Blood Ties, one of the chapters in A Plague Tale: Innocence, where for the first time you will play only as Hugo. After the escape, the boy is now in the Inquisition headquarters. You can't fight here. Detection means failure - you will have to start the game from the last checkpoint.
First, open the door of the closet and get inside. Thanks to this, you will move to the next room.
Leave to reach the corridor. There, you will find a small hole - go through it.
You will get to the room with two opponents. Sneak to the fence on the right. Go straight towards the mechanism right after the soldier passes you. You need to get it on time before the tank moves down. Otherwise, you will be noticed.
You are in the room with the monk. Follow him. At some point, you will find a table - go under it.
Keep moving under that table - don't come out immediately. Another enemy will move towards you. You have to wait for him to go back. After that, turn left.
You enter another room. You will find another hole in the wall. Go through it. You don't have to worry about the enemy here. He won't notice you if you don't touch the bottles.
A monk is on the other side of the hole. Wait until he turns towards the room. Once he does that, get to the door to continue the chapter.
You are in a corridor. You have to move along the wall - stay close to it to avoid enemies.
Then, turn right, towards the vats. Turn left and go around them in a slalom. Thanks to this, you will be able to sneak towards the stairs.
You reach a great hall. Smoke comes up here at regular intervals. Use it to sneak unnoticed. You will enter a corridor.
Go through the balcony in the main hall. There, you will find the entrance to other rooms. Turn left. You will come across a monk. Wait until he turns his back towards you. Then, hide behind the locker in the middle. After that, go into it.
At the entrance, wait for one of the monks to leave. Then, get around the enemy who stayed.
Go to the shelf next to which the monk stood. When he starts moving, follow him. Turn left and get under the second table on the left. Then, wait for the enemy to move away - proceed forward. There are doors on the right - go through them.
There are two enemies in this room. Sneak behind the table and then enter the locker. You will reach an empty room. Go down the stairs - you are in the main hall. Come as close as you can to the Grand Inquisitor.
From now on, you will follow the captain. When you enter the academic hall, turn right and move forward while hiding behind the last row. When the guard leaves, follow the target.
At some point, you will reach a small courtyard. The captain will stop there to talk. To go around him safely, you must perform the following actions:
- get out from under the naves and turn left
- go along the hedge and turn inside the area that it surrounds
- go through the second arch, which is adjacent to the wall
- turn left and enter the corridor
If you decide to go to the door before the captain does, then you have to hide under the table and wait for him to pass. If you have been following him, he will close the door - you will have to sneak to the side.
Climb the stairs. You are in the academy hall. Follow the benches along the back wall. When you reach the end, turn right and enter the middle row.
You will reach the next room. Reach its opposite end. A man is locked in a cage - make him talk. A guard will come to him - you can sneak around him.
Go through the hole - you will enter the next room. This one is safe. You will come across the captain again. However, he will close another door in front of you. Go through the small hole on the right side and hide behind a cover. Wait until the enemies leave the room. Go straight down the corridor and turn left.
You reach another corridor that leads to the cell. Hide behind the wall and wait for the captain to leave. Then, go to the cage.
Getting the key
You now have to steal the key. Go through a small hole next to the cell. Wait for the guards to finish talking. Then, go to the other end of the hall. The safest way to do this is by following the bars on the right.
Next, go to the other side of the room and pull the lever. This will free the rats.
Climb the ladder and head to where you started. You can go down there. Move the lights to create a path to the key.
Lastly, turn the lamps to illuminate the path into the hole you have entered earlier.
You now have power over the rats. Use all this power to avoid the attack. Then, follow the same path you went down while you were following the captain. However, you have to keep going straight - turn right after you go through the door.
This is a linear sequence in which your only task is to distract rats. Focus their attention on a specific point while you are moving towards the light. You will encounter a single enemy. Turn the lamp and release the rats. Then, order them to go to the enemy. The guard will run away.
The chapter ends when you reach the main hall.