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facility [2020/05/22 02:08] – [Guard entrances] andrew | facility [2020/06/19 00:45] (current) – andrew |
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====== Facility ====== | ====== Facility ====== |
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In each [[:missions:|mission]], the agency infilitrates a **facility** belonging to one of the [[:corporations:]]. The facility is the "level" or "map" where the mission takes place. Except for the [[:missions:Tutorial]] mission, facilities in Invisible, Inc. are procedurally generated, meaning the layout of each facility is random, and you will not see the same facility twice. | In each [[:mission]], the agency infiltrates a **facility** belonging to one of the [[:corporations:]]. The facility is the "level" or "map" where the mission takes place. Except for the [[:missions:Tutorial]] mission, facilities in Invisible, Inc. are procedurally generated, meaning the layout of each facility is random, and you will not see the same facility twice. |
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Facilities are made up of rooms, connected by [[:doors]], and there are some common features which are present in all or most facilities. Each facility is protected by [[:guards:]] and other [[:security measures]], depending on the corporation and the [[:mission difficulty]]. However, the layout of the facility itself is not affected by these factors. | Facilities are made up of rooms, connected by [[:doors]], and there are some common features which are present in all or most facilities. Each facility is protected by [[:guards:]] and other [[:security measures]], depending on the corporation and the [[:mission difficulty]]. However, the layout of the facility itself is not affected by these factors. |
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For many of the rooms in a facility, the shape and size of the room, and the positioning of [[:mainframe devices:]], [[:cover]] objects and other decor are random. Other rooms are [[:prefab rooms]], pre-designed and included into the facility layout. Each facility has approximately 10 rooms, plus a [[#starting room]], any [[#objective rooms]], and an [[#exit room]]. Some rooms may be "joined together", resulting in non-rectangular shapes; this means the number of "rooms" can be less than 10. | For many of the rooms in a facility, the shape and size of the room, and the positioning of [[:mainframe devices:]], [[:cover]] objects and other decor are random. Other rooms are [[:prefab|prefab rooms]], pre-designed and included into the facility layout. Each facility has approximately 10 rooms, plus a [[#starting room]], any [[#objective rooms]], and an [[#exit room]]. Some rooms may be "joined together", resulting in non-rectangular shapes; this means the number of "rooms" can be less than 10. |
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Some routes between rooms may be blocked by [[:doors#lvl1 security doors]], or a [[:mainframe devices:Laser Panel]] which is either impassable or passable with a penalty. Except for some [[#objective rooms]], and the [[#exit room]] at [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, there is guaranteed to be an alternative route which does not require you to unlock any doors or disable the Laser Panel. However, this route may sometimes be much longer. | Some routes between rooms may be blocked by locked [[:doors]], or an [[:mainframe devices:Emitter]] which is either impassable or passable with a penalty. Except for some [[#objective rooms]], and the [[#exit room]] at [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, there is guaranteed to be an alternative route which does not require you to unlock any doors or disable the Laser Panel. However, this route may sometimes be much longer. |
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===== Starting room ===== | ===== Starting room ===== |
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The **starting room** is the room which your [[:agents:]] teleport into at the start of the mission. The starting room is always a [[:prefab room]]; in typical facilities, each corporation has a few possible prefab starting rooms, while [[:missions:#special missions]] have their own prefab starting rooms. | The **starting room** is the room which your [[:agents:]] teleport into at the start of the mission. The starting room is always a [[:prefab|prefab room]]; in typical facilities, each corporation has a few possible prefab starting rooms, while [[:missions:#special missions]] have their own prefab starting rooms. |
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The starting room can contain a [[:Console]], but never [[:mainframe devices:]] such as [[:mainframe devices:Security Cameras]], nor [[:guards:]]. Additionally, in [[:modes:Beginner]] mode, guards never [[:guard behaviour#patrolling|patrol]] into the starting room from another room. | The starting room can contain a [[:Console]], but never [[:mainframe devices:]] such as [[:mainframe devices:Security Cameras]], nor [[:guards:]]. Additionally, in [[:modes:Beginner]] mode, guards never [[:guard behaviour#patrolling|patrol]] into the starting room from another room. |
===== Exit room ===== | ===== Exit room ===== |
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The **exit room** contains the transport pads which your agents must use to teleport out of the mission. The exit room is a [[:prefab room]]. In typical facilities, the prefab exit room is almost always a 6x3 corridor with 2x2 transport pads at the side, and distinct decor; however, the exit room can sometimes be "joined together" with another room, so that it is not a 6x3 corridor. | The **exit room** contains the transport pads which your agents must use to teleport out of the mission. The exit room is a [[:prefab|prefab room]]. In typical facilities, the prefab exit room is a 6x3 corridor with 2x2 transport pads at the side, and distinct decor. Unlike other prefab rooms, this exit room can contain [[:mainframe devices:Security Cameras]], and can occasionally be "joined together" with another room, so in practice it is not //always// a 6x3 corridor. |
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Like all rooms except for the [[#starting room]], the exit room must be discovered by [[:strategy:exploration|exploring]]. In typical missions, exiting the facility is the //only// compulsory objective, so [[:strategy:finding the exit|finding the exit room]] is an important goal. At [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, the exit room is only accessible through an [[:doors#exit door]], which must be unlocked using an [[:items:Exit Access Card]]. | Like all rooms except for the [[#starting room]], the exit room must be discovered by [[:strategy:exploration|exploring]]. In typical missions, exiting the facility is the //only// compulsory objective, so [[:strategy:finding the exit|finding the exit room]] is an important goal. At [[:mission difficulty#mission difficulty 6]] and higher in [[:modes:Endless]] mode, the exit room is only accessible through an [[:doors#exit door]], which must be unlocked using an [[:items:Exit Access Card]]. |
===== Guard entrances ===== | ===== Guard entrances ===== |
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A guard entrance is a walled-off 2x2 area where [[:guards:]] enter the facility. Each guard who spawns during a mission will spawn inside a random guard entrance, either at some [[:alarm level]], because of [[:daemons:Validate]] or a mission-specific event, or when an [[:guard:Enforcer]] respawns. Additionally, [[:guards:#civilians]] who are [[:guard behaviour#panicking]] will exit the facility by running to the nearest guard entrance and teleporting out. | A guard entrance is a walled-off 2x2 area where [[:guards:]] enter the facility. Each guard who spawns during a mission will spawn inside a random guard entrance, either at some [[:alarm level]], because of [[:daemons:Validate]] or a mission-specific event, or when an [[:guards:Enforcer]] respawns. Additionally, [[:guards:#civilians]] who are [[:guard behaviour#panicking]] will exit the facility by running to the nearest guard entrance and teleporting out. |
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All facilities have two guard entrances, except for the [[:missions:OMNI Foundry Lab]] mission which has three. The doors to a guard entrance cannot be opened or [[:peeking|peeked]] through by the player. | All facilities have two guard entrances, except for the [[:missions:OMNI Foundry Lab]] mission which has three. The doors to a guard entrance cannot be opened or [[:peeking|peeked]] through by the player. |
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