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doors [2020/07/08 18:26] – [Experienced and up] turtlingherddoors [2023/02/27 21:24] (current) – [Lvl1 Security Doors] ,,Banks can unlock the doors when she is either orthogonally or diagonally adjacent to them. The Lock Decoder can be placed only by an agent who is standing orthogonally adjacent to the doors.'' miteusz
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 ====== Doors ====== ====== Doors ======
 +[{{ :doors:closed_door.png|A closed door.}}]
 +[{{ :doors:open_door.png|An open door.}}]
  
 **Doors** allow passage from one room to a neighboring room. [[:Agents]], rescued [[:Couriers]] or [[:Prisoners]], and [[:guards]] can all open and close doors. When closed, doors are impassable and provide [[:cover#hard cover]]. **Doors** allow passage from one room to a neighboring room. [[:Agents]], rescued [[:Couriers]] or [[:Prisoners]], and [[:guards]] can all open and close doors. When closed, doors are impassable and provide [[:cover#hard cover]].
  
-Agency controlled units can open and close doors when orthogonally or diagonally adjacent to them; [[:guards]] can only open and close doors when orthogonally adjacent to them. +Agency controlled units can open and close doors when orthogonally or diagonally adjacent to them; [[:guards]] can only open and close doors when orthogonally adjacent to them. In addition, [[:agents]] can install [[:items:Shock Traps]] on all kinds of doors when orthogonally adjacent to them.
  
 Usually, when [[:agents]] or rescued [[:Couriers]] or [[:Prisoners]] open or close doors that [[:guards]] can see, the [[:guard]] will [[:guard_behaviour#interest point|notice]] the door opening or closing on the side it was opened or closed on. This will happen even if the tile the door is adjacent to is in [[:cover#soft cover]], as doors do not receive soft cover. Hacked [[:guards#drones]] and [[:agents:Archive Prism]] in disguise can open and close doors without causing [[:guards]] to be interested. Usually, when [[:agents]] or rescued [[:Couriers]] or [[:Prisoners]] open or close doors that [[:guards]] can see, the [[:guard]] will [[:guard_behaviour#interest point|notice]] the door opening or closing on the side it was opened or closed on. This will happen even if the tile the door is adjacent to is in [[:cover#soft cover]], as doors do not receive soft cover. Hacked [[:guards#drones]] and [[:agents:Archive Prism]] in disguise can open and close doors without causing [[:guards]] to be interested.
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 Human [[:guards]], when not [[:guard_behaviour#alerted]], will usually leave doors in the condition they were in after they move through them. The only exception is when they open a door to perform a [[:peeking|peek]] or when they are [[:KO|KOed]], [[:lethal_damage|killed]], or [[:guard_behaviour#alerted]] before they have the chance to close the door. [[:Guards#Drones]] and all [[:guard_behaviour#alerted]] guards will always leave doors open when moving through them. Human [[:guards]], when not [[:guard_behaviour#alerted]], will usually leave doors in the condition they were in after they move through them. The only exception is when they open a door to perform a [[:peeking|peek]] or when they are [[:KO|KOed]], [[:lethal_damage|killed]], or [[:guard_behaviour#alerted]] before they have the chance to close the door. [[:Guards#Drones]] and all [[:guard_behaviour#alerted]] guards will always leave doors open when moving through them.
  
-[[:Guards]], when [[:guard_behaviour#alerted]], can in some conditions destroy closed doors, rendering them permanently open and dealing 1 [[:KO]] damage to any unit on the other side. [[:Agents]], [[:Couriers]] or [[:Prisoners]] [[:KO|KOed]] in this way will also start the next turn with 0 AP if they were not [[:pinning|pinned]] before waking up. This can only happen when the guard's [[:guard_behaviour#interest point]] is one tile beyond the door, and it usually happens because the guard [[:guard_behaviour#interest point|noticed]] an [[:agent]] close it. An [[:guards:Akuma Drone]] can also be [[:firewalls|hacked]] to "kick" down doors as well.+[[:Guards]], when [[:guard_behaviour#alerted]], can in some conditions destroy closed doors, rendering them permanently open and dealing 1 [[:KO]] damage to any unit on the other side. [[:Agents]], [[:Couriers]] or [[:Prisoners]] [[:KO|KOed]] in this way will also start the next turn with 0 AP if they were not [[:pinning|pinned]] before waking up. This can only happen when the guard's [[:guard_behaviour#interest point]] is one tile beyond the door from the guard, and it usually happens because the guard [[:guard_behaviour#interest point|noticed]] an [[:agent]] close it. An [[:guards:Akuma Drone]] can also be [[:firewalls|hacked]] to "kick" down doors as well.
  
 ===== Lvl1 Security Doors ===== ===== Lvl1 Security Doors =====
 +[{{ :doors:lvl1_security_door.png|A locked Lvl1 Security Door.}}]
  
 **Lvl1 Security Doors** are doors that cannot be opened until they are unlocked by a [[items:Lvl1 Security Passcard]], [[:agents:Banks]]'s [[:augments:Crypto Computer]], or a [[:items:Lock Decoder]] after 2 turns. [[:Guards]] cannot unlock these doors, nor will they try to path through them until they are unlocked. **Lvl1 Security Doors** are doors that cannot be opened until they are unlocked by a [[items:Lvl1 Security Passcard]], [[:agents:Banks]]'s [[:augments:Crypto Computer]], or a [[:items:Lock Decoder]] after 2 turns. [[:Guards]] cannot unlock these doors, nor will they try to path through them until they are unlocked.
 +Banks can unlock the doors when she is either orthogonally or diagonally adjacent to them. The Lock Decoder can be placed only by an agent who is standing orthogonally adjacent to the doors.
  
 Note that with the exception of the Lvl1 Security Door that guards the [[:missions:Security Dispatch#Secure Locker]] in [[:missions:Security Dispatch]] missions, there is always an alternate route to the other side of a Lvl1 Security Door. Note that with the exception of the Lvl1 Security Door that guards the [[:missions:Security Dispatch#Secure Locker]] in [[:missions:Security Dispatch]] missions, there is always an alternate route to the other side of a Lvl1 Security Door.
  
 ===== Vault Door ===== ===== Vault Door =====
 +[{{ :doors:vault_door.png|A Vault Door.}}]
  
 **Vault Doors** are doors that cannot be opened until they are unlocked by a [[:items:Vault Access Card]]. They will only appear in [[:missions:Vault]] missions and some [[:missions:Cybernetics Lab]] missions. They will always be found in the [[:facility#Objective rooms]] of these missions, and need to be unlocked and opened to access additional loot. **Vault Doors** are doors that cannot be opened until they are unlocked by a [[:items:Vault Access Card]]. They will only appear in [[:missions:Vault]] missions and some [[:missions:Cybernetics Lab]] missions. They will always be found in the [[:facility#Objective rooms]] of these missions, and need to be unlocked and opened to access additional loot.
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 ===== Exit Door ===== ===== Exit Door =====
  
-**Exit Doors** are doors that cannot be opened until they are unlocked by a [[:items:Exit Access Card]] or [[:items:Vault Access Card]]. They will only appear on [[:modes:Endless]] mode on Day 6 and onwardThey need to be unlocked to access the [[:facility#exit room]]. +**Exit Doors** cannot be opened until they are unlocked by a [[:items:Exit Access Card]]. They appear in [[:modes:Endless]] modes from day 5 onwards, in all facilitiesUnlocking the Exit Door is required to reach the [[:facility#exit room]] and complete the mission.
  
 ===== Guard Entrance Doors ===== ===== Guard Entrance Doors =====
  
 +Two **guard entrance doors** block the way to [[:facility#guard entrance]] rooms. These doors cannot be opened by agency-controlled units, and automatically close once [[:guards]] pass through them, even if a [[:guard]] would not normally close a door in that situation. As such, it is not normally possible for an [[:agent]] to enter [[:facility#guard entrances]].
  
 +It is possible to set up a [[:items:Shock Trap]] on these doors.
 ===== Strategy ===== ===== Strategy =====
  
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    * It's a good habit to always close doors after moving through them, as doors left open can leave unexpected sight lines for guards to see your [[:agents]] later. Random doors being open tends to favor the [[:guards]] over the player. There are a few exceptions, primarily in situations when a [[:guard]] will notice the door being closed, but closing the door should be the default option.    * It's a good habit to always close doors after moving through them, as doors left open can leave unexpected sight lines for guards to see your [[:agents]] later. Random doors being open tends to favor the [[:guards]] over the player. There are a few exceptions, primarily in situations when a [[:guard]] will notice the door being closed, but closing the door should be the default option.
    * If a [[:guard]] sees the door you're about to open, consider waiting until next turn to open it - he may patrol away, allowing you to open it undetected next turn. Simply opening the door (from a diagonally adjacent tile), luring the [[:guard]] in, and [[:KO|KOing]] him is also a viable option, but it is better to avoid disturbing the guard at all.    * If a [[:guard]] sees the door you're about to open, consider waiting until next turn to open it - he may patrol away, allowing you to open it undetected next turn. Simply opening the door (from a diagonally adjacent tile), luring the [[:guard]] in, and [[:KO|KOing]] him is also a viable option, but it is better to avoid disturbing the guard at all.
 +   * If no [[:guard]] sees the door you're about to open, you can freely open the door and then [[:peeking|peek]] again to get a more complete picture of the next room, and allow you to hack [[:mainframe devices]] there.
 +     * On difficulties below [[:modes:Expert Plus]], you can be sure no [[:guard]] will notice the door if the tile in front of it is not "Watched", "Noticed", or "Hidden".
    * If you decide to open the door to lure a [[:guard]] in for an [[:attacks#ambush]], you have two options:    * If you decide to open the door to lure a [[:guard]] in for an [[:attacks#ambush]], you have two options:
       1) Stand in front of the door for the ambush.        1) Stand in front of the door for the ambush. 
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 On [[:modes:Experienced]] and higher difficulty, [[:guards]] will have longer patrols that often go through a door, and they can patrol into the [[:facility#Starting room]]. This makes doors more dangerous to the player than on [[:modes:Beginner]].  On [[:modes:Experienced]] and higher difficulty, [[:guards]] will have longer patrols that often go through a door, and they can patrol into the [[:facility#Starting room]]. This makes doors more dangerous to the player than on [[:modes:Beginner]]. 
  
-   * On turn 1, your first task in the mission is to assess how to protect your [[:agents]] from being seen by [[:guards]] any guards entering the [[:facility#Starting room]]. This can be done by using [[:cover]], [[:ambushing]], or sometimes with early exploration. If you have enough AP to do so, [[:peeking]] into the next room(s) is a good idea, though you should have a plan if the door is not safe to open. If no [[:guards]] enter the [[:facility#Starting room]] on the first turn, it's (probably) [[:guard_behaviour#patrolling|patrol]]-free, and you can use AP more liberally.+   * On turn 1, your first task in the mission is to assess how to protect your [[:agents]] from being seen by [[:guards]] any guards entering the [[:facility#Starting room]]. This can be done by using [[:cover]], [[:attack#ambushing]], or sometimes with early exploration. If you have enough AP to do so, [[:peeking]] into the next room(s) is a good idea, though you should have a plan if the door is not safe to open. If no [[:guards]] enter the [[:facility#Starting room]] on the first turn, it's (probably) [[:guard_behaviour#patrolling|patrol]]-free, and you can use AP more liberally.
    * When [[:peeking]] into a room for the first time, it's a good idea to maintain the peek through the door through the [[:corporation]]'s turn to observe the room for a full turn. This will allow you to know whether there are any [[:guards]] who [[:guard_behaviour#patrolling|patrol]] through doors into that room.    * When [[:peeking]] into a room for the first time, it's a good idea to maintain the peek through the door through the [[:corporation]]'s turn to observe the room for a full turn. This will allow you to know whether there are any [[:guards]] who [[:guard_behaviour#patrolling|patrol]] through doors into that room.
 ==== Expert Plus ==== ==== Expert Plus ====
  
 +On [[:modes:Expert Plus]], you can no longer be sure that a door is not seen by a guard when [[:peeking]] through it while closed. 
 +
 +This means that you will always need to account for the possibility that a [[:guard_behaviour#stationary]] [[:guard]] is watching the door, even if you [[:peeking|peek]] through it and listen for [[:guard_behaviour#patrolling|patrols]]. Because of this, on [[:modes:Expert Plus]], you should avoid opening doors unless you are able to account for this possibility, even with a [[:peeking|peek]] through the door. As a result, if you **can** account for this possibility, it can often be better to open the door (from a diagonally adjacent tile) without [[:peeking]], [[:peeking|peek]] with the door open, then (if noticed) get to safety.
 {{tag>incomplete}} {{tag>incomplete}}
doors.1594232760.txt.gz · Last modified: 2020/07/08 18:26 by turtlingherd