in the Hitman series is to open locked doors. Using it is considered suspicious in each game, 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 basically identically in both Silent Assassin and Hitman: Contracts. The operation takes around X seconds, and cannot be canceled.
Hitman: Blood Money
The lockpick opens locks much faster than before, and can be further upgraded with purchasing better lockpicks, which become available as the player progresses through the story.
The lockpick is not required in gameplay, but certain level transitions require Agent 47 to pick a locked door.
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.
- 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.