Patriot, Mission 2:

Prisoner

 

LOOT LIST

VIDEO REPORT

 

 

Prisoner carries on the solid design and story from the campaign’s opening mission. A very different setting from the open city; we are now thrown into a claustrophobic prison, having to manage a jailbreak. Zontik’s talent continues to shine, but he cranks up the difficulty and tension. You have been warned.

 

 

I was imprisoned by the city watch and my main objectives were to break out of my cell, retrieve my belongings, and escape from the Jailrock facility.

 

South Tower

In order to leave the cell, I had to alert one of the guards. I couldn’t grab his key without him noticing. He either went into hunt mode, in which case he usually triggered the alarm, or he ran straight for the door and got electrocuted (left image below). His death and the lights turning off were immediate and unavoidable consequences of completing the mandatory objective of leaving the cell, so those were excused. But alerting him before any of that happened, was not. You are not allowed to alert enemies even if they end up dying. Silly I know. Ghost busted early.

 

 

 

In the basement, I had to turn off the watcher for the belongings room. It was staring straight at the shelves. I also needed the repairer’s key for later. Luckily, the repairer himself would eventually disappear so that I could return the key. Managed to get the purse off the stationary guard on this floor without any alerts. He saw me through the door, but it was such an acute angle that I could dart past his view quick enough to avoid the comment. Did the same thing going back. I couldn’t come from the north, as a prisoner alerted to me from his cell.

 

On entering level 2, I had to douse the gas lamp across the hall (right image above). The nearby stationary guard alerted to hunt mode if not. I tried rushing out and hide in the dark bedroom to the southeast, but he still second alerted, albeit sometimes with a delayed reaction. The patrolling guards also alerted with a comment when passing, spotting the lamp being out. Occasionally they would relight it as well. This was undesirable, as it was too difficult to circle this floor unseen with that lamp on. The south hall had a hammerite prisoner patrolling his cell who also could easily see me. I managed to time the patrollers and get through this area with no further busts. There was no loot on this floor, only a staircase to the next level in the southwest.

 

The top floor was easy. The biggest problem was timing the guards when turning off the security cameras to reach the main building. The guard upstairs was no issue, but I had to be lucky with the two patrollers on the floor below. I got through without any alerts in the end. The lockpick was a long one, but I had around 5-10 seconds left to spare after closing the door.

 

 

 

Main Building

The top floor had only one problematic room, the kitchen. A drunk guard was too close to the staircase door to sneak by unnoticed. She didn’t give first alerts, but still caught me. I had to nudge her over about a foot or so in order to get the loot downstairs (left image above). This wasn’t allowed for Supreme, so I skipped it for that mode. Dropped from the archive room to the downstairs offices.

 

The lower floor was super tough. I couldn’t get to the north tower from the staircase, so I used the office instead. I still got a first alert leaving the doorway from the guard to the south. I had to turn off the lamp in the guard station outside the north tower entrance (right image above). There was no way to fool the swordsman in there with it on. I got another first alert when opening the north tower door.

 

I tried my best to get into the warden’s office for Ghost. There was a secret way to exit, so the only problem was fooling the watcher in the foyer (left image below). I got to the dark doorway without alerts, but I couldn’t skip across the few feet to the office without it going yellow. That counts as a second alert. I tried 50+ times, but the camera hardly pivoted. The loot in there was thus skipped for all modes.

 

 

 

North Tower

This place was utter hell. I stopped counting the amount of first alerts. I got a whole bunch, that’s for sure. The biggest problem was the combination of the watcher, the pivoting light, and the patrolling archer. There was only one piece of loot and a key to get, and those could be taken from the same cell to the east on level 4 (right image above). The staircase had small patches of shade on either side, but I wasn’t safe from the archer. If he was on his way, I had to scoot into one of the floors and hide in the dark around the corner before proceeding. On the top floor there was a super annoying prisoner who often alerted the guard on the third level. He ran upstairs and started hunting. It caught me by surprise every time, because he didn’t say anything before suddenly appearing around the corner fully alerted. I made plenty of hardsaves to fall back on in case that happened. Finally got down to level 1 with the key, but this area was a nightmare.

 

The basement and pump station was a breeze in comparison. I didn’t go all the way up to return the pump station key. Instead I dropped it on my way out. I would’ve taken so many extra first alerts that it wouldn’t have been worth it.

 

Leaving

After returning to the main building, I climbed up into the archive room using a rope arrow, then descended via the staircase. I could sneak past the window unseen, then drop into the sewers. Returned the repairer’s key and got the BMI key. I had previously lock-blocked the door to the watcher switch in the main building. By the BMI exit door, I had to douse the torch in order to sneak past the guard. Once I went down the first hallway a bit, several guards emerged from the door marked ‘?’ on the map. They ran super-fast and soon caught up to me. Furthermore, a stationary guard behind the next door also caught me running by. I wanted to avoid these busts, so I started experimenting. I fetched two crates from the south tower and tried blocking the door. This didn’t work. The door’s physics seemed way too strong and just pushed the crates away. However, a potion worked just fine. However, although the door didn’t open, the guards could still run through it. I thus had to use both the crates and a potion (left image below). The crates prevented the guards from leaving and the potion held the door in place. The latter I could grab from the doorway afterwards. I could also reach the gas lamp and light it back up without the guard noticing. In the next hallway, I could now use the invisibility potion to pass the watch station unseen.

 

 

 

Arriving in the BMI attic, one of the remaining objectives checked off. However, three more guards triggered when passing an invisible line. They also ran much faster than I did, but these ones didn’t come out of a door. They were instead hiding around a corner, between walls of large crates. I could trigger them without getting spotted, but they ended up blocking my exit (right image above). There was no way of nudging them without getting seen, and even if that had been possible, there was nowhere to push them. If I instead used the invisibility potion up here, it ran out way before reaching the exit chute.

 

After much experimentation, however, I found a way to block them as they started running from their starting position. I had to bring two more crates from the repair shop for this move. I had to inch out as far as possible without triggering their script, then toss the first crate along the ground, as close to the first guard as possible. I could see the front part of his face around the crate corner. The second one I had to wait with, as the guard seemed to hear the first crate, though he didn’t say anything or start moving. After a minute or so, I could toss the second one. The best method was to throw it high and have it bounce off the back wall, then land on top of the first crate. If it landed close enough to the guard, all three would be blocked as they attempted to run out (left image below). I could now sneak south, though I can’t say for sure I wasn’t spotted. The guards kept running at full pelt, but they never gave any verbal or visual cue that they saw me, although I was brightly lit the entire time. Nevertheless, this was the best scenario in the attic by far.

 

 

The mission ended with an awesome in-game cutscene. Really looking forward to the continuation of this campaign!

 

 

Statistics:

Time: 1:01:46

Loot: 825 out of 1000 (Supreme: 800)

Pickpockets: 3 out of 18

Secrets: 1 out of 3

Locks Picked: 2

Damage Dealt: 0 Damage Taken: 0

Innocents Killed: 0, and Others Killed: 1

Consumables: 2 Water Arrows & 1 Invisibility Potion

Bodies Discovered by Enemies: 0

Ghost: Failed!

Perfect Thief: Failed!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Alerted the guard outside my cell before he got electrocuted. Ghost bust.

-          The kill in the stat comes from the first guard dying. I believe this is excused, as it is an immediate and unavoidable consequence of completing a mandatory objective.

-          Turned off the watcher in the prisoners’ belongings room. Supreme bust.

-          Doused the gas lamp inside the entrance to level 2 in the south tower. Also got first alerts in the process. Supreme busts.

-          Had to turn off the security cameras twice in order to get to the main building. Supreme busts.

-          Skipped a stack of gold coins worth 25 in the main building barracks for Supreme. The guard in the kitchen covered the exit too well.

-          Skipped three pieces of loot worth 175 in the warden’s office. Couldn’t get in there without the watcher turning yellow.

-          Got two first alerts and turned off a light to reach the north tower in the main building lower floor. Took two more alerts heading back. Supreme busts.

-          Got a whole slew of first alerts (probably 10-12) in the north tower ascending and descending the staircase. Supreme busts.

-          I did not return the north pump station key to the top floor for Supreme. It would require far too many first alerts. Dropped it on my way out instead.

-          I did not return the BMI key to the south pump station. This would have required turning off the security cameras a third time.

-          Doused a gas lamp by the BMI exit door. The guard also first alerted to this. Supreme busts.

-          Blocked the door by the BMI exit door with a potion and two crates. The crates were not returned. Supreme busts.

-          Drank an invisibility potion to pass the hallway with the stationary guard beyond the BMI door. Supreme bust.

-          Although I blocked the last three guards in the attic with crates, I might have gotten spotted by the closest one. He didn’t make any audible or visible cues, however. I obviously didn’t return these crates either, which is another Supreme bust.