
Relay switches appear during the first half of the Omni Foundry Lab mission, and during the Power Station random secondary mission. When hacked, an Agent will be able to press the switch, but nothing will happen unless both switches are pressed on the same turn, which will unlock the door they are connected to. Relay Switches are used to restrict access to sensitive areas, and appear in pairs, although they may be physically distant from each other.

This will not cause you to lose control of the Laser Panel. If the Laser Panel kills an enemy, it will deactivate and spend the next turn rebooting. Any guard that tries to walk through the Laser Panel will be killed, while agents will be allowed to pass through unharmed. In addition, the behaviour of the Laser Panel switches. If the power supply is hacked, the Laser Panel can be turned on an off at will. Laser Panel are powered by a dedicated power supply, which may be located far away from the Laser Panel it is powering. If a guard walks into the Laser Panel, it will deactivate for as long as the guard is occupying the space. The beams they project are lethal, and will kill any Agent that tries to walk though them.
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K&O install Laser Panels in their facilities to help protect them from intrusion. This will not cause you to lose control of the Infrared Beams. If the Infrared Beam is tripped, it will deactivate and spend the next turn rebooting. This will not advance the Alarm Ticker, and serves no purpose other than alerting you that a guard has passed through the area. Any agents will be allowed to pass through as a guard normally would but guards will trip the Infrared Beams. In addition, the behaviour of the grid is altered. If the power supply is hacked, the Infrared Beams can be turned on an off at will. Infrared Beams are powered by a dedicated power supply, which may be located far away from the Infrared Beams it is powering. If a guard walks into the Infrared Beams, it will deactivate for as long as the guard is occupying the space. The Infrared Beams are not harmful in any way, but if an Agent walks through it, the Alarm Ticker will advance. This will not cause you to lose control of the Infrared Wall.įTM and Plastek install Infrared Beams in their facilities to help protect them from intrusion. If the Infrared Wall is tripped, it will deactivate and spend the next turn rebooting. This will not spawn a daemon, and serves no purpose other than alerting you that a guard has passed through the area. Any agents will be allowed to pass through as a guard normally would but guards will trip the Infrared Wall. If the power supply is hacked, the Infrared Wall can be turned on an off at will. Infrared Walls are powered by a dedicated power supply, which may be located far away from the Infrared Wall it is powering.

If a guard walks into the Infrared Wall, it will deactivate for as long as the guard is occupying the space. The Infrared Wall it projects is not harmful in any way, but if an Agent walks through it, a random daemon will be spawned. Sankaku installs Infrared Walls in their facilities to help protect them from intrusion. The barriers cannot be reactivated once they are turned off. They are used to control the barriers to the prison cells, and must be hacked to deactivate them.

Choose your own game mode: with 5 different game modes and extensive custom generation options, each player can play the way they prefer.Randomly generated world: locations, threats, and loot are randomly generated so each playthrough is vastly different and you’ll never get complacent.Deep customization of builds: each play through is different as you create your own strategy using agents, items, augments and programs, and adapt to your surroundings.
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