The Assasin at Sir Ganrish House
General
strategy:
Save up the life energy if possible for the final fight!
It applies to find at least 3 keys.
Walkthrough:
Creep ducked and slowly diagonally over the yard toward SE corner.
Soon you see a ladder, which is visible on above screenshot, too.
You can climb up the ladder without putting out the torch. Go now
to the windows, which cannot be climbed through and turn right
along the house front facing the guards: Here you can detect a
balcony, which applies to be reached. The rope arrow can access
only on a small wooden piece of the front, which can be detected
on the above screenshot between balcony and the just climbed flat
roof in brownish colour. For a good shooting position climb the
ladder down again and shoot the arrouw from about the postion, at
which the screenshot was taken.
Note to the maps:
red
point: Guards
red fine
lines: Guard on duty
olivgreen thick lines: Walkthrough
Upper Floor:
Climbing on the balcony, enter the house and turn to the left,
cross the next room and proceed with the left door (the right is
locked). Now you are in an corridor with some carpets and with 5
doors on the left side. Soon you hear the guard standing in a
alcove to the right. Since the noise of opening doors by picklock
will alarm the guard, you have to eliminate him.
Go slowly along the carpets and jump over the carpet-free section.
Now you are almost directly behind the guard. 2 arrows should
work. You shouldn't loose here too much life energy! Carry the
corpse in a room and then clear all rooms, in the last you will
find the silver key.
Since the door at the end of the corridor is locked, go back
where you crossed a room with the right door locked up and open
it now with the silver key. After a dark picture gallery you get
in the Western part of the house in a room with 3 Eastern doors (the
metallic one is locked up) and one Western. Walk through the
Western door and descend through a dark staircase to the ground
floor.
Ground Floor:
Go carefully into the open corridor aproaching to the East. Soon
you hear a guard, which you do not need to eliminate. He goes, as
in the card drawn in, clockwise through the 4 rooms. The best is
here a 2 stage solution: Go so far, since you can see the guard.
Wait until you see, that the guard leaves the first room you can
see to the left. Now you have to speed up. You can run over the
carpets, as they will absorb the noise. Run like the guard
clockwise through the 4 rooms, open all doors and leave this
uncomfortable area, from where you came.
Now do a round trip again, which is easier now, since all doors
are open, and fetch the gold in a box and the bronze key.
With this key you can unlock the N-door of the staircase and
proceed to the next room. Don't become nervous of the loud
commands of the guards, as you are save in this room. Go
carefully through the right door into the entrance hall. Do you
see the guards outside? Use water arrows to put out two torches
and creep slowly in the shodow to the door on the opposite side.
Behind this door guards are on duty. Go only through the door, if
the guards departed.
The safest area is here the dining room in the center. Duck
yourself in the penumbra, as evident in right picture. There is
no need to eliminiate any guards. Perhaps you can fetch to
plates, which can be used in the final fight.
Beside the door you approached, there are 5 additional doors, of
which 4 can be opened. In clockwise discription ther are
following doors:
Door N: room with 3 doors
Door E1: water bassin
Door E2: armory and power station
Door S1: locked up
Door S2: chapel
Wait until the guard comes out of Door N and then go throug it.
The opposite door leads to the kirchen. Instead take the right
door to a corridor with 4 doors. Clear all rooms avoiding noise.
before leaving a room, hear if a guard is on duty. Through the
door at the end of the corridor you get in the staircase of the
tower.
Upper Floor (Tower):
In the Tower is a guard, who should be eliminated, which can be
done rather easily with the club. Go up the stairs since you see
the upper part with a corridor to the right. Put out the torch on
the right with a water arrow. Creep now along the last stair
section at the left wall to almost the corner forwards, pull the
club and wait for the guard. In the right moment backslap him.
Drag the guard over the corridor into a room with 4 doors. Open
all doors without that with a red door-frame. Trough one door you
can aproach to a terrace with an interesting machinery. In one
room you can find the golden key.
With this key you can lock up the door with the with a red door-frame
and you get in the well-known starting corridor. Go further
through the picture gallery and in the Western part of the house
with the room with 3 Eastern doors and one Western. Now you can
lock up the metallic door and go up the bell tower to collect
some gold. Shoot now a rope arrow close of the opening underneath
the bell. Press for a long time on the action key, thereby the
rope becomes rather long and climb into the chapel down there.
Don't miss to collect the candlesticks. The chapels garden isn't
of specific interest. If the rope isn't long enough or you have
no more rope arrow, descend over the staircase and entrance hall
to the dining room.
Ground Floor + Cellar:
With the golden key you can open the door on the left side of the
chapel's entrance (if you come from the chapel, you have to rurn
right). Creep into the prison down and put out the torch opposite
the prison guard, then you can creep safely to the next door. If
you want, collect the blue key on the windowledge, which isn't
really needed. On the folowing crossing turn to the left to the
prison cells. It's important to close all doors here, otherwise
Esemor will flee if attackted long enough!
Kill Esemor, the prisonor in cell 3, by opening his cell with the
golden or blue key, throughing a plate or something else into the
cell and running to the end of the room near cell 1. At the
moment, Esemor leaves his cell, shoot at him broadheaded arrows.
When he is already very near to your place, change weapon to
sword and go forward, through it, go backwards and raise at the
same time, go forward and through again a.s.o. To kill him is a
great challenge because of the darkness.