Patriot, Mission 9:

Enemy

 

LOOT LIST

VIDEO REPORT

 

Enemy is an astonishing mission; it’s Zontik’s masterpiece in this gem of a campaign. Break into a heavily guarded, yet stunning Victorian mansion, protected by cameras, robots and alarms. Watch the story unfold through in-game cutscenes and clever plot twists. It will have you scratch your head in frustration, yet amaze you with ingenious surprises. Still, below the surface is an evil and sinister tale of jealousy, strife and murder.

 

 

To begin with, the only objective was finding information on the whereabouts of the tunnel leading to the Citadel, along with the key for said tunnel. I also couldn’t hurt the count and other noblemen, but that was already a part of the ghost rules. I had no rope arrows in my starting inventory, and although they were available for purchase, this isn’t allowed for Supreme. To my knowledge, only one was available in the mission.

 

Basement

I was unable to move past the main entrance courtyard without a first alert. Sneaking along the southern wall, the patroller always caught me (left image below). [Thanks to WheretIB2, I have since managed to sneak past this guard without first alerts. You have to stay close behind him and go left right as he turns, making sure not to hit the lights from the lamppost.] That meant the only viable entrance into the basement was via the coal chute west of the main entrance doors. I could dodge the patroller and camera above and wait out the guy shoveling coal below. Fortunately, he didn’t have any voice lines and thus didn’t first alert. There were lots of patrollers in here, but the room was quite dark. I left through the wine cellar.

 

One object I had to get in the basement was a fuel can past an engine room. A stationary robot gave a first alert when I opened it, so I had to use the patrol of a mechanist worker who used the door to my advantage. I could block the door and then sneak right into the dark corner without any Supreme busts (right image below). The engines kept me hidden along this wall. Next I mantled over onto the desk and furthermore into the corner by the next door. I used the same method going back. To get back out, I listened for the same patroller to come along, then frobbed the door as he was walking through. He would budge it open before it fully shut and I could scoot out before he closed it behind him. No alerts at all.

 

 

 

The only accessible area from the basement was the kitchen. There were two cooks in there, but one of them was stationary and never said anything. The other one was patrolling, but had predictable stations. I timed the lift going up and when he stationed himself by the south cabinet, I ran for the dark spot behind the oven. A nobleman did come through here also, but it was far between each time. Picked up three pieces of loot here, but then my progress was halted. The great hall doors were locked for now and a stationary guard covered the northwest hallway, so I was forced back down and had to find a different way into the manor. Both staircases from the basement led to foyers well covered by guards; no chance of using those. [WheretIB2 told me he was able to ascend the foyer stairs by the main entrance without first alerts, and this is indeed possible. Jump from the staircase into a mantle as far north as possible. Since the mantle doesn’t register as movement, the foyer guards should stay quiet and you can sneak into the hall from there. I must be honest, I never even tried this in my Ghost run, which I am somewhat embarrassed about.]

 

Getting Inside

The only place left to explore was in the coal chute courtyard. A climbable vine close by took me up to the second floor balcony (left image below). There was only a locked door and a goblet here, but there were also tiny ledges possible to utilize along the manor’s outside. I had to stand and run towards the wall in order to get on it. Rounding corners were also tricky. Heading east didn’t get me anywhere, only to a slippery roof above the main entrance. West, however, took me all the way to an unlocked window in the family wing (right image below). It was tricky to get in, as I had to mantle the left shutter in order to open the right one. No matter, as I had now circumvented a major obstacle for Supreme.

 

 

 

First Floor

I couldn’t get downstairs via the west foyer, I got caught by one of the first floor guards with a first alert every time. Instead, I picked open one of the doors in the southwest and gained access to the elevator. This door could later be relocked with the valet’s keys. From the garden, a guard in the east hallway prevented progress, but luckily there was a hidden door that took me to the upper servants’ quarters (left image below). From here, I could descend via the laundry room further north, out of view of said guard.

 

Getting the valet’s keys was crucial in order to open up previously inaccessible areas in the manor. An extremely convenient secret passage was found in the hallway outside the west foyer, a switch on the back of a pillar (right image below). This gained access to the valet’s quarters and his keys. From here I could also turn off the camera outside the count’s quarters, but that wasn’t necessary. This same set of passages also led to a gallery in the northwest with some valuable loot items. There were two cameras and a patroller here, but they could all be evaded. I could use the main hallway to the north for hardcover, as nobody patrolled through here, and the stationary guard further east was too far away to see me.

 

 

 

From the main hall I had two options: the art wing or the library. I chose the latter, as I knew I could access the art wing through it. The library wasn’t as tough as I anticipated. I could jump from the pedestals to the upper walkway quite easily, where I could hide from the patroller. I dropped down in the east to get a piece of loot, out of the way of the stationary guard. In order to get back up without an alert I had to do a series of mantles in the southeast corner (left image below). Taking the walkway back spawned a first alert, so I had to hop from the railing to maintain hardcover. Thanks to inside information from Glypher, I knew that two out of three possible items had to be obtained in order to trigger the baron and count’s arrival in the hall. The scribe’s petition and the Secret Passages and Dungeons book from the library were two of those three items. The third was obtaining the citadel key from the sealed house west of the family wing. However, the scribe’s petition wasn’t necessary for any objective, plus it couldn’t be returned and thus was in Supreme’s best interest to avoid. Having this information was crucial to planning my route.

 

One of the most important secrets in this mission was the hidden elevator in the library. It accessed key areas around the map and circumvented having to deal with guards. It was the main reason I visited the library at this time. First, I used its route to the first floor art wing. Picked up the pump room key from the stage; it was necessary to get loot. I also had to take Angie’s note to make the key highlight. The note stuck to my inventory, which was somewhat annoying.

 

 

 

Upstairs in the barracks I was halted by two guards outside the palace guard’s quarters (right image above). There was no way to get past them even for regular Ghost. I tried nudging them, but that didn’t work even for an inch. This would be a big problem later, unless I found a different way to end the mission. This meant I had to skip loot from the palace guard’s safe, plus two more pieces from the nearby bedrooms.

 

Unfortunately, I couldn’t enter the art gallery for Supreme. Both doors that led here were guarded by stationary swordsmen who first alerted to the doors (left image below). There was a rug in the art gallery closet that thus had to be skipped for that mode. The valuable painting in there also had to be skipped for regular Ghost. In order to get it, I had to turn off the alarm. The only way to do that was to kill the power by twisting a chandelier in the nearby room until the wires ripped. This was property damage and not allowed for any ghost mode. It was not just a matter of removing a light source; sparks were literally flying and there was no way to turn on the lights again after, so the light fixture was clearly broken. This meant that the phoenix ashes, required to find the secret mission Reanimator, also had to be skipped.

 

 

 

Upper Floors

Back in the passageway I used another hidden door to access the royal apartments. Looted this area without issues. In the attic I next found the mission’s only rope arrow. This was required to take for Supreme for an event occurring later. Taking it now also made me able to descend the south attic elevator, and so I did. This lift accessed two other levels, one of which reached a room southwest in the guest wing on the second floor. It wasn’t possible to ascend any of the normal staircases without getting spotted, so this was a welcomed access point. Unfortunately, I couldn’t get too far for Supreme, as a stationary guard alerted to the opening of the hallway door (left image below). I stand by my assessment that non-pivoting stationary guards are the toughest obstacles in Thief for ghosters. This meant all the loot in the guest rooms, the bar and the east foyer was inaccessible for Supreme, at least for now.

 

 

 

I was, however, able to get into lady Fauls’ bedroom in the southeast for Supreme. She had been brutally killed by a sadistic bed trap below her room. This contraption was located at the bottom level of the elevator. Her body wasn’t there, only her ring. This could be used along with her scroll to trigger a bonus objective in the temple (if you have read her story in mission 3), but this wasn’t possible to do for Supreme. But along with the scroll in her room was the attic key, which could access loot in the family wing. I experimented a lot trying to ascend to the trap chute to her room. I found a predictable way to mantle the floodlight and jump over to the ledge on the south side (right image above). It was tough to get onto the floodlight properly; I had to drop to the outer edge of the railing to get onto it fully. The hop to the opposite was tough, but the floodlight’s clipping border extended farther than anticipated, so delaying the jump a bit made it possible.

 

From this ledge, I tried multiple ways of attaching a rope, but although the bed was wooden and the rope gave a sound of fastening to something, the arrow just disappeared and no rope extended. I ended up visiting her room from above to experiment more. Then I suddenly realized the bedroom floor was wooden and rope attachable. I headed back down and tried shooting a rope into the air and then it land on the floor on the way down, leaving the rope hanging for me to climb. After practicing angle and velocity, soon enough I struck the perfect shot (left image below). Although it would only yield an extra 100 gold, this move was very fun and definitely worth it!

 

Next I looted the temple. I used a potion to cushion the jump to get the statue above the doorway. Fauls’ items could not be put in the safe without making a clang. That is, you could put the ring on top of the scroll, but the bonus objective didn’t trigger until it fully landed on the metal. Silly, I know. Skipped it for Supreme, and used a moss arrow for regular Ghost. Then headed back to the family wing to get the remaining loot and visit the attic. Also remembered to relock the door that I had picked open earlier with the valet’s keys. [WheretIB2 did discover a way into this attic without using the key. In the second floor game room, you can open the chimney grate by first removing a piece of plaster in the upper right hand corner. This can be done from either side. I don’t consider removing the plaster property damage, since you are not using force or weapons. This actually eliminates the need to visit Fauls’ room at all for Supreme.]

 

 

 

Sealed Wing

Since I wanted to avoid reading the scribe’s petition, it was now time to find my way to the sealed house west of the family wing. The two entries were boarded up and breaking the planks busted my Ghost run. There was an unlocked attic window, but it was difficult to reach. Galaer reported being able to jump to it with a crate on the fence, but I was not able to repeat that. Instead, I brought the healing potion and Fauls’ letter from her room and made a small stack atop the window I had previously entered the manor via (right image above). I was able to mantle up the attic roof like this. I couldn’t get much momentum up there and quickly would fall back down, but with a strafe-run slide I could make it to the sealed house roof. Next, I could drop and mantle up the ledge by the attic window and go inside. Using the fuel can in the basement turned on all the lights. This was not a bust; only removing light sources are. Got the citadel key, watched the very impressive cutscene and left.

 

Slid down from the attic roof onto the fence, then dropped on the south side and returned to the front courtyard. I now climbed the vine and entered via the balcony door. I had the valet’s keys after all. Left the items on the window for now, as it turned out I’d have to make the trip one more time.

 

Count vs. Baron

I now headed to the library and got the book in the scribe’s quarters in order to trigger the baron’s arrival. The only way I found for Supreme to get to the second floor to overhear the baron and count’s conversation in the great hall was to ascend into the window above the hall foyer using a rope arrow (left image below). All the other entrances were covered by guards. For regular Ghost I could use the door on the southeast balcony; the guard only first alerted to that. But for Supreme, the rope was required. The patrolling guard upstairs saw the rope occasionally, so I listened for his step and timed the shot accordingly. After the conversation and looting this part of the manor, I had to go back down the same windows, as the great hall upstairs doors weren’t unlocked yet. To get back down, I had to lean out and shoot the rope into the south end of the windowframe, so that it would hang close enough to the side of the window for the patroller not to see it. Then I inched off the edge and grabbed hold of the rope before I fell down. The archer atop the stairs could easily comment, but I learned the technique of getting down unseen. I naturally couldn’t grab the rope from down below, so I entered the great hall from the first floor and then used the lift to get up and retrieve the arrow, as the doors now magically were unlocked.

 

 

 

Count’s Quarters

At this time, normally the gate leading to the count’s quarters in the northwest would be open (right image above). However, this is triggered by reading the scribe’s petition, which I had deliberately skipped. Opening the door behind the gate would have first alerted the guard anyway, so for Supreme I was forced to think of a different way in. This would prove to be a conundrum. First I tried using the tiny ledge heading south off the second floor balcony east of the main entrance. This took me counterclockwise around the entire manor. However, the camera outside the north library entrance caught me along the final stretch. My thoughts instead went to the sealed section roof where I had been before. The count’s window entrance was just north of this (left image below). However, I couldn’t drop down onto the tiny ledge, as the slope was so steep it dropped me right off. After a lot of experimenting, I realized that although I couldn’t jump, I could run and if fast enough, the momentum would carry me on top of the eastern roof. By maximizing my speed and finding the right angle, I managed to get far enough north where, when I dropped off the edge, I could catch the ledge on the north wall and mantle myself up. Luckily, this ledge was much thicker than the others, otherwise the mantle wouldn’t have been possible. I seriously thought my Supreme run was done for until I discovered this move.

 

I could clean both the top and the bottom floor of the count’s quarters easily enough. Before I continued, however, I needed to return the items to Fauls’ bedroom. But how to do that when I needed them to enter the count’s wing? Well, fortunately the count’s elevator accessed the basement, from where I could get upstairs either via the kitchen (the double doors in there were now open) or via the vine outside the coal chute. I could also now get the loot accessible via the pump key in the basement; just a coin pair, but everything counts. What counted even more was a torc at the bottom of the elevator shaft. However, in order to get it, I had to raise the lift to the top floor and crawl underneath it. The only way to get the lift back down afterwards was to shoot a water arrow into the bottom button on the level above. Luckily I had two of those in my starting inventory.

 

 

 

An additional piece of tricky loot was in the service shaft next to the elevator. There was a drill bit in a toolbox with no way of getting down besides dropping. I couldn’t do it without taking damage, so I had to try something else. Conveniently, the mission’s only two crates were in a room close to the basement elevator. I brought those to the ledge above the shaft. The only way to drop both crates without at least one of them breaking was by leaning out from the northwest corner. They still gave a cracking sound, but both stayed intact. Next, I had to run so that I bounced off the east edge of the crate, both without taking damage or breaking either crate (right image above). After a few attempts, it worked! As if that wasn’t enough, I could stack the crates on top of the grate and mantle back up, which meant it prevented me needing to use the water arrow from before. Awesome!

 

Then I finally returned the pump room key, Fauls’ healing potion, scroll and attic key, and lastly the valet’s keys. For the latter, I had planned ahead and lock-blocked the second floor balcony door, so that I could reenter the basement and head back to the count’s room. There were so many things to remember at this point: returning keys, resetting elevators to their original locations, closing up all secrets, reflipping all levers. I think I got them all in the end.

 

I knew that once I found the count’s fake body and triggered that cut-scene, all the exterior windows and doors would lock up, with no chance of escaping. This was part of the intended progress of the mission. However, the only way to exit at that point was by blowing open the wall in the north hallway by using the palace guard’s keypad. Getting into the palace guard’s quarters I had already established forced a Ghost bust, so I desperately wanted to avoid this. To circumvent this, I placed the potion from the sealed house in front of the window of the south room on the count’s second floor (left image below). Repeat, this was not the window in the room where the fake-body-in-the-wheelchair event occurred. That window was pointless to block, because leaving through it would fail the mission. But this other window was not set up like that.

 

 

 

However, when I was about to trigger the whole scenario, something odd happened. Since I had entered the count’s tower by a way other than what was normal (as in via the sealed house’s roof and not the first floor door), one of the guards had spawned in a slightly different location. This caused the servant in green (the guy who starts shouting that the count has been killed) to not be able to finish his route (right image above). Once I realized this, I expected him to eventually push his way past said guard and break free. However, this required the guard to do his idle fidgety movements and that he wouldn’t do unless I was actually looking at him. The dark engine has a tendency to shut off enemy visuals if the player isn’t seeing it. Problem was, the only place to see him was from the second floor windows. An additional problem was that while this servant was running, if I saved and reloaded, he stopped on a dime. This prevented the script from completing and the objective never triggered. I thus had to climb the chute to start the script, loot the third floor, drop back down the next chute to the second floor, sneak out the window and into the count’s bedroom, all without needing to reload. This was extremely frustrating, since it was very easy to make a huge clang in the elevator shaft. Luckily, I found a predictable way to shut the elevator door as soon as I dropped down the first level.

 

After all the exits had been shut, I got an additional idea. I knew several new guards had spawned throughout the compound. I wanted to see if any of them utilized doors that I had previously been unable to open for Supreme. And I found precisely such a thing! Remember the door west of the guest rooms on the second floor? I hadn’t been able to loot any of those rooms because of a stationary guard. A newly spawned guard was now patrolling a lengthy route from the foyer all the way south to this room (left image below). He moved as if he was second alerted, but he first alerted like normal. I could wait in this room and block the door as he went through. This gave me access to 210 more loot in the noblewoman’s quarters. Awesome!!! Unfortunately, I had to wait another whole loop to reclose the door. By the way, in order to get to this room from the count’s quarters, I had to use the kitchen exit from the basement. A running guard had a tendency to get stuck in the door, forcing a first alert when opening it. To circumvent this problem, I opened the double doors from the great hall to the kitchen before heading to the count’s quarters the first time.

 

 

 

Leaving

To leave, I had to mantle up to the count’s third floor ledge from atop the window I had previously blocked open. However, I had to do this and at the same time close the window, which was easier said than done. It required a forward jump, a very quick frob of the window, and then looking up to complete the mantle. I wasn’t out of the woods yet though. I still needed to get back to the sealed house’s roof. This move was slightly different from before. I had to do an angled running jump and mantle up to the flat surface (right image above). The jump didn’t elevate me, but still gave me a boost in order to get across fully. Overall, this was more difficult than going the opposite direction. I then returned the healing potion and dropped to the fence from the attic window like before. Ended by climbing down the manhole. Wow!!

 

Enemy is officially in my top 3 manor missions of all time. It is staggeringly good.

 

 

Statistics:

Time: 3:18:09

Loot: 4055 out of 4500 (Supreme: 3740)

Pickpockets: 5 out of 10

Secrets: 15 out of 16

Locks Picked: 1

Back Stabs: 0 Knock Outs: 0

Damage Dealt: 0 Damage Taken: 0

Innocents Killed: 0, and others Killed: 1

Consumables: None

Ghost: Success!

Perfect Thief: Failed!

Supreme Thief: Success! J

Perfect Supreme Thief: Failed!

 

Notes:

-          Had to skip a coin stack (25), a coin pair (20) and a purse (100) from the upstairs barracks. The swordsmen outside the palace guard’s entrance couldn’t be approached without getting spotted.

-          Couldn’t enter the first floor art gallery for Supreme, as opening either door spawned a first alert from stationary guards. This meant skipping 290 loot for that mode. 200 of this also had to be skipped for regular Ghost, as turning off the alarm required busting a light fixture, which constituted property damage.

-          Had to skip the loot from the bar and second floor east foyer for Supreme, a total of 225 gold. Three guards covered all entrances and forced first alerts.

-          Had to skip the relic worth 100 from the north gallery for all modes. It only became frobable after setting off the activator, which blew open the manor hallway.

-          I have no idea what the kill is from. I certainly didn’t deal any damage or cause any event leading to a death.