Dishonored: walkthrough of the game without killing. Dishonored Safe Codes

dishonored. how to neutralize precisely neutralize, and not kill the executioner in the house of the lord regent?

  1. move into the dog that is nearby and wet the executioner. he will not stand the shame and die
  2. try to move into it kill the dog move out of it and suffocate
  3. Passed the mission with the executioner without killing him! After probably 50 attempts) The bottom line is that the executioner is a black magician and everyone is aware of this, information about this can be found all over the map (the conversations of the guards, the officers and letters in the guardroom and the general’s office), but no one can do anything because the executioner is under the protection of a regent who himself knows perfectly well that he serves the Alien. If you want to complete the mission without killing, the main thing is to do nothing with the executioner before you turn on the audio recording with the confession of the regent! When the recording to the floor below turns on, there will be a scene in the doors in which the Lord Regent is knitted. He is cowardly and wants to run away or pay off, but because the guards are not corruptible and there are two of them, he does not succeed. And here we are included! We need to help the lord escape from these two guards (yes yes!). To do this, it is enough to shoot an arrow next to them from around the corner or put one or two to sleep. Then the lord will rush to escape and run to the only one who can protect him at this moment - to the executioner. Don't run after him, it's pointless. And here there are two outcomes - if during the lord's escape an alarm is raised, then at the moment of our approach to the executioner's basement there will already be guards. The bottom line is that if there are few guards, the executioner will scatter them. In order for more soldiers to come running, make some noise in the basement. You can hide on the pipes. The lord and the executioner will move to look for the source of the noise to the entrance to the cellar. There you can move into the lord and go out to the eyes of the guard. The guards will gather 7-8, they will kill both the regent and the executioner. These murders will not be counted because you are not involved in them.
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London

After the end of the video, we leave the room and along the corridor crammed with children, you can inspect the nearby rooms. We reach the stairs, go down and go out into the street. Here we make our way forward to the bazaar, where we notice a white cat. The further route is to chase this fluffy. Once in the gateway, we watch the video.

After the end of the next video, we run across the bridge to the opposite side of the roof and watch a new video.

Wonderland

After talking with the Cheshire cat, we run forward along the path, collect memories and jump over all the obstacles. After a while we get to a small waterfall, where we again meet the Cheshire Cat. At the end of the video, we decrease, look around and understand where we need to run. We pass through the cave forward, climb up and, after passing a few more of the same rooms, we find ourselves in a room with a blue mushroom. We step on it.

Climbing down the board is an easy task. The main thing is to make sure not to miss the teeth. Having landed safely in a pool of blood, we turn right and go out into the clearing, where the Cheshire Cat is waiting for us again. After the end of the conversation, you should not run away from the clearing. If the shells are broken, teeth will fall out of them, and a memory can be found next to the crying statue. Now you can move to the next location, where the first meeting with the monster will take place. He dies with three or four stabs. After cleaning the area, we go further and find ourselves at the cook. Here we are given a list. Pepper is a weapon ranged. It shoots slowly, deals low damage, but there are no other ranged weapons at the beginning.

After the end of the video, we go out into the yard, where we notice a nest of screws. These enemies are nimble and when they get to our heroine, they immobilize her, so you need to deal with them from afar. But first of all, you need to destroy the nests from which they appear.

The destruction of one nest will lead to the emergence of new ones. There will be about six nests in total, appearing in turn. The last monster will be Mud Doll. After it is destroyed, a pig snout will fly in. We shoot him and run back to the cook.

We pass further along the corridor and find ourselves in a spacious clearing. First, we deal with the screw nests, after which we move closer and shoot the piglet. Having eliminated the newly arrived monsters, we again look for a patch and pepper it. Now the path is open further, it remains only to jump on the dominoes.

At the other end, a meeting with a new monster awaits - a mud worm. Its danger lies in the fact that it slows down the movement of Alice, although he himself moves slowly. We get to the place where part of the earth falls through, and with the help of red mushrooms we move to the opposite side. Caution should be exercised when jumping over streams of red-hot slurry spouting from the ground.

Once on the opposite side, we follow the fleeing doll and, having reached a spacious square, we engage in battle with monsters. Having dealt with nightmares, we pass through the tunnel leading to new location, where we have to meet new opponents: aggressive-minded gnomes. An ordinary gnome is killed with a couple of stabs. A dwarf with a shield, on the other hand, requires a more careful approach - you have to wait until he swings, then jump away from his attack, then run up and finish him off.

After the end of the battle, a red mushroom will appear, which will help you get out of this place. We make our way along the corridor to the edge of the abyss. To overcome it, you just need to decrease, and then jump back to the firmament from its edge. Trying to fly over is not worth it, although Alice jumps far enough, but not so far. Now it remains only to get to the trolley call system and sit there.

Once in the possessions of the Hatter, the main thing is to orient yourself. There are extremely many secret passages and just branches. In order not to get lost, use zoom, in this mode Alice sees various hidden signs and arrows that show the way. First of all, we jump over to the platform on the left and rotate the crane so that the steam plant appears. The further path runs along the platforms through a small settlement of aggressive gnomes.

After that, we go inside a huge building, where we have to meet with the Glaznik - a new monster. He appears to be an extremely vicious teapot. The only vulnerable spot is the eye. Kettle's melee attacks are extremely dangerous, so it's best to stay away from him or parry them and hit while he's confused.

After defeating the first such teapot, two more will appear. Before we move anywhere, we pepper them to death from afar. Having jumped into the next room, we listen to the Cheshire cat. There is a button on the other end of the platform where he was standing. We get up on it and wait until the platform drops to the stop. Now we quickly run around the tea streams and jump onto the elevator.

Once at the top, we pass through a small hall and find a ticking hare in a hat. It is not necessary to be afraid of it, but it is necessary to pick it up. It's a time bomb. We get out upstairs, break a couple of walls and find ourselves visiting the Hatter. Here, after the conversation, we break a couple of walls and put a time bomb on the pressure platform, and we ourselves run in the opposite direction, to the pressure mechanism.

Once at the top, raise the umbrella and read about its use. Immediately a new monster appears - the Ruin. The difficulty of dealing with him lies in the fact that the greatest damage can be done to him only by reflecting his own remote attacks.

Having finished the battle, we go to the right, where we sit down in a cup and embark on a journey. At the factory, we make our way into the first room with lava and pepper the very first button, after which we move on. In a huge hall on the platform, there will be a battle with two Eyes at once. The main thing is not to let them get close and kill the evil dolls before they attack.

Having dealt with the monsters on this platform, we approach its edge and jump down, where we pull the lever. Now, on the rising wheels that have appeared, we climb back up and jump into the passage on the left.

At the exit from there, Alice will encounter a new group of monsters. First of all, we deal with the nearby Glaznik and the puppets, after which we take on what is far away. As soon as the room is cleared, we cross it, rotate the crane and return back. From a distance we destroy the screwhead nests, deal with the Moaning Ruins and climb into the opened passage.

In the new premises, our task will be to rise. To do this, carefully look for red circles, shoot them from the pepper pot and jump to new platforms with the help of emerging steam flows.

The next room was under the control of a mad mouse. First of all, Alice will have to jump from stand to stand to get to the opposite wall. This must be done carefully, because. along the way spills too hot hanging samovar. In addition, Eyes will sometimes appear on the left and shoot at us. Having reached the crane, we cool the lava below and move along the platforms that have appeared to the opposite side. Here we pull the lever so that pieces of metal begin to fuse along the red-hot mass. Carefully jumping on them, we climb to the last tap and block it. As soon as the mouse runs away - we climb into her booth, press the lever and jump after the hands.

From the Hatter we again get out upward, but now we turn to the right. At the end of the video, we run into a huge hall with chippers. We turn off the first line of chippers by placing a rabbit-bomb on the button. Under the second one, you just need to jump over, after which we go up. Behind the flimsy wall there is again a button, we clamp it with a bomb and run along the raised gears. Having made our way under one more hammer, we find the last button, we clamp it again and run to the exit.

In the next room we are waiting for a horizontal vice. The easiest way to overcome them is to dodge, just do it forward. After them, we turn right and, climbing up, hold down the door opening button there and jump down, ignoring the monster that has appeared.

The next room will have many traps and obstacles. First of all, we turn right and slip past the hammers. After that, we get to the room where we will meet a crazy rabbit. The algorithm for defeating him is similar to the battle with the mouse. First we pass through the fenders, then through the vise, we get to the lever and the path to the control cabin opens. We release the Hatter's legs to freedom and go to him, down.

After the end of the video, follow the Hatter. In the first room, where he will try to break open the door, Alice will have to overcome the crowds of opponents. At the next door, you will have to look for a workaround to find the lever that opens this door. First, we jump onto the ledge from behind and aim at the circle. Then we go up in a spiral, go down to the transition, where we find the required lever. In the last room, we again have to fight monsters. Let's watch the video.

The good old killer friend is back in Alice's hands!

Chapter 2

London

We run away from the pier into the alleys, after the white cat. We get to the tavern. The main door is not allowed, so go ahead and turn left. Here we watch the video and run a little forward, enter the building from the back door and go up to the second floor. We enter the only open door, watch the video.

Wonderland

Once in the expanses of the Arctic, the first thing we do is break the stars. Moving forward, we come across a platform where the first attacking monsters will appear. Having dealt with the enemies, we follow forward, but the path is blocked by someone blowing from the ice rock. The main problem in overcoming it is that it blows Alice away.

In the nearest room, a new weapon will become available - Konyashka. Strong but slow. And then there will be new opponents - Ice Snarks. Fast, vicious frog-shaped fish. Their main danger lies in the fact that they move extremely quickly across the battlefield. Having dealt with the newly arrived enemies, we set off forward through the caves. The path through the caves is extremely linear and clear, problems should not arise.

Having stumbled upon a huge green shell, we go into it. Here we will meet the Cheshire Cat, asking riddles. For correct answers, he gives paint for roses. The answers to the first riddle are the last. Answer to the second riddle: "His name."

The next goal is to get to the ship. You can do this in many different ways, but the most optimal is along the left edge through the lake with sharks. At the end of the video, the typical side-scroller mode will turn on. At first, sharks will attack only from the front, after passing a third of the distance, they will start attacking from behind, and a little later, shooting crabs and mines will appear.

Waking up after an unsuccessful landing, we follow forward along the corridors, jumping over red, dangerous jellyfish. Thus we get to the fiery door and enter it. Let's watch the video.

Now we follow the coral corridors to the fish city. On the main square, you can turn right and, after going down and passing the test, you can get more colors for roses. The test is easily passed by simply running away from enemies.

After completing the test, we return to the square and turn right. Our task now is to get to the theatre. There is only one way there and it runs along the backs of white jellyfish. In the process, you will have to meet a new enemy - the Dead Sailor. Physical damage cannot be dealt to him until he is stunned. The only way to stun him is by detonating the bomb he is holding. Once in place, we communicate with the director and find out our next task. At the exit from the hall, turn right and go all the way.

This is where Pushkocrab will meet for the first time. An extremely strong enemy that fires cannonballs. Immune to damage, so to kill you must first turn it over. The first two times this is done by reflecting his own nuclei with an umbrella, and the last - in melee Konyazhka.

Through the opened passage we get to the Octopus. The new task is to find him 3 times in a row. He will hide in bottles, so as soon as you stumble upon bottles, break them. In the first location, finding an octopus will be easy. In the second, it is a little more difficult, because the desired bottle is not in the total mass, but a little to the side. Having reached the third location with bottles, look around carefully for a small passage for mini-Alice. The octopus will be waiting there.

After the end of the video, we go back and find the singer. Watch the video and run first open location. We jump onto the platform, deal with the monsters that have appeared and release the tools. We repeat in other rooms and help the singer to tune in.

The next challenge is to wake up the dancing mussels. The first two of them will wake up only after the fight with the monsters, and the third has already woken up and she needs help to make a poster. To do this, you first need to find the three missing pieces. The first cube is on your left, the next one is in the cave opposite, and the last one is in the mini-Alice cave. Once all the cubes are collected together, it remains only to collect them in the correct order. In fact, these are ordinary tags and everything is solved in four permutations (you need to put the corresponding picture in an empty place right away).

Following this, we go to the theater, but in the middle of the way we are interrupted and sent to the cemetery to save the lost souls of sailors. This requires clearing three crypts. The sweep will consist in the fact that first on a small platform you need to defeat one of the sailors. It's basically just a Sailor's Ghost, it's just that various other monsters are constantly appearing around him. They will stop appearing only after the sailor calms down. After that, we set off along the dark ceilings to the burial place. It's usually enough just to follow the glowing seahorse. If there is an abyss in front of you and there is nowhere to jump, try to shrink down and see if there are secret platforms.

As soon as the sailors are saved, we go further into the opened gate and after a while we encounter the Giant Ruin. Defeating this monster is extremely difficult, but quite real. The main thing is to dodge his close attacks and keep your distance, while not forgetting to pepper the reptile.

After the monster escapes, we enter the city and get to the theater. Let's watch the video.

The game engine is capable of generating some incredible amount of fragments and spare parts.

Chapter 3

London

We run through the streets to Radcliffe's house, go in there and go upstairs, go into his room and watch the video. We run back out into the street and run forward along the streets. Having reached the border of collapsing London, we watch the video.

Wonderland

Through the crumbling world we follow the instructions of the caterpillar. Very often, in order to go further, it will be required to deal with a certain number of opponents, and then clear the path to the hookah and use it. Toward the end of the first stage, Alice will encounter the Enormous Ruin again. This time, he will have to fight to the end. The first phase proceeds in the same way as before, i.e. Alice shoots the colossus from afar and runs away when she tries to get closer. The second phase is that the monster starts spewing flames and desperately chasing the heroine. The main thing here is to stay as far away from him as possible and wait until the enemy decides to rest. At this point, and it is necessary to finish it off by any available means.

Here we will be given a new weapon - the Tea Cannon. The best weapon against groups of enemies.

Once in the reality of the East, we look around and run forward along the corridor. main feature This location lies in the fact that there are a lot of hidden platforms here and often used, so if you can’t see the way forward, you should decrease and take a closer look. In addition to this, Alice will have to face new opponents: Samurai Wasps, Archer Wasps, Ink Wasps and Heavy Samurai Wasps.

The first are ordinary opponents who are practically immune to ranged attacks. The best remedy against these reptiles is Konyashka. Archer wasps are not so difficult, they can be quickly peppered to an unflyable state. With the Ink Wasps, the situation is about the same as with the Shurupchels. By themselves, they are not so dangerous, they die quickly and easily, but they are constantly reborn. In order for the wasps to stop appearing, you need to find a nest and destroy it. These nests look like graves.

The heavy Wasp Samurai is a formidable adversary, capable of spoiling nerves. First, he is very strong. Secondly, just like the wasp, the samurai is immune to ranged attacks. To kill such a monster, you must first get close to him, then stun and furiously finish off, tearing off his armor.

Before entering the secret caves, you will have to solve another 15 puzzle. Parts of it are scattered around and the paths to them can be seen in a reduced state. The final puzzle looks like this:

Girl, have you seen my head here? No, sir, I didn't.

Chapter 4

London

We watch the video and set off on the path through the site. We go out into the street and fall into a swoon. Waking up, we wander along strange corridors forward until we reach a huge failure.

Wonderland

When Alice approaches, the cards themselves will lay out a path for her. Thus we get to a small card castle. At the exit we find two buttons. On the left we put the Bomb Hare, and on the right we put Alice and jump over to an invisible platform. After a short walk and rolling down another hill, we find ourselves in the domain of the Black Queen. We make our way to the gates of the castle and enter.

Here you will meet new enemies - Card Guardians. They are easy enough to kill with any weapon. Now we enter the castle and set off to explore it. In one of the rooms you will be locked up with card guards. As soon as they die, the Executioner will come. It makes no sense to fight him, we run through the door on the right, and then through the keyhole.

Outside, the scenario will repeat itself - first a fight with cards, and then an escape from the Executioner. A new problem appears. To balance the scales in the right direction, use the Hare and move on.

Next, Alice is waiting for a chess problem, not difficult. After opening the gate, we meet the Executioner again and run away from him again. The new enemy is an armored cardboard guard. Immune to many attacks, but vulnerable to boiling water from a kettle. After the battle, we once again encounter the Executioner, who teleports Alice somewhere.

We break forward through the crowds of enemies until the Executioner again teleports to chessboard. This time, the main thing is that the number of your steps is equal to the number of steps of the red figure.

We continue moving forward. You can jump on the nearest scales if you break through the floor and use the spring from below. Next - the last chess problem. The whole point is that the enemy completely repeats Alice's moves. Using this, we easily win and move on.

Again we come across a burning door. Watch the video and move on. Again a small battle, after which the labyrinth will begin. If the exit cannot be found on the move, then we use the left hand rule. After a small fight at the exit, we again give a tear from the Executioner and stumble upon a cake. After eating it, Alice will become big. Controlling a huge Alice, we crush and destroy everyone who comes under the arms and legs. Having reached the tower with a cannon, we proceed to destroy and break. As soon as the heart appears - click on the right mouse button. We continue in the same spirit until Alice returns to her previous size.

We climb into the mouth and then go down. We find a heart and break it. The destruction of each heart leads to the opening of the way further. With everything destroyed, Alice finally meets the Black Queen. Let's watch the video.

London blazing at sunset and furiously choking in the smoke of its own chimneys.

Chapter 5

London

We go forward along the corridors, after which we find ourselves in a torture chamber. And then another one. In the end, we go out into the foggy street. We move from lantern to lantern, after which we find ourselves at a burning house. Let's watch the video.

Once in a toy town, we go forward a couple, we find a lever with an eye and jump down. Here we are waiting for the first skirmish with the monsters. We watch the video and suddenly we run into a huge evil doll. Big means slow. Let's use this and move on. We pass by the doll swinging on a swing calmly, press the lever and again fight with a big unkind doll. We listen to the Cheshire Cat and go forward. Again we walk along the invisible platforms, shoot the red target and pull the lever.

Now the game is changing the format again. We control the puppet head. To control the strength of the shot, use the spacebar. Having dealt with the next troubles, we roll down the hill. Now Alice will have to run along the track with spikes. To remove the spikes - press the button with an exploding rabbit. After that, another run will follow and jump on invisible platforms, followed by peppering the red target. And again the battle with a huge doll.

Going down and passing through the keyhole into the labyrinth, we are not lost. As a last resort, we use the right hand rule again. At the exit, we press the button and watch what happens.

We continue to move forward. Again a problem with platforms, stealths and scales. Quite difficult, but doable. Alice's goal is a lever that opens the passage. In it - again a problem with weights and sharp presses. After that, we meet again with a big disgruntled doll.

This will be followed by an extremely long run with acrobatic exercises. They will not always be easy to do, but it is almost always obvious what is required of Alice.

Another toy town. Another battle for rose paint. We throw an explosive rabbit on the button and go further. We meet an old acquaintance - a Huge Ruin. We return to an already familiar place, there were terrible children. Once again, we deal with a large and dissatisfied doll. In the dollhouse we fight with its logical inhabitants. Climbing to the top floor, activate the lever and climb even higher. Once again you have to play a melody. Then we run up the railroad.

And again the episode with the control of the doll's head. It will be more difficult than the previous one, but it is quite passable. We slide down a branching hill, where a bunch of enemies are already waiting for us. We enter the burning door and watch the video.

Climbing up, we encounter a group of Ruins. Having reached the doll factory, we rise to the very top and watch the video.

Hysteria paints the world in very contrasting colors.

Chapter 6

We go forward, watching the bizarre changes in the world. Having reached the castle, we enter the final battle. First, keep an eye on Alice's health, hysteria is ineffective in this battle, so you need to keep the life-giving roses at a stable level. Help with this can weak monsters that will curl around. Second, attack the arms as soon as the head turns white. After there are only two hands left, you can start attacking continuously.

After the victory, watch the video.

The Redfaces make up for the weakness of technology with brutality and speed, always looking to avoid a fair fight. These thug robbers never take off their masks. Underestimating them is a deadly mistake.

Rich arsenal of marauders

They have weapons for every job: blades, machine guns, makeshift robots and bombers.

Armor is for the weak!

Marauders are used to attacking without thinking about defense: most of their fighters do without armor.

BOMBOLET

DESTROYER

RAIDER

THUG

Turret Fang













Behind him are many successful raids and inconspicuous graves in the sand. Marauders believe that the leader, who survived so many alterations, will bring them good luck. And his mere sight raises their morale.

BOMBOLET

Drone-kamikaze, assembled from improvised materials. A little clumsy in flight, but cheap and easy to perform. It explodes by flying up to the enemy, firing machine guns at the target along the way.

DESTROYER

For those who have overindulged on steroids and stimulants, the Red Faces give weapons of the appropriate size. The Destroyer rushes forward like a tank, feeling no wounds, and carries an almost inexhaustible supply of ammunition with it.

RAIDER

Red-faced, who survived a couple of raids, is considered an experienced fighter among accomplices. He no longer climbs into close combat, but throws grenades at the enemy from a distance.

THUG

Ordinary marauder, desert jackal. His lack of armor and tactical skills makes him the cannon fodder of the Red Faces. However, he compensates for his weaknesses with arrogance, cruelty and recklessness.

Women of the Red Faces are not a burden in battle! Shooting with sniper rifles has become their trade, to which men are not allowed. And do not expect mercy from the ladies: the red dot of the sight is the mark of certain death.

In the past, she was the henchman of the previous leader of the Red Faces, Kingpin. The elite bodyguard's skills and modified joints allow her to dodge bullets with acrobatic agility.

The executioner does not like shields and bulky machine guns. He likes armor with discharge arcs and an energy ax that cuts through any armor. If you do not kill him on the way, the execution will be inevitable.

Even the Red Faces themselves are afraid of them. Crazy harlequins have turned the murders into a show and once they start the show they can't stop. You miss the moment - she will be nearby and instantly crumble with her blades.

Turret Fang

Self-propelled turret of the Red Faces, firing with enviable accuracy. The armored bot is almost invulnerable, except for the chips on the body. Excellent work, given the lack of time and materials.

KKND is the pinnacle of their inventive thought. They embodied the achievements of peacetime in this bot, fully armored, except for a vulnerable sensor that appears when overheated.

Previously, his talent served the Kronos Corporation. Dressed in an exoskeleton, he fights using all the explosive arsenal available to him and manages to collect self-propelled turrets right during the battle.

Story

After the catastrophe that broke out on Utopia, the survivors were left to fend for themselves. Someone tried to survive alone, others strayed into gangs fighting for resources. The most cruel flock took the upper hand in this struggle - they called themselves the Red-faced.

Their ranks included deserters, criminals and ordinary people who suddenly discovered the killer instinct in themselves. They resolved all controversial issues by violence, did not spare the prisoners and smeared their faces with the blood of victims to intimidate enemies. Soon no one dared to challenge them ...

Looting all over the planet, the Red Faces have acquired an enviable arsenal of trophies, and their engineers continue to develop handicraft weapons from improvised materials. In close combat, they cut with blades and energy axes, from a long distance they conduct sniper fire and throw makeshift robots into the attack.

The red-faced cannot boast of discipline and strategic thinking, but they fight desperately and with pleasure. Where they lack professional training, they rely on superior numbers, surprise, and dastardly tricks.

Recently, the Red Faces have a new leader - the Nutcracker, nicknamed so for the steel prosthesis instead of the lower jaw. Under his rule, the marauders did not change their rules. Murder, robbery and violence are still their favorite pastimes.

dishonored. how to neutralize (precisely neutralize, not kill) the executioner in the house of the lord regent? and got the best answer

Answer from Dreamok[newbie]
Passed the mission with the executioner without killing him! After probably 50 attempts) The bottom line is that the executioner is a black magician and everyone is aware of this, information about this can be found all over the map (the conversations of the guards, the officers and letters in the guardroom and the general’s office), but no one can do anything because the executioner is under the protection of a regent who himself knows perfectly well that he serves the Alien. If you want to complete the mission without killing, the main thing is to do nothing with the executioner before you turn on the audio recording with the confession of the regent! When the recording to the floor below turns on, there will be a scene in the doors in which the Lord Regent is knitted. He is cowardly and wants to run away or pay off, but because the guards are not corruptible and there are two of them, he does not succeed. And here we are included! We need to help the lord escape from these two guards (yes yes!). To do this, it is enough to shoot an arrow next to them from around the corner or put one or two to sleep. Then the lord will rush to escape and run to the only one who can protect him at this moment - to the executioner. Don't run after him, it's pointless. And here there are two outcomes - if during the lord's escape an alarm is raised, then at the moment of our approach to the executioner's basement there will already be guards. The bottom line is that if there are few guards, the executioner will scatter them. In order for more soldiers to come running, make some noise in the basement. You can hide on the pipes. The lord and the executioner will move to look for the source of the noise to the entrance to the cellar. There you can move into the lord and go out to the eyes of the guard. The guards will gather 7-8, they will kill both the regent and the executioner. These murders will not be counted because you are not involved in them.

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