On this page of our guide to Desperados 3 you will find the second part of a detailed walkthrough of mission 3 - Troublemakers in Flagstone. It concerns the murder of Wild Marge who resides at a pleasure house in the town of Flagstone. Our guide explains how to get inside the brothel and how to poison the Wild Marge. In other words, how to kill another target without triggering an alarm.
In our walkthrough of mission 3 there are references to the map of the world atlas, which you will find on the first page of this chapter. For example, the sign (M3,1) indicates that you should look for the red point with number 1 on the map of mission 3, and the marking (M3,5) indicates that you should look for the blue point with number 5 on the map of mission 3.
You can complete mission objectives in any order. You don't have to eliminate Wild Marge as second in line.
Wild Marge is staying at the 1st floor of the local brothel, which is located in the western part of the town (M3,2). Her unique feature is that she's not moving anywhere. This makes it difficult to kill her with standard methods, because there are always several enemies in the room with her. The brothel and the area at the back of the building are forbidden zones. Once you enter them, your heroes will automatically be attacked when they are detected.
The front entrance to the whorehouse is inaccessible, but even if it were the interior of a brothel is a location where unauthorized individuals are not allowed to enter. You can get to the back of the brothel from the main street - choose one of the passages on the sides of the building (M3,6). A better solution is the left alleyway, because it is less guarded. There are two opponents in this place, but each one of them can be easily assassinated from behind and eliminated in any way. Remember to hide all the bodies in the bushes.
Cleaning the entire area at the back of the brothel (M3,7) is completely optional, but again it shouldn't cause you more trouble. The enemies aren't that clustered and there are many unguarded places where you can draw them away. A combination of bear trap and Hector's whistling will be perfect here. This will allow you to pull your enemies away from the streets one by one and get rid of them. You can hide the bodies of defeated enemies in the bushes or throw them into a well.
Securing this area can also pay off in the further part of the mission, as there is also a wall with ivy (M3,16) in the area, which allows for an easy access to the church.
Be interested in the small scaffolding (M3,8) shown in the picture. Using it will allow you to approach the Wild Marge room in complete safety. After climbing the ladder on the scaffolding, jump on the adjacent car and then on the nearby upper balcony. You'll be next to the room of your target (M3,2).
We do not advise to kill Wild Marge with traditional methods, for example, by using a firearm, axe or throwing knife. There are several enemies (with a poncho) in the room with her and a waitress may appear too. Any direct attack would trigger an alarm.
Fortunately, there is a clever way to poison Wild Marge. The first step of this plan is to steal the laudanum from the Wild Marge room. We marked the bottle with the poison in the picture above. Wait until the opponent that wears a poncho goes to the other end of the room and starts talking to a friend. Use this event to get inside quickly, take the laudanum and use the same way to escape from there.
Now become interested in a room with a large barrel - it is on the ground floor at the eastern end of the building (M3,9). There's an opponent in this room who wears a poncho - you can stun or kill him quickly when you enter this area. Just make sure the waitress is not here at the same time.
After clearing the room and hiding the body, interact with the barrel. Your character will automatically pour laudanum into the barrel, poisoning the beverage.
You don't have to do anything else. Get out of the building and wait until the waitress delivers Wild Marge a poisoned alcohol. This will lead to her tragic death as a result of poisoning and the event should be treated as an unfortunate accident. Therefore, no one will trigger any alarm.