Non-standard Rundown Mechanics
Updated 2 months agoClass R Alarm
(Alias: Ranged)
The waves of the alarm will mainly consist of ranged enemies, though there still may be melee enemies.
Deactivate alarm by scanning a door
Many Class ://ERROR! Alarms have a disengage attached to them when a scan to a different security door is completed - this detail, though, is often hidden until the alarm is started.Class A Alarm
(Alias: Away)The scans of the alarm will leap out of the alarm's subzone to a different subzone or to a completely different zone.
Super Error Alarm
(Alias: Away)Some errors will have multiple mentions of ://ERROR! in their alarm name. This error will be pretty heavy, consisting of waves you would see during a diminished alarm or worse, not an alarm that stays active until you do something else.
Glitches
(Alias: Schizo)Hard to describe if not seen - it's as if you were fighting something that is not there. You were fighting enemies at first and then - poof - nothing is there, accompanied by lights flashing and a strange sound. It is unclear if these are caused by someone or something, or by a malfunctioning prisoner chip.
ST Type Levels/Sectors
(Alias: Stealth Only/Commando Operation/Stealth Operation)Some sectors will require full on out stealth approach while getting through objectives where the main enemies are:
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your limited ammunition and tool
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Scouts with waves lasting minutes instead of a single wave (Finite waves with up to 100 enemies, depends on level tier)
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Alerter family enemies that spawn miniboss class enemies
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Team Scan Extraction (applies to Severed - no prisoner left behind, not like you have replacements in Severed)
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Sleepers packed rooms where leaving them behind can be a high-risk-high-reward scenario
-- What do you mean? I don't have to use ammo!
--- If the next room wakes up with a wave spawn due to your mistake - what are you going to do then?