Posted August 05, 2021
All you had to do, was find the copper key, HMA! Seriously, it would still be on whichever guard you either knocked out or avoided; and once they're all out cold, you can run and hop through the whole level at your leisure! Not having eyes in the back of your head wouldn't be a problem if you just listen for their footsteps and look around more often. And it might be wrong of me to look down on people who get lost easily, but a glance at any unique asset is all I need to know exactly where every familiar patch of ground is; forget the hand-drawn maps in the games, I just copy the entire level into my brain 1 room at a time.
HeresMyAccount: GamezRanker, I got the key and used it on the door and nothing happened. I watched a video and skipped to the end to see how that player did it, and it looked like he had two different keys - one looked silver and the other looked copper or brass, which was the one he used, even though I only have the silver key, which is the one that I got from the guard by the well. In any case, I didn't feel like watching the whole video to see where he got the key, and I really don't feel like backtracking to before that point and doing the whole thing over again. Frankly it was a huge pain the first time trying to painstakingly avoid being seen (you can't just fight because I swear these guys can take three arrows to the face and still hack me to death with a sword!). I wish there was a repository of game files saved after each mission or critical accomplishment, so that I could just find one after that mission and load that. They should do that for all games and put it on some website. As it stands, I think I may just give up. It's too frustrating to sneak around when I can't even see my enemies or where they're coming from (top-view stealth games are much better, like Rebels Prison Escape), and frankly the map that they give you is pathetic.
You're banned for triggering my elitist gamer ego by giving up too easily. I guess it can't be helped if you don't care much for the subtle story-telling/world-building, thrill of stealth, or pride in a perfect end-level score.