User Tools

Site Tools


alarm_tracker

Alarm Tracker

The alarm tracker shows the current alarm level, and the number of steps to the next alarm level.
The corporation detected Incognita's signal when your agents teleported into the facility. Every turn, the security level will increase as they track her. New security measures are added every 5 increments.

The alarm tracker shows the current alarm level (also called the “security level”), and tracks the progress towards the next alarm level. The alarm tracker rises by one step at the end of each enemy turn, and also on other events such as when guards become alerted. The alarm level rises for every five steps on the alarm tracker, triggering a security measure; higher alarm levels are associated with more dangerous security measures.

The alarm level starts at 0, and the maximum alarm level is 6. Once alarm level 6 is reached, the alarm tracker will no longer visibly update, but some effects which trigger at each alarm level will continue to be triggered every five steps of the alarm tracker.

The alarm tracker is shown in the top-right corner of the game's user interface during missions.

Easy alarm stages

When playing on Beginner mode, or otherwise with “easy” alarm stages as a custom difficulty setting, the security measures triggered at each alarm level are given in the table below.

Alarm level Security measure
1
2 The three inactive Security Cameras in the facility are rebooted for one turn, and then become active at the end of the player's turn.
3 The firewalls on all unhacked mainframe devices are raised by 1. This does not affect devices which are currently controlled by the agency, including hacked drones, but it does affect other devices even if they are rebooting.
4 An additional guard arrives at a random guard entrance. The guard will walk to investigate a random interest point, and then begin patrolling.
5 An Enforcer arrives at a random guard entrance, and all guards in the facility who are not already alerted will prepare to hunt. A random agent is also located, and the nearest guard is sent to investigate their current location.
6 Two Enforcers arrive at random guard entrances. Two random agents are also located, and the nearest guards are sent to investigate each of their current locations.

Normal alarm stages

When playing on Experienced, Expert or Expert Plus mode, or otherwise with “normal” alarm stages as a custom difficulty setting, the security measures triggered at each alarm level are given in the table below.

Alarm level Security measure
1 The three inactive Security Cameras in the facility are rebooted for one turn, and then become active at the end of the player's turn.
2 The firewalls on all unhacked mainframe devices are raised by 1. This does not affect devices which are currently controlled by the agency, including hacked drones, but it does affect other devices even if they are rebooting.
3, 4 An additional guard arrives at a random guard entrance. The guard will walk to investigate a random interest point, and then begin patrolling.
5 An Enforcer arrives at a random guard entrance, and all guards in the facility who are not already alerted will prepare to hunt. A random agent is also located, and the nearest guard is sent to investigate their current location.
6 Two Enforcers arrive at random guard entrances. Two random agents are also located, and the nearest guards are sent to investigate each of their current locations.

Advanced alarm stages

When playing with the Contingency Plan DLC enabled on the extended campaign, in the OMNI Foundry Lab and all missions after that, the security measures triggered at each alarm level are given in the table below.

Alarm level Security measure
1 Guards change their patrol routes. This works just like the security response when accessing the Executive Terminals.
2 A Chiton daemon with infinite duration is installed, giving guards +1 armor for the remainder of the mission.
3 The firewalls on all unhacked mainframe devices are raised by 2. This does not affect devices which are currently controlled by the agency, including hacked drones, but it does affect other devices even if they are rebooting.
4 A Watchdog daemon with infinite duration is installed, giving guards +1 KO resistance for the remainder of the mission. In addition, all KOed and unpinned guards have their KO timers reduced by 1; this effect works identically to the Jolt daemon.
5 An Enforcer arrives at a random guard entrance, and all guards in the facility who are not already alerted will prepare to hunt. A random agent is also located, and the nearest guard is sent to investigate their current location.
6 Two Enforcers arrive at random guard entrances. Two random agents are also located, and the nearest guards are sent to investigate each of their current locations.
alarm_tracker.txt · Last modified: 2020/07/01 20:27 by turtlingherd