Non-standard Rundown Mechanics

Updated 2 months ago
Class 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:
  • your limited ammunition and tool

  • Scouts with waves lasting minutes instead of a single wave (Finite waves with up to 100 enemies, depends on level tier)

  • Alerter family enemies that spawn miniboss class enemies

  • Team Scan Extraction (applies to Severed - no prisoner left behind, not like you have replacements in Severed)

  • 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?