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Cameras and alarms

The Security tab (left edge) holds everything that watches and warns: cameras, alarm buttons, sirens, alarm lights, and the alarm systems that tie them to the guards.

The Security tab: the parts to place, and the level's alarm systems

Alarm systems

In the game, an alarm system is a control that parts of the level are wired to. Each system reads as a sentence, with four groups under it:

  • Raised by: the cameras and alarm buttons that set it off.
  • Answered by: the guards who react when it rings.
  • When it goes off: sirens, flashing lights, the alarm heard around the base, reinforcements arriving, and whether the mission fails.
  • Turning it off: its buttons. Pressing one while the alarm rings silences it.

Each part is an icon in its group. Click it to fly to it on the map. Hover it for a strip of four: show, select, take it off this alarm, and remove it from the mission.

The eye beside a system draws it on the map: a line from every part to its control, and a ring round each guard who answers.

An alarm system drawn on the map

Placing parts

At the top of the tab:

PartWhat it does
New alarm systemA system of your own, for a corner the level never alarmed
Security cameraSweeps (±45° at 20° a second, pausing 3 s) and raises its alarm when it sees the player
Fixed cameraThe same, looking one way
Alarm buttonRaises its alarm, and silences it
SirenWails while its alarm rings
Alarm lightFlashes while its alarm rings

Pick one and click the map near a wall, a masonry fence or the side of a building. It mounts itself on the wall within 4 m, facing away from it, at its own height: a camera about 4.5 m up, a button at hand height, a siren high. The preview says what it will hang on and how high. R turns it. Dragging a placed part keeps it on a wall. With no wall near, a camera stands on its own, 3 m up.

Every part's panel has one line: which system it is on. It starts on the nearest.

A camera's settings

A camera of yours, with its view and the arc it sweeps
A camera's panel

Select a camera, yours or the level's, to set:

  • Tilt, View width and Range.
  • Sweeps right, Sweeps left, Speed and Pause.
  • Raises its alarm when it sees you: untick it for a camera that only watches.
  • Mount on the nearest wall snaps it onto a wall again.
  • Raises alarm: which system it is on. A camera of the level's can be moved to another system too.

On the map, a camera's view cone is drawn, and dashed, the whole arc it sweeps.

Guards and the alarm

A guard's panel has the same line, Answers alarm, and a tick that makes him a reinforcement: he is not on the map until that alarm rings, and comes back as many times as you set. That is how the game's own levels call in their squads.

A guard you place gets the alarm the nearest of the level's guards answers, so he reacts like his neighbours. A guard inside a building also gets a way out of it for when the alarm rings.

A stealth mission

Tick The mission fails if any alarm goes off at the bottom of the tab (or under the objectives). Then use Sight lines to check that there is still a quiet way in.

Next: ground and buildings.

An unofficial fan tool. Project I.G.I. is a trademark of its owners. The studio ships no game files.