Patriot, Mission 5:

Saboteur

 

LOOT LIST

VIDEO REPORT

 

 

This is probably the most impressive mission in the campaign so far design wise. The mechanist factory feels very natural, yet unique in construction. Building explosive charges and then placing them is very satisfying, and ties well in with the overall plot. Zontik continues to astonish me with his varied settings and creative building style. I only hope it can continue with the same beat.

 

 

I had to visit Blackbrook Robots and place 5 explosive charges in key locations, then detonate them remotely. Problem was I had to give up my charges before entering the facility, adding an objective of finding additional explosives along the way.

 

Main Factory

Dropping the charges into the chute at the start could be done silently, once I discovered the method. I had to stand right up against the chute, then lean and immediately press drop. If the charge hit the metal frame, it would set off the nearby guard. Said guard also had to be dealt with. I found a predictable way to nudge him over to the right of the exit (left image below). Guards in this campaign normally cannot be nudged without second alerting, but this guy could be fooled. I had to crouch and just walk into him from behind, no leaning or standing up. He gave tons of first alerts, but that was acceptable. The alternative was the blackjack.

 

 

 

On my first playthrough I found a big bot stuck in the foundry. This eliminated the possibility of sneaking through this room southward, so I headed for the cannonballs in the west raw materials storage first. I wouldn’t need to go through the foundry again after that, as there were ways around it. Timing the camera in the materials room was a bit tricky, but doable. Then picked up the empty shell from the outside dumpster and filled it with gunpowder from the armory.

 

Went south from here through assembling. Used the conveyor belt to enter soul forge. A stationary mechanist made life difficult here. I needed to use the upper walkway to avoid any alerts. To get there I found a method by mantling up the windowsill directly from the belt, then furthermore up the big robot here, and lastly up the metal walkway (right image above). The mechanist working on the robot didn’t give first alerts, so he only busted if he started hunt mode, which he didn’t. Encircling the room I had to time the windows opening into the forge itself. They emitted a bright light when open. Got the wrench from the worker in Packing & Shipping, which was the only reason for coming down here. Headed back the same way, but had to make a hop from the upper walkway directly to the aforementioned conveyor belt (right image above). Landing in a mantle is quiet, so nobody detected me.

 

 

 

Grabbed the explosive charge and an invisibility potion from the lab, as well as the detonator from the parts storage. I couldn’t enter Experimental Design without an access card, so I’d return here later. The security robot could see me through the double doors, so I treaded carefully. Used the bay door back into stamping and went to the alley with the dumpster. Since I now had two charges ready, I could place those in the two sockets in this area. The first was beyond the gate, but there was no lever from this side. I had to mantle up the lamp and onto the gate itself (left image above), then climbed onto the roof and dropped down a bit further east. The surfaces up here were noisy, so I listened for alerts. Then in the northeast I could reenter the facility via the canal in the water power station, dodging the camera and a worker (right image above).

 

Placed the charge in the fuel station and picked up an empty can nearby. Then went back to the armory and built most of the next charge; this one had to be finished in the experimental design area later. The last thing in this part of the facility was getting the charge from the director’s office. This posed a problem, as there was a camera staring straight out from the office’s main entrance. There was a security office where I could turn the camera off, but that is a Supreme bust, plus I’d have to pass the camera in order to get to said security office. This is what I needed the invisibility potion from earlier for. However, I found that if fast enough, I could sprint down the hall, into the office, get the charge and leave again, just in time before the potion wore off (left image below). This was still a bust for Supreme, but it circumvented the need to turn off the camera. Plus the camera would have to be left in the off position, so this essentially brought the Supreme bust count down from 3 to 1. I also realized I didn’t need to get the access card from the director’s office at all. I could instead climb the roofs from the gate by the dumpster like before and mantle the railing of the small bridge to the south (right image below). I was in no need of returning to the northern section of the facility again anyway.

 

 

 

Experimental Design

This entire area was much easier to navigate, due to the lack of enemies in important rooms. Made the next charge in the stamping room and headed down to the test area. The giant robot presented several new challenges. First, it had a cloaking device that made it phase in and out of visibility. If it disappeared, I could simply wait and it would reappear. To begin with, it was stationary, facing east outside the northwest entrance to the outer rim. As long as I stayed on its west side, it didn’t see me. I used the wrench to get the impulse source. The panel I had to drop further south, otherwise the robot would hear it. Whenever I used one of the four doorways to the outer halls, the robot had a scripted response where it would patrol over to the entrance to the same doorway. This was not an alert, but a programmed script and thus no bust. I could use this to decide where the robot would go. After placing the impulse source in the fuse slot, I needed it to go to the far south in order to destroy it. If stationed to the west, I could use the southeast doorway and lure it close enough to the impulse to destroy it, even outside the wall (left image below). Although it didn’t show up as a kill or iron beast destroyed in the stats, this was still property damage. Destroying the robot is not explicitly stated in the objectives, so this unfortunately was a Ghost bust, albeit forced by mission design. Removing the fuse also turned off the lights, which was a Supreme bust.

 

 

 

Shortened the robot shell back in the armory using the saw, and placed it in the last slot in this very room. Exited to the streets and got ready to detonate. Had to jump on the top crate in the shed in order to reach the lever. Picking up the crates was possible, but they broke when I set them down. I wedged my way down behind the bottom crate in order to finally highlight the lever (right image above).

 

The guard next door heard the explosion, and that is a clear Ghost bust. However, everyone in the facility also died, along with the security bots. Is that a bust also? Rule #11 of the regular Ghost rules says: “Unavoidable consequences triggered at the same time as completing a required objective are also excused, but must be reported.” The interpretation section furthermore says: “Events that happen at exactly the same time as the objective being completed, but not resulting in Garrett being seen or heard, are ok.” I would say these deaths follow along with both of these statements, and therefore I argue that they are not busts.

 

 

Statistics:

Time: 1:11:56

Loot: None

Pickpockets: 1 out of 1

Secrets: 7 out of 7

Locks Picked: 2

Damage Dealt: 0 Damage Taken: 0

Innocents Killed: 0, and others Killed: 23

Iron Beasts Destroyed: 5, Disabled: 0

Consumables: 1 Invisibility Potion and 5 Explosive Charges

Ghost: Failed!

Perfect Thief: Failed!

Supreme Thief: Failed!

Perfect Supreme Thief: Failed!

 

Notes:

-          Had to nudge the guard in the first room to the side in order to pass. Allowed as a last resort for Ghost, but disallowed for Supreme. He also gave lots of first alerts. Early busts.

-          Used an invisibility potion in order to obtain the explosive charge from the director’s office. Supreme bust.

-          Had to destroy the special iron beast in the test chamber in order to obtain the last explosive charge. Property damage and a Ghost bust.

-          Also had to remove the fuse and thus turn off the lights in order to destroy the aforementioned iron beast. Supreme bust.

-          Alerted the nearby guard when detonating the charges from the shed. Ghost bust.

-          Are the guards and iron beasts destroyed in the explosion a bust? Or are they an immediate consequence of completing a mandatory objective? I think no bust.