Death to Spies: Moment of Truth/King's Riddle

King's Riddle requires your expertise to infiltrate a U-Boat facility to collect an enigma machine plus the code book. You will also need to obtain T5 "Wren" Schematics, and if you can, sabotage one of their torpedoes.

Both of these items are important for the war effort. The enigma machine is part of German encryption believed to be uncrackable, and the T5 "Wren" torpedo is a self-guided passive acoustic torpedo that gives an advantage for attacking targets.

The starting loadout is acceptable, but doesn't automatically add a first aid kit. In difficulties other than saboteur, the default pistol is not silenced and may be switched with one that is.

Garage
You start at the entrance to the garage, in the soviet camouflage. You may advance and sneak up on the driver on the right that is pumping a tire, and use chloroform to stun him. After changing to his uniform and hiding the body, you get a disguise but can only go to the corridor ahead, and still accrue some suspicion if you remain close to certain guards.

First floor
There is a patrol of three guardsmen that move between the first and second floor, as well as a soldier outside the pump room, and a worker that moves between a pump room and a side warehouse.

One worker will occasionally enter the side room, where you can follow him in. He is the only one who visits this room, allowing you to take him out and hide any bodies here. You can also use hide the body of the hallway guard here.

Before you activate the pumps, you need to retrieve wire cutters in the second floor storage room. If you have them, you can use the pumps lower the water in the waterway for a few minutes to reach the shipyard. This is generally a one-way trip unless you only need to spend a few seconds at the shipyard. Also, the other side of the shipyard as one seaman facing away from the exit door, which you can also use as a disguise.

Second floor
The second floor contains a generator room, which also has a vent providing access to a side room on the third floor. In the generator room, you can overload the generator to attract an engineer.

In the hallway of the second floor, there is a warehouse. You can follow someone inside, and collect the wire cutters within that room. The wire cutters allow you to use the waterway available on the first floor.

The second floor also connects to the shipyard through the guard room, but that is considered a restricted area.

Third floor
With an appropriate uniform (the driver uniform will not do), you can enter the third floor's corridor. This is also a check point where you get searched - if you have the enigma in your backpack, they will discover it.

On the third floor, there are a few things to do. However, the side corridor leading to the captain's quarters is restricted to officers.

On the left of the corridor, there are a few side rooms. The room closest to the restricted corridor contains a vent that can be used to reach the officer's quarters and also leads to the radio room. For the officer's quarters, simply head straight across the vent.

In the officer's room, you can short circuit the radio. When an officer outside the room enters and fiddles with the radio, he will be stunned by the electric shock. This allows for better access to the captain's quarters, as it means there's only one officer in the intermediate hallway.

In the captain's quarters, you can obtain the T5 "Wren" Schematics, on the filing cabinet next to the door. Additionally, you can poison the bottle of wine in the captain's quarters - when the captain drinks from the bottle, you can retrieve the safe combination.

You can use the vent to return to the hallway, or use the vent to reach the radio room.

Radio room
The radio room is on the second floor, on the shipyard side of the secret base. It may also be reached by vent from the third floor.

The radio room is a restricted area. While the radio operators might not complain about you being present, the guard outside will prevent unauthorized personnel from going through the door.

To open the safe, you need the combination. This may be found on the captains, or on one of the radio operator's bodies. With the safe combination, you can retrieve the cipher book.

Shipyard
The shipyard contains your primary goal - a U-boat you need to infiltrate for the enigma machine. You can reach it from the stairwell from the third floor, or by pumping water from the waterway for a few minutes. You will also need an appropriate uniform. Additionally, the ground exits are covered by guard who will search you for contraband (the enigma machine).

When you approach the U-Boat, a small scene plays saying to only allow engineers or the submariner personnel onto the U-boat. After this, the three germans wearing the uniform are marked on your map so that you can take their uniform when they're isolated. This is optional if you can sneak onto the ship without being detected.

There are a few control rooms overlooking the shipyard. The room overlooking the front of the U-boat has a button that can be pressed to cause a torpedo to crash to the ground, although this won't trigger any special objectives by itself.

U-boat
Inside the U-boat, there are five personnel. Two are distracted by tasks behind you, with one walking back and forth, one cleaning the floor, and one sleeping in a bunk. The easiest collection is the enigma machine, located in the starboard, near the entrance.

To sabotage the torpedo, you will want to walk towards the bow where you see the torpedoes. Start the sabotage when nobody is watching - it should only take six seconds.

There is a permit found in one of the side rooms to the left. This allows you to pass through checkpoints without a search.

Once you completed your tasks, return to the starting area. To bring the enigma machine past the search checkpoints, you may either use the permit, or circumvent the checkpoints by dropping your backpack near the exit of the underground waterway, and bringing the backpack through there.

Saboteur difficulty
With saboteur, you cannot change clothes. This will cut down on choices you can perform, because most routes are heavily guarded. Don't worry if you have to get your hands dirty, as there's only small windows where you can sneak through without being detected. However, you should bring along smoke bombs, as those can be used to distract guards.

You can sneak past those in the garage by snaking around a few of the trucks, waiting for the group of three to disperse temporarily, and heading to the door.

It is possible to sneak into the radio room without killing the operators, as one of the operators leaves the room.

There are two reliable routes to the U-boat area, but the trick is securing the return trip rather than approaching the U-boat. You can either prepare the upper path by attracting guards to an adjacent locker room and knocking them out, or by securing the route from the radio room to the stairwell.

Upon approaching the u-boat, you can safely eliminate some enemies with a precise shot that knocks the body into the water. If you can get onto the ship undetected, you need not worry about the workers on the surface of the U-boat, or those on the far side of the dock.