*Minor Spoiler for Mafia: The Old Country Below
During the Vendetta D’onore, the sixth chapter of Mafia: The Old Country, though the fifth numbered chapter, Enzo is tasked with breaking into the Ludovichi estate to kidnap the man alive for his part in an attempted kidnapping that took part the chapter before. Enzo is given a pistol and a rifle pair at the start of the chapter, which you might be tempted to use at the first chance you get, but breaking into the man’s mansion requires a delicate hand, and if you can manage the feat of reaching Ludovich withough alerting his guards or starting a shootout on your way in, you will recieve the Fantasma Trophy/Achievement for your effort.
First thing to note is that earning the reward does not require one continuous play, as if you alert the guards, you can die or restart at the last checkpoint to revert to before you had alerted them. Some games might have a tracking system that, the second you fail a secondary task, you lose out during that playthrough, but not in Mafia: The Old Country. Thankfully, even in a worst-case scenario, you can quickly restart the chapter. Now, to walk you through the actual task.

Enzo begins across the street from the estate and is told the best choice is to avoid the main gate, which is straight ahead. To do do go left and you will see a second, smaller side gate right past a cart. You will need a knife that can break the gate open, or a whetstone, to sharpen the knife to open the gate, then enter the property. Inside the gate is a lockbox if you are looking to grab some loot. While you might be tempted to clear guards out, the task of breaking in unseen is actually easier if you mostly avoid them along the left side of the property. This being said, the first guard that walks away from this gate and has his back to you is easy to knock out, with a bottle you can grab for distracting him on the table next to him.
Follow the path up towards the villa, and you will see two men talking. This conversation only lasts a short time. One man remains in place while the other walks to the main road, where there will be eyes on him. The first path you reach leads right through the remaining man’s path, but distracting him should be easy if you react quickly enough to do so and move before the second man circles back. The easier way, though, is to just move along the wall to a second path that leads past the man without him seeing you. Once you have crossed over, you will see a square pile of logs leading up to the next area you should take, keeping you on a path where Enzo really can’t be noticed.

Across the next area, you should see a ladder leading up to the next area with some cover to move between to get to it. There is only one person near hear facing away, so as long as you move quickly, you can skip any drama in this area altogether. This will lead you through a building with an open door on the right side that has two men talking right outside. Their backs are to you, so just move past to the closed door on the other side. If you want to risk it there is a lockbox here on the work table across from the open door. The Closed door on the opposite end of the building is unlocked, so just pass through.
Here, there will be three guards that you will need to actively avoid: one in the raised area you just entered, looking at the courtyard in the center, back to you, and one in the courtyard looking forward from the foot of the tall staircase to enter, and one atop the staircase. The one at the foot of the steps is in a conversation that lasts shortly before simply standing there. Unfortunately, while there is a lot of area on the side of the house where you are, you cannot enter the house from there; you need to use the main door. The first guy near where you enter can be cleared easily, or you can ignore him if you want. The important part is waiting for the man atop the stairs to turn and walk down the stairs slightly, cause in this window, you can distract the man at the foot of the stairs, then loop around onto the steps. The man atop the steps doesn’t move far, so make sure you do this quickly by tossing a coin to the opposite end and moving onto the steps.

Move up the steps when the guard atop them is overlooking the courtyard. He noticed me on my run, but hugging the steps and moving the pillar at the base of the second flight of steps kept him from seeing. If he is looking out at the courtyard, you can sneak behind him to knock him out, or toss a coin to the opposite steps to distract him, then knock him out that way. You could also take him down with a knife throw if you have a knife that allows it, same with anybody. Once done, open the door into the villa, and you are done. There is nobody inside, so you don’t need to worry. Follow the music to a closed door, and upon opening that door, the Trophy/Achievement will pop. If you were worried, you picked out all that gear for nothing, don’t be. Regardless of whether you snuck in or not, a massive firefight will ensue in the next part of this mission.
And there you have it, enjoy your reward for a job well done. If you are looking for more help with Mafia: The Old Country, why not check out our walkthroughs for several of the chapters?
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