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Inivisible, Inc Reference - Items, Augments and Enemies
A guide describing every Weapon, Gadget, Augment and Enemy on the game in great detail. For those who want to compare them or learn something new about them. Avoid reading this if you want to learn this by yourself or don't want to overthink things.
Some tips and strategies will be provided as well in here to help those who are struggling with this game. The Community is encouraged to include theirs as well to make this guide as useful as possible.
Heya! Pelandes is back with another guide. An Invisible Inc one, why not. It's a great game I've came across. So much that I was capable to withstand a full month writing this. I think that in itself says something.
Some may argue this, but the rougue-like structure this game offers reminds me of FTL, who some of you recall, was the topic of my first guide. And it was a breakdown of all equipment in the game as well. So, I decided to follow the same pattern here. Hell, it's even called the same way: "Reference".
We all know the deal at this point: first the name, then the image, after that the stats and finally what my thoughts are. Be sure to correct me if I happened to write something wrong. Also, since in FTL all enemies were randomly generated there wasn't much I could say about that matter. But since in Invisible Inc the enemies are predetermined, I thoguht that I might as well include a section for them.
As always, I remind you that I am not a native English speaker, and my spell checks have a limit. Typos, misspells and other errors may very well find their way here. My apologies in advance.
I think that's everything. Let's get this started.
P – Price (at stores, sells at half that value). C – Category. D – Damage type. AP – Armor Piercing. MA – Max Ammunition. CD – Cool Down. PC – PWR Cost. Requisites – If a specific skill is needed to use the item.
This equipment will allow you to neutralize guards, either killing them or simply knocking them out. Putting a guard to sleep will only do the trick temporarily, as they will eventually wake up again, fully alarmed, and start hunting you down. However, even if killing them permanently removes them from the picture, it will increase the alarm level and require paying clean-up costs at the end of the mission (50 CRD per casualty). It’s up to you.
Melee weapons require you to be right next to your target AND not being pinning down a guard already (since your victim will be dragged to your current square). Ranged weapons, on the other hand, don’t require you the aforementioned and have infinite range, for as long as you have a clear line of sight.
Neural Disrupter I P – 500 CRD C – Melee weapon D – Non-lethal (2 KO) AP – None CD – 3 turns Allows you to knock out a guard for 2 turns, but has a three-turn-long cool down, something that is going to bother you in the long run. Also, 2 turns of KO is not a lot, so make sure that you make the most of it. To compensate the KO / Cool Down ratio, you can pin a guard for the first turn in order to have the Neural Disrupted charged again by the time he wakes up. Another thing to take into consideration is that this weapon has no armor piercing, so unless you have an item / augmentation that fixes that, it will not work against most latter-game guards.
Neural Disrupter II P – 700 CRD C – Melee weapon D – Non-lethal (3 KO) AP – Armor Lv.1 CD – 3 turns Same as the last one, but this time it knocks out the guard for three turns, retaining the same cool down period. Even if you have to leave him unpinned, you can zap him again as soon as he wakes up if needed be. This version of the Neural Disrupter also has 1 Armor Piercing, allowing you to take on lightly-armored foes, which you will be seeing a lot in your playthrough.
Neural Disrupter III P – 900 CRD C – Melee weapon D – Non-lethal (3 KO) AP – Armor Lv.2 CD – 2 turns The best of the bunch, the third version of the Neural Disrupters not only adds one extra Armor Piercing point, but also reduces the cool down period by one turn; perfect to take down multiple guards in quick succession. With two points into Armor Piercing capability, you can attack most of the enemies the game will throw out at you, but consider getting an item / augmentation that gives you an extra Armor Piercing point. With 3 AP, there is only one human enemy you can’t take on directly: the Barrier Guard, whose armor can exceed three levels.
Power Disrupter I P – 500 CRD C – Melee weapon D – Non-lethal (2 KO) AP – none PC – 3 PWR Unlike the Neural Disrupter, the Power Disrupter has no cool down period but requires PWR instead. Each use will drain 3 PWR from your reserves. If you can keep those up, I see no problem, but otherwise the Power Disrupter can seriously become an issue. We all know what is going to happen if your PWR runs out and you are suddenly unable to knock out the guard that is currently aiming his gun at you, don’t we?
Power Disrupter II P – 700 CRD C – Melee weapon D – Non-lethal (3 KO) AP – Armor Lv.1 PC – 4 PWR One extra turn of incapacitation plus one Armor Piercing point in exchange of 1 PWR more seems like a good trade. It is. Just keep an eye on your reserves. If you run out of power when using a Power Disrupter I, unarmored targets can be taken care of by other means if necessary, but lightly armored ones are somewhat more difficult to deal with.
Power Disrupter III P – 900 CRD C – Melee weapon D – Non-lethal (3 KO) AP – Armor Lv.2 PC – 5 PWR Well, we now have a dilemma. The Neural Disrupter III was particularly good due to its short cool down, but Power Disrupters remove that completely in exchange of PWR usage. The big brother of the PWR Disrupter family asks for 5 PWR for the same service the second version already could give, just adding one AP point. If you are struggling with Medium Armored guards, then you could consider getting this, but otherwise aim for items / augmentations that boost your Armor Piercing capabilities.
Plasma Gun P – 500 CRD C – Ranged weapon D – Lethal AP – none MA – 1 round The most basic of lethal weapons, this gun allows you to take an unarmored guard out from a safe distance. However, by the time guards really start giving you trouble, they’ll probably be boasting armor already, requiring you alternative ways to get Armor Piercing points. I wouldn’t buy it if given another option, but if you happen to find it lying around, keep it as a safeguard and sell it for extra CRD when you have spend the bullet or as you enter the last mission (a weapon without AP is basically useless there).
K&O Pistol P – 600 CRD C – Ranged weapon D – Lethal AP – none MA – 2 rounds The next version of the pistol gives you a second bullet for only 100 extra CRD. Same strategy here: keep it if you get it for free, sell it when you have emptied the clip. You’ll get a nice 300 CRD that can be put to good use out there.
Hand Cannon P – 900 CRD C – Ranged weapon D – Lethal AP – none MA – 3 rounds At this point, the price skyrockets again, but this weapon has a total of 3 bullets, making you ask if it is really worth it. Well, you really have to have gotten yourself in a truly serious problem to require three shots to get out, though I am not the one to judge. Consider keeping it for the short term, otherwise sell it for 450 CRD that we all know we need. I find it specially dangerous to have it around, as I could develop a custom of shooting first and asking why afterwards, as, in the end, three bullets are 150 CRD in clean-up costs and three alarm spikes, both things I am not very fond of.
Cooker P – 700 CRD C – Ranged weapon D – Lethal AP – Armor Lv.1 MA – 1 round This sniper brings passive Armor Piercing into the picture, and you may need it in the future. Still, 700 CRD is a lot of money for a single shot, even if you take into consideration that you’ll be refunded 350 when you sell it back after using it. If a guard drops a Charge Pack, then it may be worth keeping, otherwise, don’t bother.
And we just reached the limit Steam allows you per section. Seems like this guide will be divided on parts as well.
Flurry Gun P – 1250 CRD C – Ranged weapon D – Lethal AP – Armor Lv.2 MA – Unlimited (only once per mission) Call me crazy when I say that the price here is worth it, but it pays off. Armor Piercing 2 plus any boosts you can get grants you that virtually take on any enemy. If I am going lethal, I’m bringing this, and it is invaluable in the last mission. Only drawback is that you can only fire once per mission. Charge Packs ain’t going to cut it, you only have one shot at this.
Neural D.A.R.T. P – 450 CRD C – Ranged weapon D – Non-lethal (2 KO) AP – none MA – 2 rounds A ranged non-lethal can work wonders in the hands of an experienced player. A cheap one, if I may say so, and even more when you are getting 225 CRD back afterwards. However, you will only put the poor chap to sleep for 2 turns, and that is not a long time. A Paralyzer may be needed here, though you’ll be forced to close the distance in order to apply it.
R.I.O.T. D.A.R.T. P – 900 CRD C – Ranged weapon D – Non-lethal (3 KO) AP – none MA – 3 rounds The price shoots up again, but it may be worth it this time around. Three shots instead of two, also three turns out cold rather than two, though the price doubles. Finding a Charge Pack here is hitting jackpot, as you’ll double the efficiency of this weapon and make its price a bargain. Still no Armor Piercing, though. Pity.
Drilling D.A.R.T. P – 950 CRD C – Ranged weapon D – Non-lethal (3 KO) AP – Armor Lv.1 MA – 2 rounds Compared to the last one, the Drilling version of the D.A.R.T. family still gives you 3 turns of unconsciousness and adds 1 AP point, being only 50 CRD more expensive. You are missing a bullet, though. Still, two shots should be more than enough to take down a particularly annoying armored enemy, right?
Biogenic D.A.R.T. P – 1200 CRD C – Ranged weapon D – Non-lethal (3 KO) AP – Armor Lv.2 CD – 7 turns The non-plus-ultra of the ranged non-lethal weaponry. Infinite ammo, Armor Piecing 2, 3 KO upon impact; the price is not even that big of a deal (a successful raid in a vault should give you more than enough cash, and if not, it can be found in high security safes)… but the long cool down is SIMPLY PAINFUL. And here is when realizing that Charge Packs reduce cool down as well comes really in handy. And if you don’t find any or don’t want to buy them, you can always wait until the cool down expires.
Flash Grenade P – 600 CRD C – Throwable, one-use item D – Non-lethal (2 KO) AP – Ignores armor Surprisingly common when pickpocketing guards or stealing safes, the flash grenade allows you to KO everyone in a three-tile-range from where it lands, regardless of the armor the enemy wore. Does not affect your agents, so it can be thrown at you feet if needed be. A real life-saver. I was once surrounded by four baddies and got away thanks to this.
Smoke Grenade P – 300 CRD C – Throwable, one-use item D – none Very cheap at stores, and otherwise a common drop. What this item does is create a wall of smoke in a small area, through which enemies can’t see. Throwing one on top of them effectively turns them blind. This allows you to stun them with ease of simply run for your life. BTW, both you and your enemies can walk through the smoke, and they will do so as they get to move, as they will rush your last known position.
Weapons - Update 11
A veritable compendium of items for you to use in the field and get the upper hand in any mission. Some of them are so powerful that require some skill levels on the user (items that the current character can’t use will be displayed on orange).
Some items are one-use only, other can be used multiple times but require a cool down period in between. Other have to retrieved in order to be used again. Knowing which item does will increase your chances of survival out there. No one wants to have stuff they don’t know how works around.
Accelerator Chip I P – 300 CRD C – Use-on-contact item (on a console) CD – 2 turns Requisites – Anarchy Lv.2 Use this on a console (the red panels which you can hack to get PWR) to get 1 extra PWR than what that console would normally give you. Your Hacking skill is not taken into account, so this is better wield by characters with low Hacking but high Anarchy levels. The cool down is pretty short as well: it has a lot of reusability. Being so cheap, it is something that you can get early on and never regret it.
Accelerator Chip II P – 550 CRD C – Use-on-contact item CD – 2 turns Requisites – Anarchy Lv.3 Same procedure, use it on a console to get more power, 2 PWR out of it this time around. It asks for an extra level on Anarchy, but the cool down is still the same and, for as surprising as it may sound, it isn’t particularly expensive.
Accelerator Chip III P – 800 CRD C – Use-on-contact item CD – 2 turns Requisites – Anarchy Lv.4 Have you ever had a character who went full on Anarchy but left other skills, such as Hacking, behind to rot? Well, he or she can now take advantage of that and use this gadget to get 3 more PWR out of any console hacked, and still maintains a two-turn-long cool down period! Amazing!
Buster Chip I P – 250 CRD C – Use-on-contact item (on a mainframe device) CD – 5 turns Requisites – Anarchy Lv.2 Allows decreasing the firewall of a device by 2 if used on the device itself. Given how cheap it is and how low the requisites are, you may as well pick it up early to make the most out of it. Your PWR reserves will thank you for that! Just remember that any present daemons will still be installed even if you broke the last firewall with the Buster Chip.
Buster Chip II P – 400 CRD C – Use-on-contact item CD – 4 turns Requisites – Anarchy Lv.3 An improved version of the last one, it is (slightly) more expensive and asks for a level three anarchist user, but it pays off with a 3 firewall breaker tool and a turn less in the cool down count. The PWR saved by manually hacking as many devices as possible is simply breathtaking.
Buster Chip III P – 600 CRD C – Use-on-contact item CD – 3 turns Requisites – Anarchy Lv.4 What can I say? I love this little fella. One more turn taken out of the cool down period and the ability of wiping out 4 firewalls in the blink of an eye is amazing. One thing, though: by the time you have saved enough money / raised a character’s Anarchy skill to level 4 you’ll probably be at medium or latter-game. By then, daemons are a common occurrence and getting close to a device is dangerous with so many guards lurking around. Be careful with what you choose to hack, people.
Cloaking Rig I P – 400 CRD C – Active item (can be activated without any restriction other than the cool down). CD – 10 turns Requisites – Speed Lv.2 Renders you invisible, being literally undetectable to guards and cameras unless someone happens to bump into you. Use it to run past fields of vision or make an escape when you get spotted. It is fairly cheap and the requisites are simple enough, though it has a severe limitation: it will only cover you for 4 tiles of movement. Move a fifth one and you’ll reappear. The effect wears off as well if you attack someone. Beware: scans (both drone’s or scan grenades) will still detect you, though an alarm level won’t be issued immediately.
Clocking Rig II P – 700 CRD C – Active item CD – 8 turns Requisites – Speed Lv.3 This Cloaking Rig removes the four-tile-maximum restriction and allows a full turn of invisibility regardless of the distance covered. Being able to use the whole AP pool allows effectively walking by several guards or rooms with more than one camera. Be sure that you finish your move behind cover, though, you don’t want to be seen as you turn visible again. And, another thing: now that the cloaking lasts for an entire turn you may tempted to sprint in order to make the most out of it, so remember that your footsteps can still be heard.
Cloaking Rig III P – 850 CRD C – Active item CD – 8 turns Requisites – Speed Lv.4 The best of the bunch, you can now turn your entire team invisible for as long as they are in a reasonable distance from each other. When you hover your mouse over the icon to activate it, you’ll see the area it will cover (about 5 tiles?) and all agents that will become invisible are highlighted in green. Turning multiple agents invisible spares you the need of buying individual Cloaking Rigs, but also requires you that the participants stay close to the source agent.
Econ Chip P – 800 CRD C – Use-on-contact item (with a console) CD – 2 turns Requisites – Speed Lv.2 (thanks to TigerKirby215) A variant of the Accelerator Chip. Rather than extracting extra PWR from a console, you’ll get cash instead. 50 CRD per PWR the console would have given you otherwise. It has a very short cool down and humble requisites, but it also negates you some PWR that you may need. I only recommend using it if you already have a steady way of getting PWR passively (programs, augments, Portable Servers…). It is particularly valuable as a starting item or in endless mode once you’ve got the aforementioned covered.
EMP Pack I P – 500 CRD C – Active item CD – 8 turns Requisites – Hacking Lv.2 Disables all mainframe devices in a 3 tile area, which allows opening safes without hacking them or shutting down annoying cameras and drones. It also deactivates sentries and security beams. Devices which you already hacked will be affected as well if caught in the blast. Take into account that some drones (like the common Camera Drone) will be destroyed rather than disabled. Otherwise, human guards won’t notice this unless they run into a rebooting drone.
EMP Pack II P – 800 CRD C – Active item CD – 8 turns (thanks to xXDew the Do!Xx) Requisites – Hacking Lv.3 Not much to say here. The second EMP Pack allows a larger area of effect (5 tiles this time around) and shaves a turn off the cool down in exchange of being more expensive and requiring a level 3 hacker.
EMP Pack III P – 1200 CRD C – Active item CD – 6 turns Requisites – Hacking Lv.4 Yet again, pretty straightforward. A bigger effect radius (6 tiles) and another turn off the cool down for an extra level in the Hacking skill and a spike in the price. So much so, that is likely to be in a high security vault if you can get your hands in one. Word of advice, though: 6 squared tiles is a big area, and you may catch unwanted targets in the EMP pulse. Not only friendly devices, but also drones that were not a threat and that will now come after you as soon as they get on their feet again. Just saying…
Camera Canister P – 300 CRD (?) C – Throwable, deployable item (can be picked up again) CD – 1 turn (upon recovery) Can be thrown in a spot and provides a full 360º radius view of the room it is standing on. Useful on rooms without cameras in which you would rather have vision on, to get a forewarning on incoming enemies. Especially valuable in the last mission and in raids on Plastech Corporation buildings (where some enemies can recapture your cameras, making you lose vision on those rooms). Can be recovered to be used again, but don’t bother if you are barely getting out yourself: it’s so cheap that you might as well buy another one somewhere else.
Charge Pack P – 400 CRD C – One-use item Either refills the ammunition of a weapon or reduces an item or weapon cool down. It disappears after being used, choose wisely if you have multiple equipment you could use it into. Even though it is very common on stores, you should consider searching for it on guards and safes, because it’s not worth the 400 CRD. If you can’t find any, you might as well sell your empty weapon and buy another one, preferably one with cool down rather than ammo. On the other hand, if you found it but don’t have a reloadable weapon, leave it on your agency storage until you get one.
Hologram Projector P – 600 CRD C – Throwable, deployable item CD – 4 turns (upon recovery) Requisites – Speed Lv.2 Creates a fake cover where it lands, which blocks your enemies’ line of sight and it is virtually the same as any other obstacle, only that it can be walked and shot through. It won’t save you from a bullet, it has to be placed in advance. A great thing to have to virtually hide anywhere you like, but, for your agent’s sake, don’t put it on a guard’s path, or he will walk through it and realize it’s a projection! The Hologram Projector emits a noise that reaches 1 tile in every direction, immediately alarming guards that are standing in the near vicinity.
Lock Decoder P – 400 CRD C – Use-on-contact item (on a locked door) CD – 3 turns Use it on a locked door to open it. It takes three turns to do that, though. Finding a keycard or simply going around would be simpler, but it can become genuinely useful in high security levels in which knocking out guards or finding alternate paths are not always a possibility. What you can do is placing it on a locked door, explore the level during the three turns, and come back as the door opens. It can also be used smartly to unlock shortcuts to the exits as you find them, since you know that you’ll go through them when you are getting out, several turns later.
Med Gel P – 275 CRD (thanks to xXDew the Do!Xx) C – Use-on-ally, one-use item Cheap enough to be restocked without problems, it isn’t expensive at all for what it does. Use it on a downed agent to get them back on their feet instantly, saving you the trouble of having to drag their body all the way back to the elevator in order to rescue them and still having to complete the mission with one less character. It is a fairly common drop on guards and it always seems to be on Nano Fabricators. Only last thing: be careful when approaching the downed agent to revive him, as the guard who shot him will most likely be there pinning him / her, make sure to deal with him before proceeding.
Paralyzer I P – 400 CRD C – Use-on-enemy item CD – 6 turns Requisites – Anarchy Lv.2 Apply it on an already knocked out enemy to extend their KO timer by 2. The perfect solution for those enemies who you can’t pin due to the character being required elsewhere or another guard approaching you position, to make sure that the stunned baddie stays like that for a little longer. Also, unlike other stunning weapons / items, which if you KO the enemy multiple times, they’ll just reset the KO value to the original one, this one actually stacks when you do that.
Paralyzer II P – 500 CRD C – Use-on-enemy item CD – 5 turns Requisites – Anarchy Lv.3 Adds one extra turn of unconsciousness to the already existing two, making a total of three, for just another 100 CRD. The problem would come at leveling up your character to Anarchy Lv.3, but, hey, if you already have one up there, why not?
Paralyzer III P – 700 CRD C – Use-on-enemy item CD – 5 turns Requisites – Anarchy Lv.4 Getting someone up to level four on Anarchy plus the 700 CRD cost is going to get expensive. Still, five extra turns of knock out is nothing to joke about. Add that to the 2 – 4 KO points most weapons already deliver and the downed enemy is pretty much out of the picture for at least a third of the standard mission duration, assuming you don’t pin him down at any point.
Portable Server I P – 500 CRD C – Deployable item CD – 2 turns Requisites – Hacking Lv.2 After being placed in the ground, it’ll produce 1 PWR each two turns. You can recover it, though it will not be productive while it stays on your inventory. Better pick it up as you are packing things up to exit the level. Make sure that it is hidden from sight when you deploy it, since if a guard spots it, he will pick it up and you’ll have to recover it from him (either pickpocketing him or looting it after stunning / killing the chap). Of course, it will not produce a single PWR while it is stored on the guard’s pocket.
Portable Server II P – 1000 CRD C – Deployable item CD – 2 turns Requisites – Hacking Lv.3 While the first PS was a little *meh*, this one is worth the bother, as it produces a PWR per turn, giving you a constant stream of energy as if you had Power Drip within your Incognita programs. And, if you do, it stacks! If only it wasn’t that expensive…
Portable Server III P – 1500 CRD C – Deployable item CD – 2 turns Requisites – Hacking Lv.4 Oh, dear. Both the price and the requisites are going to require some SERIOUS saving up. If only it could spawn on a high security safe, that would be ideal… oh, wait a minute. Anyway, if you get your hands on this beauty, you’ll be able to passively produce 2 PWR per turn. If we add consoles, programs or other augments, you’ll virtually never run out of energy. Be sure to not leave it behind!
Scan Chip P – 100 CRD C – Use-on-contact item (on a device with daemon) CD – 2 turns Requisites – Anarchy Lv.2 (?) This chip works like Decker’s initial augment: it allows you to identify an unknown daemon in a mainframe to know what you are up against. This would allow you to decide whether or not you’ll risk hacking it, if using Taurus (a program which moves a daemon to another device) or if you simply bypass it completely. Of course, if you hack the Daemon Database you’ll just learn the daemons installed on the entire facility, but it’s such a cheap item that you may as well give it a go, especially if the Daemon Database itself is protected by a daemon you would rather not have to deal with.
Scan Grenade P – 300 CRD C – Throwable, one-use item Your own version of the Scan Grenade some guards use, it reveals the position of any guard and drone inside the room you throw it into. It won’t alarm any of them. Useful on those rooms without cameras you can hack or in Expert Plus difficulty, where lines of sight are hidden unless you see the guard / drone / camera that is projecting them (to avoid undesirable run-ins). Can’t help but think that a Camera Canister would have been a better option, though.
Shock Trap I P – 400 CRD C – Use-on-contact item (on a door) D – Non-lethal (3 KO) AP – Ignores armor CD – 7 turns Requisites – Anarchy Lv.2 Place it on a closed door to zap into unconsciousness whoever dares to open it, regardless of the Armor they were wearing. Booby trapping doors is incredibly useful to cover your back, shake off guards on pursuit or simply have an alternate way to knock out enemies while your Disrupter is on cool down (one that ignores armor, too). However, do remember where you placed it! If you open a rigged door, you’ll KO yourself, and there isn’t any other stupider way to go. I know because it has happened to me more times that what I will ever admit. Also, you can’t place a Shock Trap on a broken door. It’s a no-brainer, but just in case.
Shock Trap II P – 700 CRD C – Use-on-contact item (on a door) D – Non-lethal (4 KO) AP – Ignores armor CD – 6 turns Requisites – Anarchy Lv.3 Really what you’ll expect from an upgraded Shock Trap. Longer knock out and reduced cool down in exchange of a higher price and skill level.
Shock Trap III P – 1000 CRD C – Use-on-contact item (on a door) D – Non-lethal (5 KO) AP – Ignores armor CD – 5 turns Requisites – Anarchy Lv.4 Not only takes the same amount of turns to recharge than the enemies spend lying in the ground, but also has an area-of-effect, like the Flash Grenade, though bigger (5 tiles). That is a LONG reach, and it is very likely that you’ll catch more than one baddie in the blast. This, however, makes the Shock Trap III less convenient on situations in which stealth has yet to be “broken”, by this I mean that the alarm level is low and few to none guards are actively searching for you. If multiple enemies get KOed by this gadget, then they’ll all become alerted as soon as they wake up, suddenly increasing the amount of people after your agents by two, three or more. Not to mention that multiple stunned guards are easier to spot by other enemies, alarming them and increasing the alarm level in the process. Make sure to save this one until things go south.
Stim I P – 400 CRD C – Use-on-self item CD – 9 turns Requisites – Speed Lv.2 This item allows you to get a free 4 AP for that turn and that turn only. You can use it at the very start of your movement to get those extra tiles you know you need or halfway through it, as you get the feeling that your current AP is not enough. We all know those *oh, damn, that guard is turning around as soon as he gets to move and I’m out of AP*, in which the Stim comes in handy to get that little push that will get your character to safety.
Stim II P – 800 CRD C – Use-on-self item CD – 7 turns Requisites – Speed Lv.3 The middle brother of the Stim family gives 6 AP instead of 4 and reduces the cool down for 2 turns, for those whose Stim I left them a tile away from cover and got shot as a result. It sucks when that happens.
Stim III P – 1000 CRD C – Use-on-self item CD – 4 turns Requisites – Speed Lv.4 If a level 4 runner was not fast enough for you, then the Stim III will most certainly solve that for you. An agent with four levels into Speed under the effects of this item can make its way through a whooping 19 tiles (8 base movement + 3 via Speed skill + 8 from Stim III), 22 if he / she was sprinting. It’s not the highest you can get (that would be a Speed 5 character, sprinting and using Stim III, which adds up to 24 tiles, not taking augments, Incognita boosts nor multiple Stims into account), but it is seriously impressive nonetheless. And that four-turn-long cool down grants you that you will be doing this a lot… Also, this item resets your attack action, allowing you to perform two take downs in a single turn if used right. The idea here is using the Stim ver.3 AFTER attacking for the first time.
Ventricular Lance P – 600 CRD (?) C – Use-on-self item CD – 5 turns (?) Use this item to give an agent one extra Armor Piercing point for a turn, applied to all weapons (melee and ranged, lethal or not). When you simply cannot afford weapons with high AP (or you just cannot find them) and AP-enhancing augments are not a possibility, a Ventricular Lance can provide a thrid option for you to take down the big guys. Just be careful, the long cool down period can very well caught you by surprise.
Wireless Scanner I P – 600 CRD C – Passive effect item Requisites – Hacking Lv.2 No, this is not a copy-paste error, the icon for the Scan Grenade and the Wireless are the same one. Which is king of logical since they perform similar tasks. Rather than checking for guards, this gadget searches mainframe devices, consoles and things you can hack in general (which means it’ll detect drones and turrets, but NOT human guards) in a four-tile radius. Its effect is passive, by the way, which means that you don’t need to activate it and neither does it go into cool down.
Wireless Scanner II P – 900 CRD C – Passive effect item Requisites – Hacking Lv.3 This version of the Wireless Scanner gives you a glimpse of what Internationale’s starting augment could do, allowing you to scan 6 tiles around you. You don’t get to interact with consoles at a distance, though. What a pity.
Wireless Scanner III P – 1200 CRD C – Passive effect item Requisites – Hacking Lv.4 1200 CRD and a Hacking level four agent are two things which are hard to get separately, let alone both of them at the same time. It allows to passively scanning 8 tiles, but unlike most other version 3 items, it does not have any other extra effect, which raises the question of whether it’s worth it or not. Personally, I think it is not. However, if I were to find one in a safe somewhere, you can bet I’m keeping it!
T.A.G. Pistol P – 300 CRD C – Use-on-enemy item (ranged) AP – Ignores armor PC – 1 PWR At this point, you should know the mechanic of “Observing” enemies to learn their patrol path for that turn, which makes setting up ambushes or simply getting out of the way much easier. However, this consumes an AP from the agent who performed the action and only works for that turn, forcing you to repeat the process if you want to know where that guard is heading at all times. The T.A.G. Pistol solves that problem by literally “marking” an enemy, so you see their patrol path forever for as long as you have vision on them at the cost of 1 PWR, no cool down nor ammo consumption, just the PWR. Armor is not taken into account, and you can mark drones as well. Oh, by the way, something I noticed is that if you go into Overwatch Mode and shoot a guard with the T.A.G. Pistol while they move, they’ll stop on their tracks as they get marked, but no alarms will be raised nor will the enemy become suspicious. It may be a bug, but I don’t know if that happens anymore.
Gadgets - Update 11
These items can be equipped on your agents to provide them with cool passive effects or completely new abilities. By default, an agent can only equip two augments and always start with one on (which is determined by the agent you choose, and all starting augments are unique). You can increase your augment capacity up to eight by raiding Cybernetics Labs, in which you can either obtain rare augments or increase the slots your agents have for them. More common augments can be bought in Nano Fabricators, carried as items in your inventory and installed whenever you like on a character with an available augment slot.
Be warned, augments CANNOT be removed. Once installed, they will stay on your agent for the run’s duration. Be sure that you plan in advance who is going to be beneficed the most out of each one you get.
Anatomy Analysis P – 650 CRD C – Offensive augment Killing an enemy with this augment installed will not increase the alarm. It will drain 3 PWR from your reserves instead. If you don’t have enough energy, it won’t have any effect. It is a must-have for character with lethal weapons, especially in later levels of Endless Mode or the Last Mission, in which not killing guards become harder and harder up to the point in which either you pull the trigger or you die. Incredibly useful against enemies with Advanced Heart Monitors, which will raise the alarm by 4 points instead of 1 when killed. However, you’ll still have to pay clean-up costs.
Chameleon Movement P – 300 CRD C – Synergy augment (with Cloaking Rig) Gives you 6 AP whenever the agent with it becomes invisible for whatever reason. It may be the one with the Cloaking Rig or he may have been beneficed by the area-of-effect the Cloaking Rig III has. Either way, 6 AP is a lot of extra movement and been invisible makes things easier for you when moving around. Furthermore, it is a very cheap augment and it frequently featured in Nano Fabricators. If you have a character with a Cloaking Rig, don’t hesitate, get it!
Distributed Processing P – 650 CRD (thanks to Solaire of Astora) C – PWR-related augment You have a 50% chance of getting 1 PWR at the start of every turn. You can have multiple of this on one or more agents, its effects stacks. This is an augment which does not provide any direct benefit to the user, but rather the whole team, so it’s a little tricky to decide who you should install it in. Aim for agents without synergizable equipment or roles, or simply give it to Sharp, who has enough augment slots to start with to spare one.
HoloCircuit Overloaders P – 650 CRD C – Offensive, synergy augment (with Cloaking Rig) D – Non-lethal (2 KO?) AP – Ignores armor Knocks out all enemies in a small area whenever the user becomes invisible, and also produces a noise that will attract enemies on adjacent rooms. It effectively brings a lot of attention upon the agent who uses it, and it will probably increase the alarm by quite a bit in the process. Leg it out of the room as soon as this activates, remember that you’ll only remain invisible for a single turn! Its use is only advised when things have gotten loud, as a way to distract as many guards as possible while you head for the exit.
MicroSLAM Apparatus P – Cannot be bought C – CRD-related augment Uncovering the map with the agent who has this augment gives cash back. You’ll get CRD for each unknown tile you uncover, but not from revealing the Fog of War, as you already know the mapping for that area. Give it to the character with the highest speed for better results.
Net Downlink P – 650 CRD C – Boost augment Gives the bearer 2 extra AP for each mainframe device that is hacked by Incognita in that turn. There is no limit to how many bonus movement you can get in a single turn, but the extra AP is not carried over to the next one, so be sure that you use it! You may even want to leave a non-important device untouched to hack it when you are in need for AP.
Penetration Scanner P – 650 CRD C – Offensive, boost augment Gives 1 Armor Piercing point to all melee weapons the agent has. It only works if he is currently holding them, this is, if you hand over the melee weapon to another character, the bonus does not transfer to them. And here comes an important decision: will you give it to someone with a non-Armor Piercing weapon to give the ability to deal with lightly armored enemies (which are very common in the middle-late game) or to someone who already has Armor Piercing 1 or 2, in order to be able to stun the most heavily armored foes in the game? Your pick!
Piercing Scanner P – 650 CRD C – Offensive, boost augment It works the same way the Penetration Scanner, but the Armor Piercing bonus is applied to ranged weapons instead, lethal or not. Same dilemma as before, choose wisely.
Predictive Brawlings P – 300 CRD C – Offensive augment Gives you 6 AP after KOing an enemy. First person that comes to mind as a candidate for this augment: Nika Muratova. She already has a starting augment that gives her a second attack per turn, and her Disrupter is Power-based, so no cool down for as long as you can handle the PWR cost. The extra AP makes sure that she’ll get to her next victim no problem. You can virtually get a free 12 AP each turn, but be careful not to overdo it! Those guards will eventually get back on their feet, and you DON’T want the entire facility turning every stone upside down searching for you.
Sadochistic Pumps P – 300 CRD C – Offensive augment Yep, that’s how it’s called. I’m not making anything up here. Works like the Predictable Brawlings, but it’s triggered by kills instead of KOs and only gives out 3 AP. Despite being cheap, I wouldn’t recommend picking it up if given the chance. You’ll need to kill a lot of enemies to get a significant bonus, and that gets expensive, not to talk about the alarm tracker. It’s a vicious circle.
Skeletal Suspension P – 300 CRD C – Boost augment It exponentially improves the speed of dragging. I don’t remember by how much since I really wasn’t paying attention when I used it back in the day (my bad…), but it was appreciated nonetheless. We all know how beneficial pinning guards can be, but the problem is that when you have to move on you either leave them there or you carry them. A Paralyzer offers a way out, but that isn’t always available. You could use this augment instead to reduce the movement penalty you get when carrying bodies. Oh, and it also works with fallen agents. It can be a life-saver.
Subdermal Cloak P – 400 CRD C – Synergy augment (with Stim) You become invisible for a full turn (as if you were under the effects of a Cloaking Rig II) the turn AFTER you use any kind of Stim. It costs you 5 PWR. If you don’t have enough energy, there will be no effect. It effectively combines two items on one, albeit a high energy consumption. You can even use the Stim if you know for sure you are going to be spotted as soon as the guards get to move, since you’ll become invisible when you regain control and you can escape easily. Two things, though: the effect of the Stim will have already worn off by the time you cloak, and this augment doesn’t work the other way around! There are some augments for regaining AP when cloaking already!
Titanium Rods P – 400 CRD C – Offensive, boost augment It gives melee attacks an extra turn of knock out, and it can be stacked. Pretty self-explanatory, and it can work for pretty much any agent, though if you want to be efficient, don’t give it to agents with high Anarchy values, since those can easily access Paralyzers to increase their KO count and are not really in need of this kind of augment.
Torque Injectors P – 300 CRD C – Synergy augment (with any item) Every time you use an item from your inventory, all item cool downs on that agent’s gear are reduced by 1. Agents with high inventory capacity and / or multiple items with cool downs are the most benefited from this, and although it certainly helps to ease those never-ending recharge periods on some gadgets and weapons, items with short cool down periods actually come very in handy here. Being the ones which can be used more times due to their short reload times, they trigger this augment more often than any other.
Augments - Update 11
Unlike gadgets and augments, Programs are not assigned to an agent and used by those, but rather are stored on Incognita, and can be activated by clicking on “ACCESS INCOGNITA” button on the top-left corner of the screen. Almost all programs require PWR to work, but will allow you to hack into things, mainly, but also distract guards, increase your agent’s AP, manage PRW, screw with daemons and more.
At the beginning of every run, you pick one PWR-producing Program and a hacking one. Those will be your basic but essential tools. Further down the line, you’ll be able to acquire more programs via randomly spawned Terminals and on Server Farm missions (the latter with a larger selection for you to choose from) in exchange of CRD.
You can hold a maximum of 5 programs. Those can be sold be needed be, though I wouldn’t recommend doing that unless you are doing that in order to get a better one. And, in the last mission, you’ll get a free one half way through it. We will talk about it later on.
Abacus P – 400 CRD C – Passive, PWR-related program You start every mission with an extra 4 PWR, meaning that you’ll begin with 14 out of 20 PWR. It provides a nice initial boost that is surely appreciated, and being so cheap, you can get it early on and sell it for an extra 200 CRD once you are running low on program slots.
Abacus 2.0 P – 1000 CRD C – Passive, PWR-related program The starting energy is doubled, allowing you to begin with 18 PWR out of 20. It is great to have those free 8 PWR, but the extremely high cost doesn’t makes it not worth the effort. If you get Monst3r over there and buy it for 850 CRD (thanks to his starting augment, which reduces the price of items on shops), then you may consider it.
Brimstone P – 450 CRD C – Hacking, starting program PC – 3 PWR Breaks 1 firewall at the cost of 3 PWR. It is less efficient than most other hacking tools, but it also gives you an added 10% chance of “Daemon Reversal”, that is, getting a good effect out of a daemon (in green) rather than the scheduled bad one (in red) when a daemon triggers. This bonus is passive and is added to your standard chance of daemon reversal (somewhere along the lines of 1–5%, I really don’t know). The idea here is risking installing daemons to MAYBE get a beneficial one, taking advantage of your extended chance of that happening.
Daemon Sniffer P – 350 CRD C – Daemon-related program CD – 3 turns PC – none Reveals a hidden daemon, no PWR cost, but it has a three-turn-long cool down. Yes, once you hack into the Daemon Database you’ll instantly know every daemon on the facility, but that device itself may be protected by a powerful daemon you don’t want to deal with. Knowing what would happen when you install that daemon will help you decide whether or not you want to hack that one. If you think you can handle it, go wild!
Dagger P – 450 CRD C – Hacking program CD – 5 turns PC – 1 PWR Breaks three firewalls at the cost of one single PWR. Extremely efficient. It has a long cool down period, though, it would’ve been too OP otherwise. Just use it on those devices with lots of firewalls to make the most out of it and then switch to your standard hacking program until it recharges and repeat.
Dagger 2.0 P – 650 CRD C – Hacking program CD – 4 turns PC – 3 PWR Tears through 5 firewalls for 3 PWR, then goes into cool down (a shorter one, by the way). Still very efficient, and more so in latter-game missions. It isn’t much more expensive either. Same strategy as in the original Dagger.
Datablast P – 400 CRD C – Hacking program PC - 3 PWR Decreases all firewalls in a 5 tile area by 1. Aim for device clusters, but try to avoid the ones with daemons! No cool down. Blast away!
Emergency Reserve P – 300 CRD C – Passive, PWR-related program CD – 3 turns Invaluable. Gives you 5 PWR at the beginning of the turn of you are at 3 or less on your energy reserve. It is incredibly common to run out of consoles in the middle of a mission without Portable Servers or any other way of earning PWR quickly. Programs like Power Drip ain’t going to cut it, you need a boost, fast! Otherwise you can’t hack that drone that is about to shoot you, or your Power Disrupter won’t work when that guard goes around the corner. Sure, it takes three turns to work again, but it’s not that bad: could have been a lot more.
Faust P – 300 CRD C – Passive, PWR-related, starting program It generates 2 PWR at the beginning of every turn, doubling the efficiency of Power Drip but having a 20% chance of installing a daemon every time it is activated. That is why it’s recommended to have Brimstone as well, to increase the chance of getting a good one instead of the usual “screw you” one. There is an achievement called “Daemon Code” that requires you to complete a run with Faust and Brimstone as your starting programs. With all the daemons going off, and you praying that your daemon reversal chance will hold up, it is surely going to be a hectic game.
Fusion P – 300 CRD C – PWR-related, starting program CD – 4 turns PC – 5 PWR It generates 3 PWR per turn for 4 turns at the cost of 5 PWR when turning it on. That means you’ll get a net profit of 7 PWR at the end of the process (12 produced – 5 cost). It finishes cooling down as soon as the effect stops, so you can fire it up again to keep up the income. However, if this is your starting program and you don’t have any other reliable way of getting energy, DO NOT FORGET THAT YOU HAVE TO TURN IT ON AGAIN! I did, and found myself with no consoles and without the 5 PWR needed to start the Fusion again. Ouch.
Hammer P – 400 CRD C – Hacking program PC – 5 PWR Breaks through 5 firewalls at the cost of 5 PWR. An energy point per broken firewall is something hard to improve (unless you have Dagger). Thing is, it’s a fixed cost, and unless you find yourself a device protected under 4 or 5 (3 the least you should go for) firewalls, you are not making the most out of it. Requiring that level of security, this is a program that will be used mostly in the later game.
Hunter P – 400 CRD C – Daemon-related program CD – 3 turns PC – 5 PWR Makes a daemon disappear without any side effects for 5 PWR. Three-turn-long cool down. The current active firewalls on that device are not taken into consideration. Great for those pesky daemons you really don’t have a way to counteract. Make sure that the one you are erasing from existence is the number one priority, it is both an expensive program and one with a long cool down.
Leash P – 500 CRD C – Passive program You control hacked drones for an extra turn. That means that Camera Drones will obey you for 3 turns and Obake / Akuma Drones for 2 turns before rebooting. The effect is passive, and applied to all hacked drones for as long as this program is installed on Incognita. It really sucks for the Sankaku Corporation, does it?
Lockpick P – 300 CRD C – Hacking, starting program PC – 2 PWR It breaks one firewall at the cost of 2 PWR. And that’s it. It is the very first hacking tool you’ll get your hands on in your first playthrough, and thus it is quite uncomplicated. Later on, you’ll see more efficient programs when it comes to hacking, some requiring clever tactics in order to make the most out of them. This one doesn’t. One firewall for 2 PWR, nothing more, nothing less.
Lockpick 2.0 P – 700 CRD C – Hacking program PC – 3 PWR A more efficient version of Lockpick, with it you can break 2 firewalls for 3 PWR. Basically 1.5 PWR a firewall rather than the 2 the other version offered. Definitely an improvement. If you happen to have both Lockpick and Lockpick 2.0 at the same time, always use the improved version unless there is just a firewall left. In that case, use the basic Lockpick to avoid spending 3 PWR on a single firewall, instead use two.
Oracle P – 500 CRD C – Hacking program PC – 4 PWR You instantly take over a random camera on the facility. It instantly clears out all firewalls (so if it has 2 or more, it already is more cost-effective than most other hacking tools) and you don’t even need vision on the camera to make it happen. However, it may not be the camera you wanted, or it may have had a daemon that was installed before you had time to regret it. Who knows? Due to the sheer randomness this program offers, I really can’t come up with a fail-proof strategy here.
Parasite P – 500 CRD C – Hacking, starting program PC – 0 PWR (does increase) Instead of breaking the firewall and spending PWR outright, you instead “plant” a virus in the device that will decrease the amount of firewalls by 1 each turn. You only consume PWR when planting it, but the amount to pay is increased by 1 point per active virus at any given time (this is, first one is free, second costs 1 PWR, third 2 PWR and so on), though the cost is reduced again as viruses finish their work on a device and disappear. While it’s great to only consume energy when the virus is planted rather than paying for each broken firewall, the cost can REALLY become expensive when several Parasites are active (something awfully common in the later game). Also, the firewalls are torn down at the rate of 1 each turn, starting the turn AFTER you install it, so it’s not instantaneous, and it won’t stop that Akuma Drone that is taking aim quickly enough for your liking…
Parasite 2.0 P – 750 CRD C – Hacking program PC – 2 PWR (does increase) It does the same thing as the Parasite 1.0, but the rate at which it eats through firewalls is 2 per turn now. Excellent to take down those devices with surprisingly high level of security, but the cost is increased accordingly. It follows the same “raise 1 per active virus” procedure: 2 PWR for the first, 3 for the second, the third costs 4, and so on.
Ping P – 450 CRD C – Miscellaneous program CD – 4 turns PC – 1 PWR Creates a distraction noise that will catch the attention of nearby guards, alerted or not. It has quite the wide area of effect, being able to distract as many guards as possible within a five-tile-wide area. Unalarmed enemies will not become aggressive (i.e. red exclamation mark) just by hearing this, they’ll just go investigate and then they will return to their patrol. This is a fantastic way of moving a stationary guard (or one with a particularly annoying patrolling route) out of the way, or to shake off enemies on pursuit (just be sure to use Ping AFTER whatever action made the guards go investigate your localization, otherwise they’ll just update their behavior and go after you). This program’s cost is also minimal, the only problem is the long cool down. That, and that drones are unaffected by noise.
Power Drip P – 300 CRD C – PWR-related, passive, starting program Produces 1 PWR every turn no matter what. Is basically the same as having a deployed Portable Server II, but much cheaper and without the added annoyance of having to go to retrieve it later. I recommend getting it when you did not select it as your starting PWR-related program, it’s worth the price.
Rapier P – 600 CRD C – Hacking, starting program PC – 1 PWR (does increase) Breaks 1 firewall in exchange of 1 PWR. Seems like a bargain, but, oh, my friend, you should always read the small print as well: its cost increase by 1 PWR each time the alarm goes up one level and new measures are taken. This is, it costs 1 PWR when you start, 2 at alarm level 1, 3 at alarm level 2 and all the way up to 7 PWR at alarm level 6, at which point you’ll probably be swearing to whichever deity you can think of why you did not bought another hacking tool as a back-up. It is horrible to be stuck in a fully-alarmed facility with Rapier as your only hacking program. So, pro tip: hack as many devices as you possibly can while the cost is still low, so you have to spend less PWR when things get expensive.
Seed P – 350 CRD C – Passive, starting program CD – 1 turn (only once per turn, triggered automatically) Reduces by 4 PWR the cost of the first program you use on each turn. This is fantastic. It means that most programs will be free for one use at the beginning of each turn. This is why it is such an interesting first option: whatever you chose as your starting program, it won’t exceed the 4 PWR freebee, and you get a free use EVERY TURN. Yes, you will become dependent on consoles to build up PWR, but in the early game you’ll be hardly spending any. Later on, you’ll be able to acquire more ways to generate energy via other programs, Portable Severs and augments. For as long as you’ve got that covered, you are golden.
Shade P – 500 CRD C – Miscellaneous program CD – 2 turns PC – 1 PWR It reduces how far guards can see by a few tiles. Its effect lasts one turn, and can be triggered again the turn after the one it wore off, at a minimal cost. While it won’t help against a guard who literally opened a door right in front of you, it can still allow you to sneak in rooms undetected (yeah, those in which the enemies are camping the door from a distance), and help getting away when an entire regiment of guards are sweeping the building after you, since you may JUST escape their detection thanks to their reduced sight.
Taurus P – 400 CRD C – Daemon-related program PC – 2 PWR If you can’t get Hunter, Taurus is your second best option at dealing with those pesky daemons. It won’t make them disappear outright, but they will be moved to another “undaemoned” device. No cool down, allowing you to move the daemon again if the receiver doesn’t suit you, assuming you can afford an extra 2 PWR. When you have this program, make sure to leave less important devices unhacked, so you can shove daemons into them should the need arise.
Wildfire P – 400 CRD C – PWR-related program CD – 1 turn Generates 5 PWR, but raises all firewalls by 1 while doing so. Unlike most PWR-related programs, this is not a passive one, you have to activate it manually. It provides a good boost when you need it, but make sure that it is worth it. “Will I be able to neutralize those rising firewalls with the extra kick I’m getting?”, “Will I be able to obtain my immediate objective it I do it?” or even “Am I desperate enough not to care about those firewalls increasing for as long as these 5 PWR get me out of this one?”. Those are the questions you should ask yourself.
Wings P – 500 CRD C – Miscellaneous program CD – 2 turns PC – 1 PWR Increases all agents AP by 1 for 1 turn. While not the most amazing thing we’ve seen this far, it certainly helps. It is also quite cheap to activate and it has a somewhat short cool down. Be advised, it works on Couriers and Inmates that you rescue as well.
Wisp P – 300 CRD C – Miscellaneous program PC – 3 PWR Tags all currently visible guards for the rest of the mission, so you can always see their patrol paths, marked as white arrows in the ground. It effectively works the same way as the T.A.G. Pistol, but costs 3 PWR instead of 1 (though it tags everybody at the same time). If you can get more 3 or more enemies on sight before activating Wisp, then it’s already worth the price. Oh, BTW, a tagged guard also shows the path he is going to follow even when fully alarmed, so you can plan in advance and stay away from him (or set an ambush).
Wrench P – 600 CRD (all of them) C – Hacking programs PC – 2 PWR for Wrench 2.0 and 3.0; 4 PWR for Wrench 4.0 and 5.0 There are four different versions of the Wrench program: Wrench 2.0, Wrench 3.0, Wrench 4.0 and Wrench 5.0. They are all so similar that I won’t even bother separating them into different programs. They allow you to instantly take over devices with two, three, four and five firewalls respectively. This is, with a Wrench 3.0 you can hack into a mainframe device with 3 firewalls at the cost of 2 PWR, but it won’t do anything if it has any number other than three. Same goes with all other versions. It does allow you to instantly break through several firewalls at a reduced cost, but you have to make sure that you have the proper Wrench for it. My advice? Pick whichever you feel like (I recommend either Wrench 3.0 or Wrench 5.0 since they are more efficient), and use your other hacking programs to set the firewall number to one you can work with, then use your Wrench to finish it off.
Programs - Update 11
Unique equipment pt.1
This section is a recompilation of all Weapons, Gadgets, Augments and Programs that are unique to some agents, and are their starting equipment. The only way of getting them is selecting these characters as your initial party, who will begin with these items equipped.
Captured agents in Detention Center will have their unique augments installed, but not their weapons nor their gadgets. Keep that in mind.
Adrenal Regulator Character – Nika C – Boost augment It gives you an extra attack per turn. That means you can attack twice per round. It has an infinite number of uses, other than knocking out or killing guards, since there are some other actions that count as an “Attack”. Combine this with an augment such as Predictive Brawlings (which gives you more AP per KO) for extra fun.
Antiviral Proxy Character – Central C – Daemon-related augment You gain 5 PWR every time a daemon is installed, whether it is a good or a bad one (usually the later). Having it is incredibly useful to develop counter-daemon strategies, such as against Labyrinth (run Wings with the extra PWR to cover up the missing AP), Modulate (use the additional PWR to counter the increased cost) or Siphon (it becomes useless, since what it does is drain PWR, but you are getting it back instantly), to mention a few. Extremely recommended when attempting a Brimstone + Faust run, since a LOT of daemons will go off during that one.
Custom Cloaking Rig Character – Decker P – Can be sold for 200 CRD C – Active item CD – 8 turns Requisites – Speed Lv.2 Works exactly like the Cloaking Rig II does (makes one agent invisible for an entire turn, regardless of the movement), but with the requisites of the basic version. Apart from that, nothing special. However, if you ask me, the good thing about Decker is that he starts with Speed Lv.2 AND a Cloaking Rig right away, not that somewhat useless augment he has.
Custom Console Character – Achieved Internationale P – Can be sold for 250 CRD C – Deployable item Requisites – Hacking Lv.2 After being deployed, generates PWR every time the alarm level goes up. More PWR the higher the current alarm level is. Can be combined with programs such as Rapier to make up for the increased cost it asks for as the alarm level goes up. But let’s just agree that the higher the alarm level is, the more likely you are to be in need of PWR anyway. Pro tip: deploy it in the elevator room, or near it, to pick it up as you exit the level.
Custom Econ Chip Character – Achieved Banks P – Can be sold for 400 CRD C – Active item (on a console) CD – 2 turns Requisites – Anarchy Lv.2 Same modus operanti as the standard Econ Chip, but gives you 75 CRD a PWR rather than the usual 50. It really stacks up in the long run. Just remember that you are sacrificing potential PWR to get cash, so make sure to have backup PWR-related programs or Portable Servers, otherwise you are going to find yourself in a tight situation. And when I say this from my own experience: DON’T start a run with achieved Banks and Seed or Fusion as your starting programs! You are in for a disaster!
Custom Paralyzer Character – Banks P – Can be sold for 200 CRD C – Use-on-enemy item CD – 6 turns Requisites – Anarchy Lv.2 It basically works like a Paralyzer II (3 KO damage), but with the stats of a Paralyzer I (six-turn-long cool down, requires Anarchy Lv.2), so it’s not bad as a starting weapon. Side note, though: if you get a better Paralyzer and equip it to Banks, don’t sell this one. Simply upgrade an agent to Anarchy Lv.2 (which you should have done anyway to be able to pickpocket guards) and give them the Custom Paralyzer.
Crypto Computer Character – Banks C – Substitute augment (Lv.1 Security Card) Allows you to unlock a level 1 security door without a Security Card. While obtaining one tends to be remarkable easy (you just have to loot guards until you find it, and it doesn’t take too long anyway), it is annoying to have one in your inventory at all times, occupying a slot that could have otherwise used by another more useful item. What’s more, most of the time you’ll have your inventory full already and will encumber yourself with a Security Card. Or you may simply have a hard time finding the damn Security Card. It happens.
De-Fib Lance Character – Achieved Shallem P – Can be sold for 350 CRD C – Use-on-ally item CD – 10 turns Basically an infinite Med Gel, if you can withstand the never-ending cool down. It’s the longest in the entire game. Same procedure as its expendable counterpart: stand next to a fallen agent to revive them and not have to drag their bodies all the way back to the elevator. You’ll get Shallem’s suit dirty if you were to do that!
Desert Wind Character – Shallem P – Can be sold for 300 CRD C – Ranged weapon D – Lethal AP – Armor Lv.1 MA – 2 rounds Shallem’s starting rifle is already capable of bringing medium armored targets (1 AP point from the weapon, another one from Shallem’s starting augment). That pretty much removes the need of any further upgrades in this field, at least until the later game, when you may consider getting yourself a third Armor Piercing level to deal with the most heavily armored targets. Only two shots, though. Charger Packs are applicable, but try not to open fire unless it is a do or die situation.
Discharge Re-router Character – Archived Nika C – Boost augment Every time you use a Disrupter (whether is your starting one or other that you picked up along the way), all of Mika’s items on her inventory will have their cool downs reduced by 1, including the Disrupter itself if you swapped it earlier by a Neural one. This can only be done once per turn. Be smart and use your items BEFORE zapping someone. You can even attempt something like temporarily give Nika gadgets on cool down from other agents in the middle of a mission, for a turn or two to quicken their reload periods, then return them to their original owners. It needs some micromanaging, but it is very satisfying when successfully pulled off.
Enhanced Optics Character – Shallem C – Boost augment Adds one Armor Piercing point to all ranged weapons, lethal or not. Actually, there is an augment for that already (Piercing Scanner), but Shallem starts up with this one installed, so it had to be “unique” in some way. This makes his Desert Eagle capable of tearing through 2 levels of armor, not just one, but same applies to any other ranged weapon. If you get one, give it to him!
Unique equipment pt.2
Fabricating Multithreading Character – Monst3r C – Miscellaneous Augment All purchases effectuated by this agent will be 15% cheaper. Getting Monst3r to do the shopping actually saves up surprisingly high amounts of CRD, and makes high-tier gadgets, usually expensive, much more manageable (something that initially costs 1000 CRD will be available for 850). Make sure to upgrade Monst3r’s Strength so he can carry all the gear you now can buy, or else have the team gather around him to immediately distribute the equipment and avoid unnecessary encumbered agents.
Modded Shock Trap Character – Dr. Xu P – Can be sold for 200 CRD C – Use-on-contact item (on a door) D – Non-lethal (3 KO) AP – Ignores armor CD – 7 turns Same as your everyday Shock Trap, but knocks out an enemy for 3 turns in exchange of 7 turns of cool down, while the normal Shock Trap I required 8 turns to do that. Here is the good thing though: it DOES NOT require any Anarchy levels to work (Dr. Xu has a boost in Hacking, not Anarchy), and thus can be used by ANY character without upgrading anything. It can be handed out to another agent in the middle of a mission to save space, and it won’t affect its functionality. Hurrah!
Neural Networking Character – Decker C – Daemon-related augment Literally substitutes Daemon Sniffer and the Scan Chip. Bringing Decker next to a device with an unknown daemon will reveal which type it is, helping you decide whether or not you want to hack through it or not. Main advantages: it doesn’t have any cool down (Daemon Sniffer and the Scan Chip did) and has no PWR cost (Daemon Sniffer costs 3 PWR). Main disadvantage: requires Decker, and only Decker, to get close to that device, while with the Scan Chip could be activated with any character with enough Anarchy, and Daemon Sniffer can be used at a distance. While it becomes useful at unexpected occasions, it isn’t the best starting augment out there.
Modular Cybernetic Frame Character – Sharp C – Boost augment Starts out with 6 augment slots instead of the usual 2. The first one is occupied by this augment, of course, but that still gives you 5 extra slots to work with. You can do some interesting combinations with this one. And you can still add more slots via Cybernetics Labs raids, up to 8. Oh, and every three augments installed on Sharp, you get one more KO damage on melee weapons, so if you fill all six available, all your disrupters have 2 turns added to their unconsciousness count.
Network Siphon Character – Archived Internationale C – PWR-related augment It works the same way her Custom Console does, but without requiring you to deploy it. The Network Siphon produces PWR every time the alarm goes up one level, being the amount of energy produced greater the higher the current alarm level is. Having the Custom Console deployed and running stacks, making archived Internationale truly a fountain of PWR. Just be sure that you are exiting by the time the sixth alarm level is activated, as you won’t get any extra energy from there on.
Overclocked Neural DART Character – Monst3r P – Can be sold for 300 CRD C – Ranged weapon D – Non-lethal (2 KO) AP – Armor Lv.3 CD – 8 turns Monst3r’s signature weapon, an OP version of the Biogenic D.A.R.T. which starts with 3 Armor Piercing points right off the bat, while maintaining the same stats as the aforementioned gun (one extra turn of cool down, though, for good measure). There is no need of further improvement in here, other to reduce the reload period, since with this weapon you can virtually take down any foe the game throws at you. Problem is, a random daemon is installed every time it is fired (can be reversed), so be prepared for it.
Refurbished Revolver Character – Archived Decker P – Can be sold, no refund though C – Ranged weapon D – Lethal AP – none MA – 6 rounds This unique revolver has the biggest magazine in the entire game, but it can’t be reloaded with Charge Packs. Once it’s empty, it’s empty. Also, no Armor Piercing whatsoever. It can be solved via augments, though, so be on the lookout for some. And it doesn’t give you any money when sold, but do not doubt to get rid of it when it runs out of bullets: it’s useless at that point. Try to be smart and drop it on the ground when that happens, it’ll distract a guard and it will buy you some time to escape.
Refraction Chamber Character – Prism C – PWR-related augment Gives you 1 PWR every time a mainframe device is successfully hacked into. This is, you get your PWR point when the last firewall is broken. Can be done twice per turn. In most occasions, it won’t erase your energy consumption, but will help ease it. To maximize its impact in your reserves, try to only hack two devices a turn whenever possible (but you can reduce the firewalls of other to make them easier to hack in the next turn, for as long as you don’t breach the last one). By the way, it still works if the device was hacked via Parasite, in which case, you’ll collect the PWR the next turn.
Salvaged Neural Disrupter Character – Shallem P – Can be sold for 150 CRD C – Melee weapon D – Non-lethal (2 KO) AP – none CD – 5 turns Alright, I’m not even going to pretend to be nice here: this disrupter is absolute crap. It only knocks out a guard for 2 turns, and it requires 5 to charge up again! It’s there for character balance reasons, since Shallem already starts with a good lethal weapon. However, do not hesitate to swap it for the first Disrupter you find in a Nano Fabricator. Even the most basic Neural Disrupter I is better than this.
Sensory Injector Character – Archived Decker C – Boost augment Gives you 2 AP every time you are spotted (including those times in which you only distracted the guard without raising an alarm by walking right outside their field of view). While this can be exploited to get free movement every turn, something totally doable with proper strategy, it’s more of a safety net to avoid being out of AP when an enemy detects you and not being able to hide anywhere as a result. Even if you just distracted them: they are coming your way, and you have to move before they see you!
Subdermal Tools Character – Dr. Xu C – Substitute augment (EMP Pack) It allows you to perform the same thing the EMP blast does: disable mainframe devices. However, rather than affecting an entire area, it is focused on a single object selected by you. With this, you can open safes, disable security systems, deactivate drones (not cameras, though), and even turn off guards’ Heart Monitors. Be wary, Camera Drones will be destroyed instead of disabled as if they had been struck by a normal EMP. Oh, I almost forgot: unlike the EMP Pack, this augment has no cool down and can be used in all turns (counts as an attack).
Unique equipment pt.3
Thermal Generator Character – Archived Dr. Xu C – PWR-related augment It creates 2 PWR every time an item with 3 or more turns of cool down is used. You can only obtain the bonus once per turn. A quick look at the “Weapons” and “Gadgets” section above will tell you what you already suspected: almost all items in the book have at least three or more on their “CD” stat, so you are pretty much good to go in that aspect. Enjoy your free PWR.
Turing Character – none C – Hacking program It is automatically installed on Incognita in the final stages of the Last Mission (if you already have 5 programs, a sixth slot will be created), and it allows you to break two firewalls on ALL mainframe devices on the facility for 5 PWR. By far the most efficient hacking program out there, and it comes VERY in handy on the last mission, in which things almost always go hectic too fast for anyone’s liking. It will also set off a couple of undesirable daemons by accident, but, who cares at that point?
Volt Disrupter Character – Nika P – Can be sold for 250 CRD C – Melee weapon D – Non-lethal (2 KO) AP – none PC – 2 PWR The Disrupter Nika carries is PWR-based, but it consumes less than any other (only 2 PWR), but is doesn’t have any AP points and it only renders enemies unconscious for 2 turns. Still, those two can be improved if necessary with the proper items and augments. You should also take into account that Nika has a starting augment that allows her to attack twice per turn. Having a Disrupter without cool down is ideal for this, and the PWR consumption is so low that it won’t burn such a hole in your energy wallet, so to speak.
Wireless Emitter Character – Internationale C – Miscellaneous, substitute augment (Wireless Scanner) The trademark of Internationale, it passively reveals all mainframe devices within six tiles of her AND allows you to interact with consoles at a distance (6 miles away). Pretty straightforward, but, my, is it effective. Especially useful to get PWR and get to hack devices without actually seeing them (or being right next to them), making guards watching over them virtually useless. It also reveals nearby drones, as they are hackeable.
Unique Equipment - Update 11
Enemies - Intro
You all know the deal at this point: the enemies are there to make it difficult for the player to obtain his goal, and do so by shooting you if they get a lock in your position. Initially, guards can be either stationary or follow a patrol. Use your “Observe” action to learn this at the cost of 1 AP, or simply wait until their turn arrives.
Guards have three states of awareness: normal (nothing special, they simply patrol or stand around), distracted (yellow question mark over their head, will walk to the localization of the thing that distracted them, if they found nothing, will reverse to normal and return to their starting spot) and alerted (red exclamation mark, will sweep the facility searching for you, stays like this until the mission ends). This last state is reached when they directly see you or another enemy’s (unconscious or dead) body. Just so you know, alerted guards will breach doors if they have just seen you behind one, while distracted one will open them as normal.
All enemies have a line of sight represented as a red cone on the ground. Stepping on the dark red section will DISTRACT the guard, but doing it on the light red one will ALERT him. Opening doors they are looking at also distracts them. Human guards will react to laud noises as well. However, cover restricts their vision, marking in yellow the tiles which they cannot see directly. Stepping on those won’t trigger any reaction on the enemy.
If a guard directly sees you, they’ll become alerted if they weren’t before, shout at you to freeze (which will make other guards in the near vicinity alerted as well of rushing your localization) and enter Overwatch Mode. Right now, if you move or try any action that consumes AP, you’ll be shot. If you can slip into cover in just 1 AP’s worth obstruct the guard’s sight or neutralize the enemy by any means possible, you’ll be saved. Otherwise, the enemy will take down your agent (a single bullet is fatal) and proceed to pin their target, making a rescue much more difficult.
There are two types of enemies: human and drones. The main difference being that drones are immune to KO damage (from Disrupters and DARTs), and will not react to any sort of sound. Other than that, they are the same as human guards.
A total of five corporations are introduced in Invisible Inc, each with its own special units and unique equipment. Be sure to watch out for which corporation is in charge of the facility you are about to infiltrate to be prepared in advance for what is about what the game will throw at you. The following sections will break down the five corporations’ units and security systems.
Enemies - FTM Security
Fancy detection techniques, with extensive use of the Scan Grenade and always having one Scanning Amplifier somewhere in the facility, which will pinpoint one of your agents every time the security level goes up, and send one guard to investigate (they become DISTRACTED). They are also the only corporation, other than OMNI, which includes the Barrier Guard into their roster.
Security Guard Special – Heart Monitor
The most basic human personnel the FTM has, it is an unarmored enemy which is always deployed at the beginning of every FTM mission. Don’t get overconfident, though. It can still be a serious threat for your people: it’s armed, can breach doors and has a Heart Monitor installed, which raises the alarm by 1 when he is killed. Upon reaching alarm level three (four on easy mode), an extra Security Guard will be spawned, who stars out distracted, and will go investigate your last known position.
Support Guard Special – Heart Monitor, Flash Grenades, Scan grenades
One or two are spawned on every mission at or above security level 2, and are virtually the same as any other Security Guard (armed, can breach, equipped with Heart Monitor), but also adds two types of grenades to its inventory: Flash Grenades (throws when an agent has just exited his field of view, will KO your guys) and Scan Grenades (thrown when investigating rooms, will detect you even behind cover). Despite his outfit, he is actually considered “unarmored”.
Elite Guard Special – Heart Monitor, Level 1 Armor
He is the main armored unit of the FTM Security Corporation. Has level 1 armor, requiring weapons with Armor Piercing Lv.1 to stun or kill him. Other than that, he behaves the same way other guards do. A shield with a “1” strapped in it will be displayed on top of him to warn you about his armored status. They are also deployed on security level 2 missions or above.
Barrier Guard Special – Heart Monitor, Barrier Armor
Deployed on high security missions, these guys have a special type of armor: it equals the amount of firewalls they have on them on Incognita mode, requiring you to hack through them. With enough PWR, they can be brought down to an unarmored status, but you can also drop their armor to a number you can work with and tear through it with an Armor Piercing weapon. They usually start out with Barrier Armor Level 3 (three firewalls to break), but on later missions they may show up with more (I’ve seen Barrier Guards with 5 layers of armor).
Scanner Amplifier It is a mainframe device which spawns on a random room in all FTM Security-controlled facilities, and it detects a random agent every time the alarm level goes up, then distracts a guard into said position. While not posing an enormous threat by itself (the guard sent is not alarmed, only distracted, and can be either dealt with or simply bypassed), but it is annoying anyway, and may distract the guard you didn’t expect to, causing him to spot you.
The Scanner Amp, however, can be hacked once found and that deactivates it. Furthermore, you can get an agent loot the now inoffensive device to obtain an item that will be transformed into CRD once the mission finishes, if you manage to bring it along to the exit.
Enemies - K&O Security
The Kelfried and Odin corporation brings advanced tech into the playground, equipping their facilities with Sentries, and gearing up their guards with heavy armor and peripheral vision goggles. While these paramilitary-like facilities will take their sweet time to spot you, when they finally do it’s going to be a hard time for you with all the combat-oriented unit this corporation has at its disposal.
Security Guard Special – Heart Monitor
The basic unit on K&O buildings. Gameplay-wise, identical to the Security Guard the FTM Security Corporation had. Armed, capable of breaching doors and equipped with the ever-present Heart Monitor. An extra one will be deployed once the alarm level hits 3 or 4, depending on your difficulty setting. Always present on all buildings regardless of the security level that mission has.
Support Guard Special – Heart Monitor, Flash Grenades
K&O Security is the other corporation who has Support Guards, equipped with Flash Grenades to flush your agents out of their hiding localizations. While I think they don’t have Scan Grenades (since those are kind of the trademark of FTM Support Guards), I may be mistaken. Other than that, they are just a reskin of Security Guards, unarmored, but perfectly capable of stopping you on your tracks if given the chance.
Elite Guard Special – Heart Monitor, Level 1 Armor
All corporations have a lightly armored unit to spice things up when the security level goes up to 2 or beyond. While getting an Armor Piercing point in any weapon by any means is not very hard, forgetting about that will greet you with a red “ARMORED” sign over the command “KO” or “KILL” when targeting him. Believe me, it is a warning I don’t like to see appearing on my HUD.
Heavy Guard Special – Heart Monitor, Level 2 Armor, KO Resistant
K&O Security is the only standard corporation which brings medium armored human guards into the field (not taking the Barrier Guard into consideration). It’s a nasty surprise when they show up. Worse of all, all non-lethal weapons deal one less KO damage point to them. So, not only is it hard enough getting 2 Armor Piercing points, it’s also less effective! Be especially careful with weapons with only 2 KO damage: the Heavy Guard will be up on its feet before you even get to leave the room! My advice is to bypass him completely or outright killing them (preferably disabling their Heart Monitor first with an EMP).
Spec Ops Guard Special – Heart Monitor, Peripheral Boost
While unarmored and hence easy to deal with, this is one of the hardest guards to bypass. He has 180º of full awareness vision (read as: light red tiles), and will spot your guys even if he is not directly looking at you. If he walks beside you, he will see you. If he enters a room and you are hiding behind the door, he will see you. If you try to approach him from any direction that is not directly behind him, he will see you. A Spec Ops Guard sitting in a corner virtually watches over the entire room. Be extremely careful with your movement if one is patrolling nearby.
Turrets For some reason, I like to call them Sentries. Don’t ask me why. A unique defense system of the K&O Security Corporation, they have a line of sight as any other guard, and standing in it will put the Turret in Overwatch Mode, though no alarms will be raised. Move again and it will open fire. However, all Sentries require a Power Generator right besides it, and can both can be hacked. Take over the Generator, and you can shut down the Turret. Hack the Sentry and it will become friendly (shoots at guards, not at you), but you have no control over it. Hack into both to get full control of it.
Either way, Turrets can only shoot twice. After that, they run out of ammo. Oh, by the way, if a guard sees a Sentry shooting another, he will proceed to destroy the Sentry, becoming alerted if he wasn’t before.
Enemies - Sankaku Corporation
To quote a fellow Steam guide writer: “Welcome to the kingdom of drones”. Sankaku facilities favor drones over human guards and have lots of unique models which are not available to other companies. Entering these buildings with EMPs and maybe the Leash program is highly advisable. And while you may say to yourself: “Well, most of the enemies are drones and those can’t hear me, so I may as well sprint all my way to the objective and deal with the few human guards that show up”, you’ll be surprised by the unique security system this corporation implements: the Sound Bug. We will talk about it later.
Security Guard Special – Heart Monitor
One of the two human guards that naturally spawn on Sankaku corporations bellow security level 6 (acquirable on Endless Mode, we’ll talk about it when we reach the OMNI Corporation), it behaves the exact same way other Security Guards do. Over security level 1 (which only spawns 3 Security Guards, regardless of the company), some – most– Security Guards will be replaced by drones, but a few ones are always dispatched in case their Sound Bugs fail at detecting enemies. And to prevent EMP + Leash spam.
Elite Guard Special – Heart Monitor, Level 1 Armor
Cannot shake the feeling that these guys look extremely similar to OMNI personnel. It must be me.
The Sankaku’s lightly armored guard, nothing else to see here. Same strategies as before apply here. And if you are dealing with Sankaku, you are more likely to find armored drones than an armored human. Just saying…
Obake Drone Special – KO Immune, No Hearing, Controllable, Limited Ammo
The drone version of the Security Guard. Armed and dangerous. Will shoot on sight and more or less behave like a normal guard. They can Scan their surroundings and detect enemies behind cover in its room if alarmed. But it can also be destroyed the same way you would take a guard’s life. I’m not judging…
Let’s talk drone basics. Unlike human enemies, they cannot be stunned by conventional means (Disrupter, DARTs… but Shock Traps DO work), and an EMP is required to take them down not-lethally. They can be hacked into if you manage to break through their firewalls, and can be used for scouting and / or killing other enemies (however, if other enemies see this, they’ll shoot the hacked drone to pieces) for 1 turn before rebooting (going KO) and awakening fully alarmed. Drones also have their entire field of vision in light red, unlike human guards who had both edges in dark red and stepping on those would only distract them. Oh, and drones cannot hear a thing. Feel free to leg it if you have already taken care of Sound Bugs and human enemies.
A common misconception is that the drones are armored by default. They are not. The Obake Drone is qualified as “unarmored”, and thus can be destroyed with normal weapons. The absence of a Heart Monitor also grants that the alarm won’t be raised when they are killed, but you’ll still have to pay clean-up costs.
Obake Drone 2.0 Special – KO Immune, No Hearing, Controllable, Level 1 Armor, Armor Piercing Level 1, Limited Ammo
Still armed and dangerous, in case you were wondering. But now basic armor plating is added to the mix. Basically a robotic version of the Elite Guard all other corporations have. It also has a higher number of firewalls than the standard Obake Drone had, and has Armor Piercing 1 bullets. Probably you won’t care when you are the one being shot at, but things are different when you are controlling the drone.
Be extremely careful when you simply caught a glimpse of an Obake Drone in the distance. While up close are different enough, when looking at the infocard only it’s easy to overlook the “2.0” written after “Obake Drone”. Don’t get overconfident.
Null Drone Special – KO Immune, No Hearing, Controllable, Null Field
You are going to learn to hate these guys. They are not armed and act as a Camera Drone for the most part, but all mainframe devices in six tiles from it are basically unhackeable. They’ll display a white “PROTECTED” warning over them and a dash instead of the number of firewalls. It won’t affect devices that are already under your control, though. The Null Drone itself can be hacked, though it tends to have multiple firewalls, and that doesn’t solve the problem in the long term. If you don’t have any other option, you can take it down permanently. It’s unarmored. No alarms will be raised, but you’ll have to pay a fee.
Akuma Drone Special – KO Immune, No Hearing, Controllable, Level 2 Armor, Armor Piercing Level 2, Peripheral Boost, Limited Ammo
This is a terrifying thing to be up against. It’s protected with Level 2 Armored Plating, has peripheral vision (not as much as the Spec Ops Guard, but still better than average), and it’s VERY well armed with 2 points into Armor Piercing. The only thing you can exploit is that it is slow as hell. Or you can simply EMP him. And if you are forced to hack an Akuma Drone, be sure that you are packing extra PWR, they are always protected by a lot of firewalls.
Sound Bug A security system only seen in Akuma facilities, the Sound Bugs are represented by small red waves on the ground (blue if hacked and thus inactive). They are there to make up for the predominance of drones over human guards, who have the capability of hearing loud noises but the former can’t.
Not being silent while next to a Sound Bug (i.e. sprinting) will raise the alarm level by one bar and send a nearby enemy to investigate, whether it’s a human or a drone. Sound Bugs can be hacked into with a few PWR or temporarily deactivated via EMP or similar.
Enemies - Plastech Corporation
While they lack unique defense system and their units are not very hard to deal with, this company makes the most out of their guards by installing special augments in some of them. And, due to reasons that we’ll talk further down the line, you are going to be facing a lot of daemons around here, which will be your true enemy inside Plastech buildings.
Security Guard Special – Heart Monitor
Your everyday Security Guard. Armed, unarmored and so on. Nothing different from other Security Guards so far.
One thing, though: Plastech Security Guards wear white clothing, and in their facilities almost everything is painted in white. It wouldn’t be the first time I’ve forgotten that there was an enemy on a room because they kind of blend in with the background. When multiple lines of sight start crossing over each other, it becomes hard to tell how many guards there are. Enter Incognita or Tactical Mode to highlight the foes on yellow and prevent messing up a textbook infiltration.
Elite Guard Special – Heart Monitor, Level 1 Armor
The lightly armored guard of the Plastech Corporation. Same strategy here than with other Elite Guards.
Their black ballistic vests make them harder to confuse with the white-themed facilities. And they will always have the yellow shield with a “1” written over it, in case you missed them.
MODDED Mk I Special – Heart Monitor, Hacker, Cyber Consciousness
This is the Plastech Corporation’s unique enemy, and it’s quite the annoying one. It behaves like a Security Guard in almost everything (armed, unarmored, can breach doors, has a Heart Monitor…), but it has some augments installed to make your infiltration harder. First off, he passively recaptures one hacked mainframe device per turn within six tiles from him. After one turn of rebooting, it will serve your enemies again. Now you want to knock him out as soon as you can, right? Well, when you finally manage to do so, his second augment comes into play: when KOed, he will spawn a random daemon in a random unhacked device. If you decide to bite the bullet and hack that device anyway and suffer the wrath of the daemon, another one will appear if the MODDED Mk I is still unconscious. That’s why you always face so many daemons in Plastech Corporations, since this type of enemy is much more common than the standard Security Guards in higher security facilities. If this enemy wakes up, the last spawn daemon caused by his Cyber Consciousness (in case he installed multiple ones) will be removed. On the other hand, if you use Hunter to eliminate said daemon, you will instantly kill the MODDED Mk I, with all the repercussions that has.
MODDED Mk II Special – Heart Monitor, Hacker, Cyber Consciousness, Level 1 Armor
The only difference between this version of the MODDED Guard and the last one is that he boasts Level 1 Armor, requiring Armor Piercing Weapons to take him down. Other than that, it’s virtually the same as his Mk I brother, only more rare.
Enemies - Common foes
Before heading into the last corporation, I will introduce the “common” units. These enemies can spawn in any facility regardless of the corporation it is being controlled by. Some of them are related to some mission types, others will simply appear in every mission.
Camera Drone Special – KO Immune, No Hearing, Controllable, EMP Vulnerable
A simple unarmed and unarmored drone available to all corporations, it appears in all missions above security level 1. Like all drones, it has immunity to Disrupters and DARTs and is completely deaf. Its line of sight is all light red and can scan its surroundings when alerted. If he spots you, he won’t attack since it has no weapons, but the alarm will be raised nonetheless and it will follow you around, telegraphing your localization to the rest of the enemy force. It can be hacked for a few PWR and used as a scout for 2 turns (3 with Leash), but if a Camera Drone is EMPed, it will be destroyed rather than deactivated. No Heart Monitor, but the clean-up costs will still be applied.
Enforcer Special – Heart Monitor, Scan Grenade, Fast
Once the alarm level hits a certain level, Enforcers will be deployed instead of standard Security Guards. They begin with the “alarmed” status on, and will start to sweep the facility as soon as they get to move. They have more AP than other enemies and can throw Scan Grenades to detect your agents even behind cover. Other than that, they are unarmored and can be dealt with if the situation requires it.
On the highest alarm levels, the Elite Enforcers will show up. While retaining all the abilities standard Enforcers had, they also pack up light armor. On alarm level 6, TWO of them will be deployed at once, and they will immediately pinpoint your localization, which will rush to. You should be leaving already by the time this people spawn: they mean business!
Captain Special – Heart Monitor
He spawns on Detention Center missions, always directly overlooking the cell where the prisoner to rescue is. He is sometimes accompanied by patrolling Security Guards or a Camera Drone. Anyway, he is unarmored and not more dangerous than other units you’ve encountered so far, so this enemy should be easy for you at this point.
Chief Executive Special – Heart Monitor, KO Vulnerable
The target of Chief Financial Suite missions, he will spawn alone in a large room somewhere in the level. After being stunned (he will stay double the amount of turns out than what the weapon’s KO damage should otherwise achieve), you will need to have an agent in the vicinity (pinning him down is the safest method) for a set number of turns until a Vault Key spawns on him, which you will be able to use on later missions to open inner vaults or access secret augment machines. Chances are, an Enforcer will be sent to investigate while he is knocked out. Oh, and remember to pickpocket him, he’ll have a ludicrous amount of CRD.
Be careful, if he spots you, an alarm will be raised and he will leg it to the nearest enemy teleported available. He won’t attack you, but if he makes it out you will come back home empty handed.
Enemies - OMNI Corporation
The feared final enemy of the game, all the units this company has are special in some way or other. The final mission is the only one which takes place in a building directly controlled by them. Apart from that, they will start spawning on other corporation’s buildings after surpassing security level 5 on Endless Mode. Be extremely careful around them, these guys are no joke!
And, please, note: I know that the design of the OMNI units have changed, but I wasn’t able to get any polished images of them. Also, the screenshots I’ve taken are absolute rubbish. I would appreciate someone pointing out where I can get some.
Harbringer Special – Improved Heart Monitor, Consciousness Monitor, Reconnaissance Protocol
Easily the most annoying enemy in the game. Not only has an Improved Heart Monitor which will raise the alarm by 4 points rather than one when he dies, he also has a second Consciousness Monitor, which increases the alarm by 2 when he is KOed, something no one else has. And if that wasn’t enough, he has patrol routes which cover multiple rooms instead of two or just one (unless he is found stationary).
His Improved Heart Monitor cannot be disabled in any way, but his Consciousness one can be EMPed to stun him safely (it’s an unarmored enemy). And given his long patrol route, you might as well bypass him completely when he moves to a different localization.
Hunter Special – Heart Monitor, Sprint Pads, Regenerative Nanocells
Remember the Enforcer enemies which were faster than other enemies? Well, this guard is even faster than them. Plus, HE CANNOT BE KILLED, in any way. When meeting the dying criteria for other units, he’ll just stay unconscious for 1 turn, then get up and hunt you down again, honoring his name. Of course, his Heart Monitor will be triggered anyway. You are better off simply stunning him while pinning and paralyzing the hell out of him to get as many turns of KO damage as possible.
Killer Special – Heart Monitor, Overtuned Reflexes
With most enemies in the game, you always knew that, worst possible scenario, when spotted you could always do something about it: slip into cover, block the guard’s line of sight, take him down by any means… well, the OMNI Corporation thought of that as well. This enemy DOES NOT GO INTO OVERWHATCH MODE. As soon as he sees you, he shoots you. I cannot stretch enough the importance of not being spotted with a Killer around. Even if he wasn’t the one who initially set of the alarm, as soon as he comes running, he will shoot first and ask the questions afterwards.
360º line of sight around him, plus detects agents behind cover, PLUS detects cloaked characters. There is simply no way to bypass this guard without finding alternate routes. He can cover an entire room by himself, and once he has eyes on an agent, you will never shake him off. The good thing about this is that cloaked or hidden agents will only distract him, making him come to investigate. That way, you can set up easy ambushes.
Protector Special – Heart Monitor, Barrier Armor, Mainframe Attunement
The OMNI version of the Barrier Guard, he mimics his defense method by having as much armor as firewalls on Incognita Mode, usually starting out at Barrier Armor Level 8. The problem is that he also has an augment that gives him extra AP for each Barrier Armor Level he has, allowing him to reach extreme distances in a single turn if his barrier is left untouched or increases for whatever reason. If completely depleted and brought down to an unarmored status, he will have the same AP as a standard Security guard.
Soldier Special – Heart Monitor, Level 3 Armor
And after all that fuzz, the final unit the OMNI Corporation will deploy is the Soldier, who has no fancy augments nor any other crazy abilities, resembling the standard Security Guard this company lacks… if it wasn’t by his heavy armor. It is the highest in the game (not counting the Barrier Armor users, whose protection can be sabotaged), requiring 3 points of Armor Piercing to get around it. Have fun dealing with them.
A blank space reserved for the commentators to fill up. Post your opinions, strategies and tips I may have overlooked! Minor edits will only be corrected on it's section (with credit given to who pointed it out, of course), but if you guys come up with something amazing (which I know from experience what you people are capable of) this is where it will be writen.
28 Jun, 2015 - Guide published.
1 Aug, 2015 - Added Ventricular Lance, edited Data Blast.
A guide to become the best medic of the unforgiving DayZ badlands. Learn about all illnesses, medical equipment, the way your own and other's characters work and how to perform things like a blood transfusion without killing neither you nor your patient. The Doctor's Handbook - Health and Medicine in DayZ
Do you happen to own a copy of the amazing game that Valkyria Chronicles is? If that's the case, in this guide I will go through all the infantry classes and vehicles available for you or the enemy's usage and a number of tips and strategies for each one. Enjoy! Valkyria Chronicles - A Word in Classes
(Well, here we are again. What can I put here that I haven't said before on other guides?)
I hope that you have enjoyed the guide. My objective was pretty much eliminate any doubt you could have had about any item or enemy on the game to avoid any stupid confusion in the middle of an infiltration. Now that you know what everything does, it's only your skill what will count when infiltrating corporation facilities. Whether this will allow you to pull of textbook infiltrations or simply manage to get out alive when you couldn't before, my work has been worth it.
Without anything else to say, I'll be leaving now. Be safe on your infiltrations.