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Black Boy 2' s Silent Assassin Act IV: How to Place a Pipeline Torpedo Bomb?
1 killer 2 Brief Introduction: Silent Assassin

Assassin 2: Silent Assassin Simple Introduction

1 Silent assessment completed by the author under "Specialty"

There are all kinds of tasks to be completed, and the author only introduces the method that I think is best to achieve the highest evaluation.

Don't play this game as a first-person shooter, you actually complete the task with very few bullets.

Prelude: Gunter Lanuo Temple

At first, I was familiar with the operation. Some interesting things: Pastor 1 When there is no anesthesia, the bullet attack is ineffective, but it can be strangled directly with steel wire; Scarecrow seems to have life and can be overturned from the side with steel wire; Terminating the conversation too quickly in the confessional may lead to the plot not continuing, and the priest will remain silent in the confessional.

Act I: Curse

Walk from the hillside to the front door, sneak into the garage to take out the sniper rifle when the bodyguard relieves himself, return to the hillside to kill the target, throw away the sniper rifle and continue to return to the front door. Through keyhole observation, the guards left, entered and bypassed the bodyguards in the garage, dragging the target's body out of the sight of the postman. From the side door to the backyard, the three bodyguards left, quickly entered the study room to get the desert eagle, returned to the pool, entered through the main entrance, and walked left until they reached the basement. The story that caused the priest to be moved, don't go back the same way, return from the door where the yellow and white bodyguards passed just now, bypass the two yellow and white bodyguards on the second floor and one bodyguard opposite, return to the hillside the same way, pick up the sniper rifle and leave. (1 The sniper rifle has a blind spot. You can get the best design position by moving the mirror with the mirror closed, and you only need to move it a little. 2. The golf club will fall when it is released after observing the flight trajectory of the ball after the target swings; Kill the target neatly and quickly look down the hill and find that the bodyguard who has already done it is pulling a guy at you. 3 bodyguards who bypass the garage should do it when the former bodyguards are approaching the villa house (not the door). Generally, he will glance at it, and even if he doesn't, he will be on the wall for a long time. As long as he doesn't look in your direction, he can run at will The key is to wait for a while, and be especially careful here on the way back. -Get Ballers-SD equipped with silencers.

Act II: St. Petersburg Surveillance

First, you need to get the gun. The M key can speed up unlocking or dressing. The place on the left is safe when unlocking. After you get svd, you should use it to avoid passers-by A and B. If you can't avoid it, throw away the gun and pick it up again. There is a military uniform in the northeast. If you take it and come back with a gun, it is really troublesome. Just avoid it and follow the route. If you move quickly, you may meet another soldier, bypass the soldier and go to the wellhead in the northwest of the sewer. From here to your destination, a soldier will not attack you halfway. Don't make a big move to let him find you. Keep moving to the left. There are two soldiers next to a military vehicle, with clothes and cars next to them. Don't be really stupid enough to attack on the second floor. The photo shows the building where the target is located, and the fourth floor is even more difficult to find. The target is the general on the right side of the leather coat. The purpose is to return immediately after collecting the gun, so as to prevent the soldiers from marching around the circus and returning to the station. If you continue to use the sewer, it will be more troublesome and go directly underground. Finally, you may meet a soldier when you go down the stairs. Remember to wait, think about it before you act, and judge for yourself whether there are any soldiers left. -Saw off

Act III: Kirov Park Conference

Put the bomb under the car. The key is running. There is no difficulty. The mission does not provide anesthetic. Strangle the driver with a steel wire. Sniper killing should not reach the highest evaluation.

Act IV: Pipeline Torpedo

In the first scene, take your belongings to the FCK and start the task, mainly to test your evasion ability. Don't be too impatient, the author won't go into details. There is an AK***38 bullet in the warehouse. If you find that you don't have a pistol, hold it down with this first. Eight bullets are enough to kill three or four people. Don't rush to pretend. The second scene can be reached by sewer or car. I haven't tried whether the sewer can reach the highest evaluation, but I can try. Sewers are easier to bypass the sentry than by car, saving time.

In the second scene, there is AK in the warehouse. If you drive here, there is a bug. Be careful not to get stuck under the car, otherwise it will only bear the load.

In the third scene, AK is also placed in the box next to it. Put on your clothes, take deagle with you, put away your gun, or it will be easy to be seen through, and continue down to the first floor.

Wait for the soldiers to go first, then follow, and use the uneven wall next to them to avoid the guards. ), * * * There are three places marked with your brand trademark:) You can take AK (this gun is really worthless to the author, and you can take it anywhere). If you take all the front ones away, you can't live. Enter the control center. Although it is not written outside the room where the monitor is operated, you can't just go in and ruin it by going around a corner. The green part is a valid attack point. Follow the route, and remember to put on the advanced military uniform before going down to the second floor. Listen to their conversation patiently before using the bp machine on the second floor, otherwise it may be invalid. If you don't use a bp machine to unlock the lock, you won't get the highest evaluation. Strangling the general and the pistol will not affect the evaluation. Then finish the blasting and run away quickly. A large number of soldiers will come in. Pay attention to when the soldiers come out. If you keep running, you will attract attention. Remember to stop for a while. It's not hard to kill them all. Pay attention to the uneven walls.

Author: I am free to reply to this speech 10: 15 on March 27th, 2005.

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A brief introduction to killer 2: The Silent Assassin.

Act V: Inviting to the Party

If you play the task mode, you will have an AK in your hand, throw it away, and it will be collected after passing the customs. Take poison at the place marked on the map (you should have a silencer at the entrance. It doesn't matter whether you take it or not. Your weapon room automatically generates ammunition for each gun. Under normal circumstances, this entrance does not need to be fired), enter from the right door until the basement. If you don't let the doorman hear you when you are at the door, you will have to wait for a while. Let's have some music. Let's go. Give him some sound and let him go. Carefully bypass the guard and come to the room where the clothes are put. It's best to do some big moves in this room and run away, mainly to draw out three guards in another room, so that you can go in and get SMG, then take a cup from the kitchen, take out the cup poison one by one and join the party. If you squeeze into the doorman on the right side of the door with other waiters, you really won't doubt it at all. Pay attention to where the map ambassador put the bag during this time. The target you want to assassinate will automatically take the glass in your hand and then go to the toilet to vomit. The toilet is in an irregular room on the map, so you can enjoy it. Then go to a room next to the safe and let you strangle. Finally, I left. The patrol route of the basement guards is obviously impossible to pass. If I leave the front door, the red bar in the upper left corner will keep flashing. Strangely, this does not affect stealing and evaluation. Pay attention to remember that when someone tells you to stop, wait until he no longer doubts, then move on and return to the starting point. -This pass was given to M4.

Act VI: Tracing the Early Book

This level is to kill the target and send him the transmitter. Just pay attention to the map * * * Five doors to return. In fact, you will find that Simon is used by the target, and we can't go to the door. After the guard in the garage cheated with his horn, he stood in a position that prevented him from returning to the door. Until the kitchen, after you put the transmitter and puffer fish meat on the plate, the guards in the east will probably come and check. In fact, there is only one in the north.

Act VII: Hidden Valley

There is only one difficulty in this pass, which is to avoid a small temporary checkpoint composed of four soldiers (ninjas) in the middle. At the beginning, you can run as much as you want, without worrying about sticker snipers. Later, I found that some raiders explained that it depends on other people's faces. I tried twice, but I didn't survive. The correct way is to turn left about 90 degrees and drive straight. After I tried n times, the success rate was as high as 90%. I didn't go into more detail and didn't take any screenshots. In fact, it looks like you should run like a straight road. There are reasons for failure. No matter how careful I was, it was my first reaction at that time. The best solution is to step back first, so try to implement the concept of "don't kill" and continue to return with a crossbow. Didn't you see a van at first? Remember the direction of its back end. We will teach the course of fare evasion. I saw how others robbed the train before I got on the train. The rear of the car leans slightly, so you can't get on at this time. Calculate the time by experience, and start running and running. Then get on the bus (attachment: under a tree, the rear of the car is facing it. Look for it. If it's not facing you, you'd better turn your face and look back. You'll find that the car is moving again and see the effect for yourself). If you are not tired in the car, it is recommended to continue squatting. Actually, it's safe for you to throw away your weapon. When you reach the third wellhead, you will meet a temporary checkpoint. If you don't get out of the car, there will be violence. If you get off the bus, there will be a chance of violence-the truck driver hit someone (I accidentally hung up three times), so I have to get off near the second wellhead. If you play low-light night vision in the car, you will see 47 horrible eyes by switching with F 1. After bypassing the soldiers, continue to hitch a ride in front and then sit at the station. You should put down your weapon in the car, or the soldiers will recognize you. Don't fluoresce the weapon! )。 Get off at the terminal with a gun and go straight to the exit. -I don't understand

Act VIII: At the door

There is only one difficulty in this level. Start strangling individual soldiers (you can only strangle one individual soldier, amen). Two chances to strangle him. I haven't tried it for a long time, and following him for a long time is also a second chance. If you are skilled, you can kill him at the first time. It is impossible for this officer not to kill. He is easily recognized when he changes clothes. He hasn't changed. If anesthetic is used, it is not recommended. There is no anesthetic available for you in mission mode. Then come to the generator on the outer wall (let's call it that). There are three ways to play: 1 Turn off the phone through the cover of three stones, or don't be too routine. The second stone went a long way, and then came back to turn it off. The author proves that this is feasible, although it is difficult; Go around the city and turn off your phone here. If you go around the front door again, maybe he has closed it. I have never tried to do this. Blowing up the generator with the protective cover close to the generator will not affect the evaluation. The author recommends that this is a smooth customs clearance method. Then walk along the city wall to the main entrance. Don't be stupid enough to really look at the sniper's position. He won't care if you go or not. Then go up the stairs on the right and turn off the phone on foot. Pay attention to the guards patrolling at both ends. He'll be out on patrol. If you want to leave next, you don't have to take any risks. Turn off the third one, at the end of the long house uphill.

Author: I am free to reply to this speech 10: 15 on March 27th, 2005.

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3 killer 2: Silent Assassin Simple Introduction

Act IX: Shogun showdown

At the beginning of this pass, there is a secret door on the right that is not marked on the map. When you come to the upper room, you notice that some floors make noise and step on hardwood and walk down the stairs. After the passage, there is a patrol soldier in front, and three soldiers on the left will come in to rest, expecting motorcycles (not necessarily all) and hiding under the curtain. Next, we should pay attention to the forbearance on the beam. When he turns his head, it will be dangerous to walk sideways, so walk straight. Come to the point marked on the map, you can get the remote-controlled mine bag and some SMG-SD, take the gun first and then the ammunition. It should be noted that when passing through the infrared monitoring door, try to lean over, otherwise it may be found. There is a forbearance suit in the next room, which is very beautiful and modern. Pay attention to the side when holding it.

Here are three interesting ways to play: 1 detonate the helicopter to kill the target, with moderate difficulty. When the helicopter is loaded with explosives, it needs to use the fuel tank for propulsion and proper operation. No one will follow you if you do well. Even if I follow you, you will have enough time to get rid of him slowly. Don't bomb when the soldiers pay attention to you. Let him pay more attention to you and explore what you are doing. At this time, you will have a chance to pack here. Then go to the lowest museum to get the missile navigation system. There is also a.22 pistol and a mountain city (there is also one on the second floor, and the target person carries one with him). Remember to take it if you want to. Then press the alarm on the third floor. The author's suggestion is: run quickly, at least to the first floor, otherwise it may be more troublesome and you can put forward different opinions. Come to the exit and wait for the target to board the plane. Your map shows his location. You can press the switch when you hear the helicopter. It is easy to blow up to the top floor where the target person is located, which is not recommended. On the fourth floor, a story of 47 rescued prostitutes was triggered. The author tried many ways to save the game, but it was found that it caused an alarm, so the author would rather abuse himself than save it. If you are saved, it is very likely that an Obasan will recognize you. If you are seen by her on the sixth floor, she will become a croucher, but there are not many opportunities. There is an SMG-SD soldier on the fifth floor who will follow you. It will be much easier to run over. (If you save it, you can hide the pattern, but Obasan is coming up again, and it is very likely that time will not catch up. Damn it. ) the bag should be put in the right place, otherwise it may not explode? ! Then you will want to save the prostitute, but she won't go with you until you kill the target. Just go to the exit and press the switch (plane or another exit? ), don't go back to save people, she has been killed by you, and the explosion spread to the fourth floor. That's why I don't recommend it. 3. Kill the target person with a wire or a gun, and the patient in the room will immediately find an abnormal jump. I once found that one of them was afraid to come down because he was afraid of death. If it is not cut, climb the window and escape, and go back to find a prostitute to take her away (it is easy not to save). It is very likely that the pursuers will come here and kill you, so it is quite difficult. I often finish it in less than a second.

Act 10: Killing in the basement

Benguan came to the famous Gemini, but its interior decoration was really a mess in the game. The normal game is to strangle the delivery in the bathroom on the left side of the map, and strangle the target person in the basement after changing clothes. It should be noted that the potato chips on the ground will make a sound to attract the attention of the target and make people miss the big pineapple. Then after the smoke bomb is used to cause an alarm, go to the room where the fire alarm is located to get clothes and fire axe to the exit, or reverse the order. In addition, there is a faster way of customs clearance, which directly causes the police to pretend to be firefighters and assassinate the target. The doorman will definitely recognize you, so when you walk to the door, you can rush to the elevator and get the same evaluation. There are some interesting things about this pass, such as asking the service staff for information about the basement or knowing the meaning of FCK. The author also caused paranormal here. One woman disappeared after crossing the pillar in the hall, and another woman was very funny, looking at sitting, but actually there was no chair.

Act 11: Night shift

This level has many random components and is difficult. The * * * on the map indicates six points, and the northernmost server is main control room. You should install a back door for the host (don't think that hackers just steal secrets from the network, and this little thing directly placed on your host often makes you hard to prevent), and it is next to the room that controls the heat dissipation (air conditioning) of the host; There is a 9mm pistol and a card to main control room in the southwest corner. The remaining four points form a rectangle. On the left is 9mm-SD, low-light night vision device and some ammunition. On the right, there are monitors and air conditioning cards. The author's game is to go to the kitchen to kill the monitor, then go back to the other end to get the air conditioning card, and then go back to the kitchen to kill the heat sink. At this time, the programmer went back to the server room and left (if he didn't kill the monitor, he would still be busy in it for a while, with a lot of little tricks). At this time, the door was unlocked, so I installed the back door and went to the exit. It is very likely that I will meet a programmer on the road. I can't hide the door. I usually go to the exit through the lower left room and break the glass. The people in front were looking at both sides of the railing and ran past the customs. He won't hear me when he runs away in the storm. Because you got the fire axe at the last level, it's easy to be recognized wearing the staff's clothes. Another way is to kill the monitor directly, then get the card from sys.adm, and then install the back door in the host. The success rate of this method is less than 50%, but it is feasible and simple.

Author: I am free to reply to this speech 10: 15 on March 27th, 2005.

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4 killer 2: Silent Assassin Simple Introduction

Act 12: The work of the jacuzzi

Walk from the outer edge to the middle balcony. After the security guard leaves, he can get the low-light night vision device on the table and follow the route. Because they walk different distances, you can use this time difference to avoid them, and then turn off the main brake in the motor room. There is also a revolver on the table. Get the money and the statue, and then on the way to Charlie's room, you will meet Charlie's angel. In fact, the piano player is also in the hall. Oh, then hide behind the screen. When Charlie's angel goes out, the first logo will appear. Drag him to the bed and hide (there is an option when you are near the bed). Be careful to avoid Charlie's angel and come back after closing the door.

Act XIII: Murder in the Market

This level has two objectives. One of them is in the house. The doorman at the front door is very conscientious, but not at the back door. After strangling him, you can change into his clothes to facilitate action. Another target in the market will smoke in the lower right corner of bazar and strangle him when he is tired of scolding. You can also shoot the target with svd from the skylight of the market, but if you want to find it, what you want is still on the target, don't evaluate it.

Scene 14: Intercept the motorcade

At first, I was surrounded by civilians, and running was ok. Be careful not to run to the sniper point at will, which will lead to the advance of the plot. After finding the contact, you don't have to rush to get the gun. A soldier will walk to your right, strangle him, drag him back to the contact and hide. Watch out for civilians. If there are civilians coming directly in your direction, you'd better reload. Although you can hang him and hide him in another place, it's not smooth enough. Get M 195, walk along the fence and reach the top floor of the dome building (mosque? ), take your time. The author had to reduce the mouse sensitivity from 20 to 7 for this blow, but the screen display was not so pleasant. At this moment, * * * has two assassination opportunities. The first chance happened when the target just came into sight, and he paused a little at this moment. But the author always kills him at the second chance, that is, at the corner. What annoys the author is that when shooting at the target, he always shoots at the person next to him, just like the soldier in the back seat of a jeep hangs up for the author, suddenly gets up, pulls the fuse and shoots at the driver. As a result, the task was completed. Because everyone's configuration is different, so here is for reference only.

Act 15: Tunnel Rat

The map shows two entrances, but the one that doesn't need to be unlocked is more difficult to enter, and it is forced to kill. If you don't kill the guard at the door, you may kill the guard who is beating the prisoner. So at first you will travel to the left, then go back and unlock it, so you don't have to wait. You can squat down and observe the situation after entering. Don't worry, you can observe everything here. * * * There are three soldiers guarding here. One of them won't move, one will patrol horizontally, and the other may stay in four places. You can pass in front, but you will be found when you are on the left. Just like the name of this scene, be a mouse and walk slowly from the ditch. There is a low-light night vision device at a nearby point, so don't take any risks without it. Pay attention to the patrol route of the guards along the way, so as not to be found. If you are not careful, you can also use Ctrl to squat and dive. Don't dive for too long. At the fourth turning point, the simple bridge erected nearby will make a little noise to make the guards next to the generator notice you (this will affect the two guards), then make a little noise near the fifth turning point (to attract one of the two guards just now, so that you can land conveniently), go back to the third turning point, climb the stairs, enter from the other end of the generator, and go straight to the place where the four soldiers rest. This is a key point. There is a suit for you, with m60 and AK beside it. Unfortunately, if you only kill the target, you can't even save m 195 ... From the map, you probably know that the target is in a round room, so the prisoner doesn't have to save him. He didn't ask you to save him anyway. Maybe he is abused. Observe the patrol route of the guards. When there are no soldiers outside the target, go in and remember to give anesthetic when you are finished. Ironically, the target is staring intently at the box marked hitman. After coming out, you can consider marching from the ditch. At the fifth turning point just mentioned, there will be a ladder. Remember to hide in the back when you finish the goods. As for the switch of the generator, it is not clear what is the use, because you will be found when you turn off the lights. Get down on the ground and anesthetize two guards. What I want to say is that the two of them have so much water to drink in the desert. Because the mission ended immediately after you anesthetized the soldiers, you threw away all the large weapons you were holding, so if you don't kill people with a pistol, you will either get M 195 or M60.

Author: I am free to reply to this speech 10: 15 on March 27th, 2005.

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5 killer 2: Silent Assassin Simple Introduction

Scene 16: ambush in temple city

This level is special. Hunters hunt each other. The main purpose of the evaluation is to prevent other killers from finding you and the monks from hearing the gunshots.

At the beginning of the task, you will see an excellent tool SP 12 at the first contact person, and you will definitely want it. In fact, there are not only ammunition in the shops on the street, but even SP 12. You can pay attention to the sacks in town. To achieve high concealment, take them directly from the beginning and try not to let anyone see them. If you realize it, congratulations.

Smith was found in the clue of the contact. This guy shot nervously when he saw you come in. He looked decadent. He is being hunted, and only when you solve his current problem will I give you the key to quit. The task is to kill two killers. In fact, you will come into contact with three people, who are characterized by wearing distinctive headdresses. One of the targets, wearing a straw hat and holding R93, usually waits on the second floor of the square. The location is random. The author is used to searching from a smaller square. It should be noted that he can judge your arrival by his steps, so unfortunately, all he has to be careful about is crossing a wall (he may fall downstairs). The second target, wearing a sports hat, shuttled between two squares and killed him with R93. It is important to be careful not to attract the attention of the monk in charge of public security. The best case is that the public did not hear the gunshots. He will take the initiative to avoid you. It is not so easy to strangle him, but it is possible. He noticed me once when I strangled the target on the second floor. As a result, I took a photo of them when I came up (bug: this target will definitely be stiff. ) The third target will be in the square.

Wandering around the nearby town, if he finds out, he will follow you very conspicuously, and finally get into trouble with Smith. You can solve him in advance and avoid trouble. The hint is that he likes to have his back next to you; Of course, you can also strangle him at the end or use 9mm-SD on the first target.

After the assassination, you can find the exit by the carpet at the exit. about

There are many random elements in this level, which is not so easy, but because everyone except Smith can die, even the first joint, the author gets some interesting games. 1 Shoot any target in the open area of the square on the second floor with a crossbow, and then shoot the near target. You can also use a gun to hide it on your body and get it back.

Act 17: The Death of Hannelor

At first, you were in a wonderful area. You have to enter the interior through the drain to complete the assassination, and be careful to avoid the guards. The author suggests that the beach next to the dock is just a distance from the two guards. From the map, going out should be exposed in the center. You can press Ctrl to hide here, so it's easier to be found. After the guards in front move, there will be a change point when they climb to the northwest. Because the observation range of this road is small, it is risky to keep pressing Ctrl, and you can also pass through a dark tunnel that is not marked on the map. When you see four caves, you will find that one of them is darker in color. When you go in, you will know that there is another cave that leads to the southeast of the temple. In the process of leading to the ground, the author reminds us to be patient. After you get the monk's clothes, poison and keys in the southwest (the keys are hung on the wall, and AK, 9mm-SD is on the table), you need to go to the northeast to get a set of patients' white clothes, so that you can pass the guards safely. You poison the doctor's cup, and after the assassination, drag her to a triangular hut in the southeast, and a patient will wander around. Finally, she was dragged to the designated place and returned to the speedboat, and the task was completed.

Act 18: ultimate hospitality

Still beautiful. The guards on the stairs directly ahead will take part in the patrol. You just need to wait a while to bypass him. Follow the map to a small temple, where a set of clothes will be provided at one point, and there are some weapons in the temple, which are of little collection value. Climb in from the window in the southwest corner of the hospital. One point here is actually a door that needs to be opened. Go up the stairs to the second floor and get the key, low-light night vision device and a set of doctor's work clothes at the designated point. If you knew that stealing was a secret act, you wouldn't open the lock in front of others. Through the spiral staircase to the top floor and then through the only two spiral stairs that can reach the bottom floor to the bottom floor. You should know that the elevator can also reach your destination, and the guards will not have the slightest doubt about you, but maintaining a high degree of concealment means being discovered as little as possible. It is common sense to take the stairs instead of the elevator. In the four operating rooms, you'd better confirm your target (two monks in yellow), but don't be found by doctors in other rooms, who are extremely sensitive to it. * * * There are two points with scalpels, one is unlocked without a nurse, and the other is unlocked without a nurse. Finally, pull down the switch and reach the target's boundary after dark. Two guards have gone to check the cause of the power outage, leaving only you and the target. After completing the task, I went out from another exit of your spiral staircase and returned to the speedboat. When I was about to finish the task, I was attacked by 17, but I didn't seem to lose blood. He runs very fast, and there are guards in front, so there is no need to chase him. This mission is not to assassinate 47' s brother.

Act 19: revisiting St. Petersburg

Back to the familiar station, the same map, the same method, everything is so simple. Slowly, you will find that everything is not like this. First of all, you can't take the gun out. The observation network composed of two citizens makes it impossible for you to pass, and the influence of your steps is also invalid. Just drop your gun and continue through the sewer. When you get the ammunition, you come to the sniper room. There are more and more obvious signs. The target is very obvious. If you look closely, you will find that the target character lacks three-dimensional sense and the edge is obviously flawed. There is only one steel wire as a hunting tool. Looks like it's going to be used The two bodyguards at the back door were locked up and couldn't get through, but they went in through the front door without hindrance. They came to the target's room carefully. It turns out that all knowledge is a trap to trap and kill 47. The target is just a cardboard, and at the other end is a man in black who looks like 47. After solving him, I found out it was 47' s brother. 17. There are only 47 left. This is Sergei's signal. At the end of the conversation, the familiar bell of the church came from the other end. ...

As Sergei's identity has been exposed, he changed into 17 clothes (pay attention to the color of the tie) and quickly left the scene. It is obviously more dangerous on the ground. Although the sewer is full of ambushes, the route you take is very safe. Just don't run close to attract attention. When you arrive at the station, pay attention to the people patrolling the station. ...

Epilogue: Redemption of Rano Shelter in Gunter

This is a reasonable slaughter and a timely slaughterhouse.

* * * There are 20 bodyguards.