Once you get to understand how Invisible inc really works, guard behaviour in particular, its very very difficult to lose a campaign if you play carefully, more so than any other rogue like I’ve played, the procedural generation is secondary to your skills to manipulate it and execute knowledge of the games systems, that’s the game really, early on its basically entirely about doing the basics well enough to give you the cash and resources to overcome stricter and less flexible scenarios later.
But if you have used your skills to ensure you can overcome a few armoured guards, turrets etc you will be fine through to the end. If you get swarmed by guards etc you will lose but that only happens if you dont learn about alarm escalation, guard behaviour, economy of movement, power and actions, LOS, keep your team too dispersed or tight etc. The Fundamentals. For example, your problem in that instance was not the guard by the exit. It was the fact the guard was there by the exit and you did not have time enough to deal with that fact. Any guard can be distracted and moved away from their post with no power or technology requirements to speak of, if you know how their behaviour works. You should be thinking about how to exit at Alarm stage 2.
I wrote a pretty exhaustive guide on the old What Game Are You Playing thread a few years back.
But it’s still a 50+ hour learning experience admittedly. I’m not sure I could commit to that kind of learning curve these days. I has to fail a few campaigns in order to make sure I had the right resources for later on eg armour. But I mean that’s very much as advertised.
Edit: Found my old tips thing. It’s long so dont read this ic you’re not interested on advice to play Invisible Inc
I could go on for ever but for the time being here’s the “rules” that I think you need to really get. Discovering items, programmes, characters etc and how they all work together is part of the fun so I won’t go into that.
I guess you could consider these spoilers but they are all mechanisms broadcast by the game itself openly, often as tooltips. It’s more just stuff you might miss until you get on the wrong side of it or if you’re not paying attention.
The alarm encounter advances one tick per turn, unless you are seen or noise detected by appropriate technology (firing a gun or sprinting will set them off) in which case it goes up by one for every time you are spotted or heard. At the separate levels the following happens:
- More cameras come online
- Firewalls increase
- A guard will spawn at an elevator
- A guard will spawn at an elevator
- A guard will spawn at an elevator one of your agents locations will be made available to one of the guards
- Two guards will spawn at an elevator and all of your agents locations will be pinpointed
So basically the first two levels are fairly benign but after that you need to really be thinking about exit strategies. That doesn’t mean you have to leave, but you have to work out how you’re going to get back from wherever you intend to go before leaving. Even one room away from the exit can become an impossible situation in the space of two turns if you haven’t planned ahead.
Planning ahead isn’t just about patrol routes and AP-it’s about equipment cool downs, PWR availability, unit abilities (theirs and yours). On the harder difficulties if you forget to think about one of those things that’s often enough to leave your trapped.
If you avoid taking out guards early then that’s one less random factor to worry about as their patrol routes won’t change. If you take one of them down and aren’t able to keep them contained then that’s one rogue wanderer when they come around, possibly two or three if the other guards find them as they will all leave their patterns to look for you. That’s not a good position to be early on as it removes one of the few periods of certainty in the game.
If you learn how and when guard’s cones of vision work and change, then observing their patrol route should mean you never get spotted if you have a full review of the situation and shouldn’t need to get physical (unless, as is occasionally the case, that’s the only option). Sometimes that’s not possible and you just have to pray that hiding in places that look safe will be, but most of the time if you’re planning ahead you should be able to predict guards behaviour 90% of the time.
This also goes for when they’re not on patrol. You can still see their patterns. Also you can manipulate them by making noises, opening doors if they’re close by etc. Say you have Decker with his Invis cloak and a guard is about to spot Internatioanle in the open-pop on the Invis Cloak and run around a corner, the guard will go there instead attracted by the footsteps, you can let Interantionale get out of harm’s way. Maybe he sees Decker next turn but then Internationale can just bop him and then you both sprint off without fear of being heard. That sort of thing.
CLOSE DOORS, it costs no AP. Or be prepared to be overcome by spontaneous tourettes as your otherwise entirely safe agent is locked down by someone’s vision from three rooms away. There are a few exceptions to this, sometimes you might want to leave them open and bait vision, but this is unlikely.
If your agent is tracked then you can only escape being shot if you move into a square that is hidden (white). Any other square, or remain stationary, and you’re down in one. If your agent is noticed but not tracked, you can move into yellow squares without being spotted, the guard will go to the last location you were in however.
You can rescue a downed agent with medgel. They aren’t dead. Rescue operations are often feasible if your other agent is in good shape and also wicked cool.
You must have a power reserve. Sometimes 1 PWR will be the difference between you leaving with a new companion and 2000 credits, like I thought I was yesterday, or the run ending. Some programmes can give you guaranteed power, or you might just need to sit on a reserve, but always always always have a way of accessing power that isn’t console dependent.
Daemons are nasty. Occasionally they can be benign or reversed but just as often they will spawn guards, increase firewalls to something stupid and reduce AP. The only missions where I feel I haven’t been a bad turn away from victory were where I ignored Daemons and was basically stuck in a swamp of no AP and Guards somewhere at alarm level 2. BUT sometimes they can do positive things so remember that when you’re a turn away from death. They just might prove your salvation (unlikely).
This proves the next point-there are so many pieces to consider. Never give up even stupid situations without thinking through every possibility. It’s amazing the moves you can put together if you think it through. Think about every single thing you can click and the order you can do it in. There’s probably one outcome you hadn’t considered in the mix.
Use your rewind(s) as more than just resets. Experiment with the rules. Even if you’re going to die, use the rewind as an opportunity to try something that you aren’t sure about (Can I shoot while tracked, if I put this EMP down will it go off before or after I’m shot, if I Parasite this drone will it kill me before I capture it, that kind of thing) that you can take with you into the next run.
There’s probably about a dozen hours of trial and error and not paying attention in the above that should put you well on your way.