by: The Button Man | January 28, 2006
Here, walk through the barn and pause out of sight of the door. There is a guard who patrols
the courtyard outside, and one that patrols around the outside of the stable building. Make
sure that they are as far away as practical, then head out of the barn, crossing the yard
diagonally to the right. Head counterclockwise around the stable building to the back door.
[SAVE]
Once you are round the back of the stables, examine your map again. The stable boy walks from
the southern stalls to the northern stalls, and then into the back room and up to the attic.
When the coast is clear, head into the back room and straight through the doors opposite.
Sneak into the room on the left and pick up the weedkiller.
Quickly, while the stable boy is out of the way, retrace your steps into the back room and add
the weedkiller to the water trough; this will feed the poisoned water through to the horses.
Get yourself behind the bales of hay at the back of the room and wait for the stable boy to
become alarmed, and run off to his attic room.
Checking for the patroling guard outside, head out of the back door and disrupt the satelite
feed. Return immediately to the back room. If you're feeling confident, just walk straight past
the guards heading towards you, but if not, just place yourself back behind the bales of hay.
When they have gone outside to investigate the loss of their "entertainment," head towards
the main stables. When you go through the doors, take the right hand door into the now
empty guard room and pocket the key from the wall opposite.
Walk into the main stables, and take the righthand (southern) door. Since the horses are now
dead, they won't alert anyone to your presence, and you can just head to the end stall on the
right. Free the hostage, enjoy the cutscene, and get ready to escape.
Escaping is nice and easy, unless you have an urge to take out weapons that the guests shouldn't
be carrying. Check the outside map, and when the patroling guard is far enough away, head
diagonally left across the yard, and up the steps to the tennis courts.
Head down the western wall to the end and wait, out of sight, by the door. Check your map,
and when the coast is clear, head through the door, and back down towards the waterfront, keeping
close to the wall. When at the water, run or sneak (depending on guard placement) through
the reeds back to your starting point. Job done.
Recommended Saves: 2
Rating: Silent Assassin
Award: Magnum 500 Dual
Time: 16:25
Items Available For Collection
- Sawn-off Shotgun [On Lord Beldingford, Alastair Beldingford]
- Golden Desert Eagle [On Alastair Beldginford's companion]
- Shotgun [On exterior guards, guests, Lord Beldingford's guard, stable guards.]
- Shovel [In maze center]
- GK17 Pistol [On interior guards, stable guards]
- Poison [In servant's room with ladder]
- Enforcer Sniper Rifle [In cabinet (ground floor of manor, southeastern room), On guard in stable attic]
- Dragunov Sniper Rifle [In packing room (see map)]
- Fire Poker [In manor library (by Alastair Beldingford)]
Additional Points Of Interest
This is an extremely free level. When you know the lie of the land, and what guards tend to do, you can find an amazing array of methods to finish this self-contained level.
Lord Beldingford - You can use poison (keep an eye out for his milk), pillows, muffled shots, or wiring. You can even try sniping - either from the front-attic of the stables (climb the ladder, suprise the guard and steal his rifle) or even from the stairs of the ruin.
Alastair Beldingford - Poisoning is good and clean, but you can be much more up close and personal. Be aware that, even though he's drunk, he's extremely vigilant. Just make sure the butler did it.
Also, there're a lot of petrol cans lying about the manor. petrol+chimney+fire = a free bomb! Just get ready for a fight, since it's not the most subtle of methods.
Make sure you have fun with the snooker cues and the poker in the sitting room. The shovel in the maze is quite fun too.
You can be even more direct getting the key for the hostage. It's all about what you wear!
Do NOT let the dogs get out. They're dangerous. Also, too many kills in the garden will cause the guards to go into a defense position around the house making entry much harder.
Read other fans' walkthroughs for Beldingford Manor or write your own in the forums.
[End of Beldingford Manor walkthough. Return to Walkthrough Menu]