The Road to Sanctuary documentation

The Road to Sanctuary - Complete Documentation

Welcome to the complete documentation for The Road to Sanctuary. This game is a run-based stealth-and-combat campaign built around chaining one enemy stronghold into the next. You fight through rotating mission types, salvage better gear, gather mainframe letters, survive escalating siege pressure, and escape each site before moving on to the next level.


Table of Contents

  1. Game Overview
  2. Getting Started
  3. Controls
  4. Keyboard Controls
  5. Mouse Controls
  6. Game Controller Controls
  7. Mission Types And Objective Flow
  8. Core Run Loop
  9. Mission Types
  10. Mission Rotation And Level Scaling
  11. Navigation, Tracking, And Objective Guidance
  12. Mission Objects And Stronghold Systems
  13. Signal Caches
  14. Access Console
  15. Mainframe Computer
  16. Destructible Fuel Tanks And Explosion Chains
  17. Relays, Intel Lockers, And The Field Commander
  18. Extraction Corridor
  19. Combat And Stealth
  20. Weapons And Radar
  21. Head Shots, Neck Breaks, And Dive Kills
  22. Grenades
  23. Armor, Health, And Adrenaline
  24. Loot, Inventory, And Weapons
  25. Weapon Cabinets
  26. Dropped Inventories And Weapon Holders
  27. Pickup Types
  28. Upgrades And Run Progression
  29. Alert, Siege Pressure, Reinforcements, And Scoring
  30. PDA Reference
  31. Audio Cues Reference
  32. The Pause Menu
  33. Tips And Strategies
  34. Quick Reference Card

Game Overview

The Road to Sanctuary is not a one-and-done base assault. It is a chained campaign run where each completed mission generates the next stronghold farther down the route. Your level rises after every full mission clear, enemy weapon pools expand over time, and the mission type rotates between several different objective structures.

Objective

  • Reach the active enemy stronghold.
  • Follow the current mission objectives shown in your PDA.
  • Secure required caches, relays, intel, commander kills, console access, or mainframe overloads as needed.
  • Clear the area well enough to unlock extraction.
  • Reach the extraction corridor to remove the current site and start the next level.

Important Difference From Older Builds

This version does not use a simple mission-fail countdown. Instead:

  • missions begin with a siege-pressure timer
  • siege surges only advance once the alert level reaches 2
  • completing relays, intel tasks, caches, and tactical-intel pickups can delay the next surge
  • if you take too long, the pressure stage rises, reinforcements intensify, and hunter squads start arriving more often

The run ends when you die, quit, or fail to survive the consequences of the mission, such as being caught in a base explosion.


Getting Started

When a run begins:

  • you start with three weapon slots
  • slot 1 contains a Silenced M1911
  • slot 2 contains a Silenced Mosin Nagant
  • slot 3 is empty
  • you start with 50000 health
  • you start with 0 armor out of 18000 max armor
  • you start with 2 grenades out of 6 maximum

Your first stronghold is spawned ahead of you, then a short deployment sequence plays. During deployment, PDA access is temporarily locked while the level number, briefing, and new objective batch are announced. After that, the destination tracker points you toward the strongest current objective.

First Things To Learn

  • The destination tracker tells you the direction, height relation, and distance to the currently selected objective.
  • The PDA is the safest place to review the current mission briefing, objectives, letters, and password without changing navigation.
  • Siege status callouts report both alert level and the current surge state.
  • Weapon and interactable descriptions are important orientation tools before committing to combat or looting.

Basic Flow Of A Successful Early Mission

  1. Move toward the stronghold and keep refreshing objective guidance.
  2. Use stealth and silenced weapons to keep the alert level low.
  3. Secure the required objectives for the current mission type.
  4. If the mission uses a mainframe, gather the password letters before attempting the overload.
  5. Finish the primary objectives, then eliminate the remaining hostiles.
  6. Follow the extraction beacon and reach the corridor.
  7. The current site is cleared, your level increases, and the next mission begins.

Controls

Keyboard Controls

Key Action
W Walk forward
A Walk left
S Walk backward
D Walk right
Shift (hold) Run
Space Jump
Q Snap turn 45 degrees left
E Snap turn 45 degrees right
Left Arrow (hold) Turn left continuously
Right Arrow (hold) Turn right continuously
Tab (hold) Enter vertical aiming mode
Up Arrow / Down Arrow Aim pitch up or down while aiming
F (hold) Fire current weapon
F (release) Stop firing
R Reload current weapon
1, 2, 3 Equip weapon slot 1, 2, or 3
T (hold) Pull grenade pin and start cooking the throw
T (release) Throw the held grenade
X Interact
V Destroy the inventory holder or weapon holder you are currently facing
G Attempt a neck break on a nearby enemy
P Hear the name and description of the interactable you are facing
Y Hear the name and description of your current weapon
M Open the PDA
N Announce the current destination point
4 Announce the current destination point
O Open the mission tracker
5 Open the hostile locator
U Open the field-upgrades menu
B Announce grenade count
C Announce alert level and siege-surge status
H Announce health and armor
Z Announce loaded ammo and reserve magazines
Backspace Announce facing direction in degrees
Backquote Announce the exact target in your crosshairs, if any
Backslash Hear your height from the current reference ground
J Announce player coordinates in developer or tester mode only
Escape Pause

Mouse Controls

Action Function
Move mouse left/right Turn camera
Move mouse up/down while aiming Adjust aim pitch
Left click (hold) Fire current weapon
Left click (release) Stop firing
Right click (hold) Enter vertical aiming mode
Right click (release) Stop aiming
Middle click Reload current weapon

Game Controller Controls

The controller layout has an extra-controls mode on the d-pad:

  • D-pad Up: enable extra-controls mode
  • D-pad Down: disable extra-controls mode
Control Normal Mode Extra-Controls Mode
Left Stick Walk Walk
Left Bumper Run while held, also attempts a neck break and announces the exact target when one is pinned Run while held, also attempts a neck break and announces the exact target when one is pinned
Right Stick Horizontal Turn Turn
Right Bumper (hold) Aim vertically Aim vertically
Right Trigger Fire Fire
Left Trigger Reload Reload
A button Jump Hear current weapon description
B button Announce siege status Open mission tracker
X button Track the current destination point Track the current destination point
Y button (tap) Hear interactable description Hear height from ground
Y button (hold 0.5 seconds) Open the quick stats menu until released Open the quick stats menu until released
Start Interact Interact
Back Pause Pause
Left Stick Press Hold to pull grenade pin, release to throw Hold to pull grenade pin, release to throw
Right Stick Press Open hostile locator Destroy current holder
D-pad Left / D-pad Right Snap turn left or right Queue weapon switching left or right

Controller Notes

When extra-controls mode is enabled, D-pad Left and D-pad Right preview the next carried weapon slot. Press Right Trigger after choosing the slot to actually equip the queued weapon.

Hold Y to open a quick controller stats menu. It pauses the action while held and lists:

  • health and armor
  • loaded ammo and reserve magazines
  • grenade count
  • alert level and siege-surge status
  • facing direction in degrees
  • current weapon description
  • current interactable description

Release Y to close that quick stats menu and return to gameplay.

Controller players can still reach the PDA and the upgrades menu from the pause menu.

In-Game Menu Controls

Most in-game menus, including the PDA, upgrades menu, mission tracker, hostile locator, weapon cabinet, and dropped-inventory menus, use Sage's standard menu navigation. These game-specific shortcuts are also available while those menus are open:

Control Action
X Activate the focused menu item
Left click Activate the focused menu item
Mouse wheel up Move to the previous menu item
Mouse wheel down Move to the next menu item
Right click Cancel or close the menu

Holder Menu Shortcuts

When a dropped inventory menu is open:

  • Y hears the description of the currently focused item
  • A takes all items, then destroys the holder
  • W takes all items except weapons that are not already in one of your weapon slots, then destroys the holder
  • V destroys the holder immediately

Controller equivalents inside the holder menu:

  • A button: describe the focused item
  • Start: selective pickup, then destroy the holder
  • Left Stick Press: take all, then destroy the holder
  • Right Stick Press: destroy the holder immediately

Mission Types And Objective Flow

Core Run Loop

Every level creates a new mission site and a fresh objective list. The exact objective chain changes by mission type, but the run always works like this:

  1. Receive the level number, mission name, and briefing.
  2. Follow automatic or manual objective tracking toward the most useful target.
  3. Complete the current mission's required objectives.
  4. If the mission includes a mainframe, unlock it at the console and gather the needed letters.
  5. Finish every primary objective.
  6. Eliminate any remaining hostiles.
  7. Reach extraction.
  8. Level up and spawn the next site.

Some missions after level 1 can also add a kill-enemy-soldiers quota. This objective is conditional and depends on the current run state, so it may appear on some missions and not on others.

Mission Types

Mission Type What You Usually Do Console Required Mainframe Required Destructible Objective Extraction Required
breach Secure required caches, reach the console, gather password letters, overload the mainframe Yes Yes Mainframe site destruction Yes
blackout Disable relays, destroy marked fuel tanks, secure any required caches, reach the console, gather letters, overload the mainframe Yes Yes Marked fuel tanks and mainframe site destruction Yes
assassination Kill the field commander, secure intel, optionally secure caches, then extract No No No Yes
recovery Recover intel lockers or supply vaults, destroy marked fuel tanks, secure any required caches, then extract No No Marked fuel tanks Yes
demolition Ignite a linked explosion chain and survive the cascade, with optional cache looting if time allows No No Explosion chain Yes

Mission-Type Details

Breach Missions

  • Required caches: 1 on the earliest levels, then up to 3
  • Optional caches: 1 before level 6, then 2
  • Main goal: breach the base, unlock the mainframe, collect password letters, overload the site, and escape

Blackout Missions

  • Required caches: 1 starting at level 4
  • Optional caches: 1
  • Relays: 2 before level 6, then 3
  • Marked fuel tanks: 2 before level 8, then 3
  • Main goal: cut power, destroy the fuel-tank safeguards, access the base, overload the mainframe, and escape

Assassination Missions

  • Commander objective: always present
  • Intel lockers: 1
  • Optional caches: 1 before level 5, then 2
  • Required caches: 1 starting at level 7
  • Main goal: eliminate the commander, take their intel, then get out alive

Recovery Missions

  • Intel objectives: 2 before level 6, then 3
  • Optional caches: 2
  • Required caches: 1 starting at level 5
  • Marked fuel tanks: 1 before level 6, then 2
  • Main goal: strip the stronghold for supplies and intel, destroy the marked tanks, then extract

Demolition Missions

  • Explosion-chain tanks: 10 to 15
  • Optional caches: 1 before level 10, then 2
  • Main goal: destroy the chain starter tank, survive the linked perimeter cascade and central aftershock, then extract

Mission Rotation And Level Scaling

Mission type rotates every level in this order:

Levels Mission Type Mission Name Rotation
1, 6, 11, and so on breach Forward Listening Post, Crossfire Channel, Sanctuary Gate
2, 7, 12, and so on blackout Blackout Run, Grid Collapse, Power Denial
3, 8, 13, and so on assassination Officer Collapse, Silent Decapitation, Command Break
4, 9, 14, and so on recovery Scavenge Run, Recovery Push, Broken Approach
5, 10, 15, and so on demolition Chain Reaction, Fuel-Line Break, Cascade Strike

Level Scaling Summary

System Scaling Rule
Stronghold width 50 + 2 x level, capped at 72; level 1 starts at 52
Stronghold depth 70 + 2 x level, capped at 95; level 1 starts at 72
Initial surge timer 230 - 10 x level, minimum 55 seconds
Hunter-squad interval at max pressure 42 - level // 2, minimum 22 seconds
Starting alert level 0 at level 1, 1 at levels 2-3, 2 from level 4 onward
Support-drop combo threshold 3 kills before level 5, 2 kills from level 5 onward

Enemy Weapon Escalation

Enemy loadouts become broader as the run goes on:

  • Level 1 starts with the early basic enemy weapon pool.
  • Level 2 adds M1911 and Maverick 88.
  • Level 3 adds S&W66, introduces early M4 ranged pressure, and door guards can start pursuing you.
  • Level 4 adds HK53 to enemy ranged options and adds more M4 users in the general enemy pool.
  • Level 5 adds AK47 to ranged enemies and Steyr AUG to general enemy loadouts.
  • Level 6 adds AK74 and FN FAL to ranged enemies, adds more AK47 users, and enables more active flanking pursuit.
  • Level 7 adds Winchester 1300 and HK53 to general loadouts, adds Steyr AUG to ranged pressure, and enables stronger interior pursuit.
  • Level 8 adds AK74 and FN FAL to general loadouts while ranged enemies can now carry Mosin Nagant and M14.
  • Level 10 adds the M82 to ranged enemies and adds M14 to general loadouts.
  • Level 12 adds the M2 Browning to ranged enemies and adds Mosin Nagant to general loadouts.

Navigation, Tracking, And Objective Guidance

The game constantly tries to route you toward the most useful target.

Destination Tracker Behavior

Refreshing the destination tracker does three things:

  • refreshes the current destination point
  • plays a 3D beacon at that point
  • tells you the angle, vertical relation, and approximate distance to it

The spoken result follows this pattern:

  • straight ahead to signal cache, 23.4 meters
  • 45 degrees to the left to access console, 14.2 meters
  • above and right to extraction corridor, 31.0 meters

Automatic Objective Routing

If you are not manually tracking anything, the game picks the closest target in the highest active priority phase for the current mission:

Mission Type Automatic Priority
breach Required caches -> access console -> letter sources -> mainframe
blackout Relays -> marked fuel tanks -> required caches -> access console -> letter sources -> mainframe
assassination Field commander -> intel -> required caches
recovery Intel -> marked fuel tanks -> required caches
demolition Chain starter tank

Optional targets are only routed automatically if no higher-priority required target is currently actionable.

One important exception exists during late-mission cleanup:

  • if all primary objectives are done but living hostiles still remain, the destination point disappears entirely
  • during that cleanup window, the game does not route you to enemies or back to older mission objects
  • destination guidance returns only when extraction is actually unlocked

Mission Tracker

The Mission tracker lists trackable mission objects such as:

  • required and optional caches
  • relays
  • marked fuel tanks and explosion-chain tanks
  • intel lockers or supply vaults
  • the field commander
  • the access console
  • the mainframe computer

Entries are labeled as Primary or Optional so you can tell whether you are overriding the route toward a mandatory task or a side target.

You can:

  • select a target and force the destination point to follow it
  • clear the tracked target and return to automatic objective guidance

Hostile Locator

The Hostile locator does not change your destination point. It simply lists living hostiles by coarse direction and range.

This becomes especially useful during hostile cleanup, because the destination point is intentionally hidden until extraction opens.

Range bands are:

Distance Spoken Band
Under 15 meters close
15 to under 35 meters medium
35 to under 65 meters far
65 meters or more distant

Direction bands are broad, such as:

  • ahead
  • ahead-left
  • left
  • behind-right
  • above and ahead
  • below and behind

Extraction Tracking

Once extraction activates, automatic tracking stops caring about earlier mission objects and points you to the Extraction corridor instead. The extraction beacon loops in 3D until you reach it.


Mission Objects And Stronghold Systems

Signal Caches

There are two cache types:

  • Signal cache: required cache
  • Supply cache: optional cache

Required caches can block mission progress. Optional caches are side rewards.

On some stronghold layouts, required outside caches can also influence the building approach. If a site has required outside objectives on both the west and east sides, the stronghold is generated with permanent west and east side doors so you can cut across the building instead of walking all the way around it.

Cache Reward Ranges

Every opened cache always grants:

Reward Value
Weapon parts 1
Grenades 1 to 2 if you are below the grenade cap
Armor 1200 to 2600 if you have armor capacity left
Health 1200 to 2800 if you are injured

Additional cache effects:

  • 35% chance to trigger an adrenaline rush for 20 seconds at x1.25 speed
  • 45% chance to include tactical intel worth 180 to 320 score and 10 to 18 seconds of surge relief when surges are active
  • if your PDA is missing mainframe letters, caches try to award the next missing letter first
  • otherwise, required caches always award a random letter, while optional caches have a 60% chance to do the same

Optional caches are not required for completion, but the PDA tracks how many you secured when a mission has them.

Access Console

The Access console matters only on missions that use a mainframe.

Using it:

  • marks the console objective complete
  • opens the stronghold doors
  • uploads the current mainframe password to your PDA
  • forces living enemies to become more aggressive
  • raises the alert level by 2

After the console is accessed, your remaining work is usually:

  • gather the missing letters
  • survive the alert spike
  • reach the mainframe

If the current site was generated with west and east side doors, these are part of the same stronghold door network and can also be opened by the console.

Mainframe Computer

The Main Computer is the final destructive objective in breach and blackout missions.

It cannot be overloaded until:

  • every required mission object is complete
  • every required cache is secured
  • every required marked fuel tank safeguard is destroyed, if the mission has them
  • console access has been granted
  • the PDA has the password
  • the PDA is no longer missing the password letters
  • no living hostile close enough to the mainframe is still projecting a protection signal into it

Mainframe Password Rules

  • Password length scales from 2 letters up to 6 letters.
  • In practice, level 1 mainframes use 2 letters, level 2 uses 4 letters, and level 3 or higher uses the 6-letter cap.
  • The console gives you the full password layout.
  • Letters are gathered from caches, enemy drops, support drops, and other loot sources.
  • When the overload starts, the required letters are consumed from the PDA.

If the overload succeeds:

  • the mainframe objective completes
  • the alert level rises by 1
  • the building explosion countdown begins
  • you must get clear of the blast radius

If you are still inside the base when it explodes, you die.

Destructible Fuel Tanks And Explosion Chains

Some missions create destructible objectives outside or around the stronghold.

Marked Fuel Tanks

Blackout and recovery missions can require ordinary Volatile fuel tank objectives.

Destroying a marked fuel tank:

  • advances the PDA destroy objective
  • can be required before a blackout mainframe will accept an overload
  • raises alert when the tank fuse starts burning
  • creates a dangerous explosion at the tank

Explosion Chains

Demolition missions create a linked perimeter route of 10 to 15 fuel-chain tanks. The first one is the Chain starter tank. Once the starter is armed, the chain advances through the linked tanks until every chain tank is destroyed.

Important details:

  • the destination tracker follows the active chain route
  • the starter raises alert when armed
  • later chain stages announce which tank is armed and whether you are dangerously close
  • completing the full chain triggers a central aftershock
  • completing the chain awards 650 + 85 x level score and delays the next siege surge by 14 seconds

Relays, Intel Lockers, And The Field Commander

Power Relays

Relays appear on blackout missions.

Some blackout layouts place required relays on opposite lateral sides of the stronghold. In these cases, the site begins with permanent west and east side doors already built into the walls, allowing a faster cross-building route.

Disabling a relay:

  • progresses the relay objective
  • delays the next siege surge by 12 to 20 seconds
  • raises alert by 1

Intel Lockers And Supply Vaults

These appear on assassination and recovery missions.

Completing one grants:

Reward Value
Score 220 to 420
Weapon parts 1
Pressure relief 14 to 24 seconds when siege surges are active
Adrenaline 18 seconds at x1.28 speed
Armor bonus Often 1600 armor, or a grenade if your armor is already topped out

There is also a 50% chance that the interaction adds an extra 1200 to 2600 armor before the tactical-intel reward is applied.

Field Commander

The Field commander only appears on assassination missions.

Important details:

  • they are always included in radar and mission tracking
  • they are a high-priority combat target with stronger tracking than normal enemies
  • killing them completes the commander goal
  • their death delays the next surge by 18 seconds
  • they use stronger hearing and pursuit behavior than normal enemies
  • their health scales by level, and from level 6 onward they switch from AK47 to Mosin Nagant
  • their inventory includes 3 to 5 weapon parts

Extraction Corridor

Extraction does not appear the moment your primary objectives are done. First:

  1. all non-extraction objectives must be complete
  2. all remaining living hostiles must be eliminated

Only then does the game:

  • stop active NPC spawners
  • create the extraction corridor away from the current base
  • start the looping extraction beacon
  • mark the run for escape instead of further combat

When primary objectives are complete but hostiles still remain, the game enters a short cleanup hunt:

  • active NPC spawners stay shut down
  • remaining hostiles are pushed back toward your position instead of being left scattered far away
  • the destination point disappears until the area is clear
  • the hostile locator becomes your best cleanup reference until extraction opens

Combat And Stealth

Weapons And Radar

Your active weapon drives the game's hostile radar.

When you have a firearm equipped and you are controlling your normal camera:

  • enemies that are within a forgiving line of fire can emit radar beeps
  • the beep pitch tells you whether the target is above or below you
  • if the target is exactly pinned in your firing ray, you also hear a small confirmation beep

This means the radar has two useful layers:

  • the wider radar lock that tells you an enemy is shootable
  • the exact pin beep that confirms your shot line is centered directly on them

Vertical Aiming

Vertical aiming is critical because:

  • radar pitch changes with enemy height
  • your own aim tone changes pitch while you adjust up or down
  • lining up the two tones helps you move from center-mass shots to head shots

Loud Vs Silent Weapons

Silenced weapons matter a lot.

  • Unsilenced player shots raise alert by 1 only when at least one living hostile currently has line of sight on you.
  • Enemies can still hear gunfire naturally even when the global alert does not rise.
  • Silenced fire is quieter, but it is not completely inaudible; nearby or sensitive enemies may still investigate it.

Head Shots, Neck Breaks, And Dive Kills

Head Shots

  • A hit high enough on the target can become a head shot.
  • Head shots are instant kills.
  • Head shots give extra combo score.

Neck Breaks

  • Neck breaks can be attempted against very close enemies.
  • The player neck-break range is 2 meters.
  • A successful neck break is an instant kill and gives a bigger combo bonus than a normal shot.

Dive Kills

If you land on an enemy from above, the collision can also break their neck automatically. This is dangerous, but it is a valid fallback when you are low on ammunition.

Grenades

Grenades are fully physical objects in this build.

Grenade Stats

Property Value
Starting grenades 2
Maximum grenades 6
Fuse time 5 seconds
Warning beeps begin At 2.5 seconds
Explosion damage 6000
Explosion radius 35
Max cook time for throw strength 2 seconds

How Grenades Behave

  • Pulling the pin creates a held grenade and starts the fuse.
  • The grenade stays in your hand while you cook it.
  • A cooked grenade is thrown using your current camera heading and pitch.
  • It can bounce, roll, beep near the end of the fuse, and then explode.
  • Grenades raise alert by 1 when they detonate.

Grenades can kill:

  • enemies
  • the player
  • anyone still too close to the blast

Armor, Health, And Adrenaline

Armor

  • Armor is tracked separately from health.
  • Many loot sources and upgrades increase armor capacity or refill armor.
  • Your base max armor is 18000 before upgrades.

Adrenaline

Adrenaline temporarily increases movement speed and comes from:

  • signal caches
  • tactical intel
  • adrenaline stim pickups
  • support drops

Common adrenaline effects in this game:

  • 20 seconds at x1.25 speed
  • 18 seconds at x1.28 speed

Use adrenaline to push objectives, retreat from surges, or escape a post-mainframe blast zone.


Loot, Inventory, And Weapons

Weapon Cabinets

Most strongholds spawn a Weapon cabinet somewhere inside. It uses a dedicated beacon and can hold 1 to 3 weapons. There is also a 30% chance that the cabinet includes 1 to 3 weapon parts.

Opening a cabinet lets you:

  • browse the weapons inside
  • hear their descriptions
  • take a new weapon into the first empty slot
  • replace your currently equipped weapon if all three slots are full

If a cabinet weapon matches one you already carry, it acts as a magazine refill instead of a full replacement.

Dropped Inventories And Weapon Holders

Killed enemies usually leave behind:

  • a dropped inventory holder with stat items, letters, grenades, armor, parts, and tactical intel
  • their weapon, either inside that holder or as a holder by itself

Weapon Pickup Rules

  • If the weapon matches one already in your slots, you gain extra reserve magazines instead.
  • If the weapon is new and you have an empty slot, it fills the first empty slot.
  • If all slots are full, the currently equipped weapon is replaced.
  • Recovered firearms no longer award extra weapon parts on pickup.

Holder Lifetime

Dropped inventory holders time out after a short while if you ignore them, so loot quickly when the area is safe enough.

Pickup Types

Pickup What It Does
Health increase Restores health immediately
Weapon part Currency for the upgrades menu
Fragmentation grenade Adds grenades up to the grenade cap
Armor plate Adds armor up to current armor capacity
Adrenaline stim Applies a temporary speed boost
Tactical intel Adds score, delays active siege surges, and often armor or a grenade
Letter Adds a password letter to the PDA
Weapon Adds a new firearm or reserve magazines

Support Drops

Support drops are special reward holders spawned by strong kill combos.

Every support drop always includes:

Guaranteed Contents Value
Health increase 3500
Weapon parts 3
Grenades 1 to 2
Armor plate 2600

Possible extra contents:

  • 45% chance for an adrenaline stim: 20 seconds at x1.25 speed
  • 55% chance for tactical intel worth 200 to 360 score, 10 to 18 seconds of pressure relief when surges are active, and 1 weapon part
  • 35% chance for a bonus letter

Upgrades And Run Progression

The Field upgrades menu is available during a run and can also be reached from the pause menu.

This menu:

  • pauses the game while it is open
  • spends weapon parts
  • applies upgrades across the rest of the current run

These upgrades are run-scoped progression, not permanent profile unlocks.

Weapon Purchases

The upgrades menu also lets you buy curated weapons with weapon parts.

Weapon Cost
M1911 Pistol 35 parts
S&W Model66 Revolver 36 parts
Beretta M9 Semiauto Handgun 37 parts
Maverick88 Defense Shotgun 37 parts
Winchester1300 Pump Action Shotgun 39 parts
AK47 Assault Rifle 42 parts
M4 Carbine Assault Rifle 42 parts
HK53 Compact Assault Rifle 43 parts
FN FAL Battle Rifle 44 parts
AK74 Assault Rifle 44 parts
M14 Rifle 46 parts
Steyr AUG Bullpup Assault Rifle 46 parts
Mosin Nagant Rifle 47 parts
M82 Sniper Rifle 54 parts

Rules:

  • Buying a weapon you already own gives that weapon 3 more reserve magazines.
  • New purchases arrive with a full current magazine and 3 reserve magazines.
  • If all three weapon slots are full, the currently equipped weapon is dropped as a weapon holder and replaced immediately.
  • TankGun, M2Browning, and RPG are not sold in this menu.

Damage Upgrades

These improve all carried weapons.

Bonus Cost
+0.07x damage 4 parts
+0.09x damage 5 parts
+0.10x damage 6 parts
+0.12x damage 8 parts
+0.13x damage 10 parts
+0.15x damage 12 parts
+0.17x damage 15 parts
+0.19x damage 18 parts
+0.21x damage 22 parts
+0.23x damage 26 parts
+0.26x damage 31 parts

Maximum total purchased bonus: +1.72x, for up to x2.72 base damage overall.

Range Upgrades

These improve all carried weapons.

Bonus Cost
+1.0 meters 3 parts
+1.3 meters 4 parts
+1.6 meters 5 parts
+1.9 meters 7 parts
+2.2 meters 9 parts
+2.5 meters 11 parts
+2.8 meters 14 parts
+3.1 meters 17 parts
+3.5 meters 21 parts
+3.9 meters 25 parts
+4.3 meters 30 parts

Maximum total purchased bonus: +28.1 meters.

Max Armor Upgrades

Bonus Cost
+900 max armor 6 parts
+1200 max armor 8 parts
+1500 max armor 10 parts
+1800 max armor 13 parts
+2200 max armor 17 parts
+2600 max armor 22 parts
+3000 max armor 28 parts

These increase your actual armor cap immediately.

Weapon Silencer Upgrade

Upgrade Cost
Install a silencer on the currently equipped unsilenced weapon 15 parts

Rules:

  • You must have a weapon equipped.
  • The weapon must not already be silenced.
  • Silencers are applied weapon by weapon, not globally.

Alert, Siege Pressure, Reinforcements, And Scoring

Alert Level

Alert level is capped at 4.

What Raises Alert

Trigger Alert Increase
Loud unsilenced player shot while a hostile has line of sight on you +1
Grenade detonation +1
Enemy keeps you pinned in firing range for 10 seconds +1
Relay sabotage +1
Marked fuel tank fuse starts +1
Explosion chain armed +1
Accessing the console +2
Mainframe overload accepted +1

If an enemy NPC is actively targeting you and is in its firing state, a 10-second under-fire countdown starts. If at least one enemy keeps firing at you for the full countdown, alert rises by 1. The countdown resets immediately once no enemy is still firing at you while having you targeted. If no enemy is targeting you at all, alert drops by 1 every 25 seconds. NPCs that still have you targeted while sitting idle in both their combat and movement states do not block this decay. Alert never drops below the mission's starting floor: 0 on level 1, 1 on levels 2-3, and 2 from level 4 onward.

Higher alert generally means:

  • more enemy activity
  • more mobile defenders
  • stronger reinforcement behavior
  • faster route to active siege surges

Siege Pressure

Pressure stage is capped at 5.

Important Rules

  • The initial surge timer is created when the mission site spawns.
  • Surges stay paused until alert level reaches 2.
  • Surges also pause once all primary objectives are done but hostiles remain, because extraction is waiting on cleanup.
  • Relays, intel, tactical-intel items, and some caches can delay the next surge.

Pressure Summary

Property Value
Alert required for active surges 2
Maximum alert level 4
Maximum pressure stage 5
First-timer formula 230 - 10 x level, minimum 55 seconds
Next-surge delay after a stage increase pressureBaseInterval - 8 x currentStage, minimum 25 seconds
Hunter-wave interval at max stage 42 - level // 2, minimum 22 seconds

Each pressure-stage increase:

  • raises alert by 1 if possible
  • makes all current enemies more mobile
  • boosts their sight range further
  • speeds up dynamic NPC spawning
  • immediately spawns a hunter squad

At maximum pressure stage, hunter squads keep spawning on a repeating interval.

Tactical Intel

Tactical-intel rewards can come from:

  • intel lockers and supply vaults
  • some signal caches
  • support drops

The exact item version depends on the source, but tactical intel generally gives:

  • direct score
  • pressure relief when siege surges are currently active
  • weapon parts in some cases
  • a burst of adrenaline
  • armor, or a grenade if your armor is already effectively topped off

Combo System

The combo window is 8 seconds.

If you chain kills inside that window:

  • the combo counter increases
  • your best combo is tracked
  • you gain extra bonus score

Combo Bonuses

Bonus Source Bonus
Each extra kill beyond the first +35 score
Head shot +50 score
Neck break +65 score
Explosive kill +80 score

Support-Drop Threshold

Level Range First Drop Threshold
Levels 1 to 4 3-kill combo
Level 5 and above 2-kill combo

After the threshold is met, support drops can continue to trigger every two combo steps beyond the last rewarded combo.

End-Run Stats

The game tracks and can submit these results when your run ends with score:

  • total score
  • level reached
  • playing time
  • steps taken
  • head shots
  • kills
  • neck breaks
  • shots fired
  • objectives completed
  • letters gathered
  • extra health gathered
  • explosions caused
  • best combo
  • caches opened
  • support drops earned
  • weapon parts collected

If online score posting is disabled or unavailable, the game still reports your final score locally.


PDA Reference

The PDA can be opened during a run and can also be reached from the pause menu.

The PDA is split into clear sections.

Mission Briefing

The top of the PDA shows:

  • current mission name
  • the spoken or written mission briefing for that stronghold

General Information

The PDA reports:

  • mission name
  • alert level
  • siege pressure stage
  • current level
  • total score
  • kills
  • head shots
  • neck breaks
  • best combo
  • signal caches opened
  • support drops earned
  • weapon parts
  • grenade count
  • optional caches secured, when that mission has optional caches

Objectives

Objective entries can show:

  • progress counts, such as 2/3
  • Done| when completed
  • reach goals like the access console or extraction corridor
  • destroy, collect, kill, or mission-progress goals

Acquired Letters

The PDA lists all alphabet letters and how many of each you currently hold.

Mainframe Password

The PDA shows:

  • whether a password has been downloaded yet
  • the current known password letters
  • how many letters are still missing
  • which specific letters are still missing

When all required letters are in place, the PDA announces that the needed password letters are complete.

PDA Usage Notes

  • The PDA is the best place to review mission state without changing your destination point.
  • It is especially useful on blackout, assassination, recovery, and demolition missions, where the objective chain is less linear than an older base-destruction run.

Audio Cues Reference

Audio is your map, radar, and warning system. Learn these sounds well.

Learn-Sounds Menu Entries

Sound Meaning
Access console hum Console location
Base mainframe loop Mainframe location
Signal cache hum Cache location
Weapon cabinet beacon Nearby weapon cabinet
Door indicator Door location; rises in pitch when open
Dropped item beacon Dropped inventory or weapon holder
Radar beep Enemy targetable by your weapon radar
Grenade warning beep A cooked grenade is nearing detonation
Interactable in range You can interact with the object in front of you
Interactable lost You moved out of valid interaction alignment
Height indicator Higher pitch means you are farther above the reference ground

Mission And Objective Sounds

Sound Meaning
Radio click at mission start Mission entrance sequence is beginning
Alarm sound at the base Alert level rose or explosion countdown is active
Clock tick in the last 10 seconds A siege surge is about to advance
Extraction beacon loop Extraction corridor is active
Positive chime Task or combo feedback

Combat Sounds

Sound Meaning
Aim tone Your vertical aim pitch while aiming
Small exact-hit beep Your firing ray is pinned directly onto the radar target
Head shot impact sound Instant head-shot kill
Neck break sound Successful neck break
Grenade bounce or roll sounds Grenade is still moving
Grenade explosion Area blast, alert increase, danger zone

Stronghold Sounds

Sound Meaning
Machinery and ambient base loops The stronghold is nearby
Cache access sound You are opening a signal or supply cache
Relay electrical hum Relay objective nearby
Intel locker hum Intel objective nearby
Mainframe operate sound Overload interaction is in progress
Building-destruction blast The site has detonated

Enemy Presence Sounds

Sound Meaning
Breathing An enemy is physically nearby
Target callout speech An enemy has acquired a target
Pain sound An enemy was injured
Death cry and body fall An enemy is dying
Radar-height beep Enemy altitude relative to you

The Pause Menu

The pause menu can be opened during a run.

Main Pause Options

Option What It Does
Resume Return to gameplay
Display your PDA Opens the PDA without leaving the pause flow
Open upgrades Opens the field-upgrades menu without leaving the pause flow
Learn game sounds Opens the sound-training list for this game
Read the game's documentation Opens this documentation
Settings Opens Marvel Realm's global settings
Exit to main menu Ends the current run and returns to the menu

Possible Extra Option

If the build has store support enabled for this product, the pause menu can also show:

  • Stores

Menu Notes

  • The PDA and upgrades menu pause the game while they are open. If you opened them from the pause menu, closing them returns you to the pause menu.
  • The mission tracker, hostile locator, cabinet menus, and holder menus temporarily take over interaction until closed.
  • The quick stats menu pauses live action while active and resumes gameplay when closed.
  • The PDA is briefly locked during the deployment sequence at the start of each new level.

Tips And Strategies

General Mission Play

  1. Refresh destination guidance constantly. The game is designed around destination-point callouts.
  2. Keep the alert below 2 as long as possible if you want to delay active siege pressure.
  3. On missions with a console, do not rush the mainframe before checking the PDA for missing letters.
  4. When primary objectives are done, remember that extraction still waits on the remaining hostiles, and your destination point will disappear until the cleanup is finished.

Combat And Stealth

  1. Open with silenced shots whenever possible.
  2. Use the radar beep for broad alignment and the exact-hit beep for confidence shots.
  3. Save grenades for clustered patrols, emergency cleanup, or max-pressure hunter waves.
  4. Do not waste neck breaks on risky frontal charges unless you truly need them.
  5. If a cleanup hunt begins, check the hostile locator often and be ready for remaining enemies to converge on your position.

Loot And Upgrades

  1. Open caches early because they can give letters, parts, grenades, armor, and surge relief.
  2. Spend weapon parts during the run instead of hoarding them.
  3. Damage upgrades help everything; range upgrades make the radar and long guns more reliable; armor upgrades are safest when pressure gets out of hand.
  4. If you already carry a weapon model, duplicate pickups are still valuable because they become magazine refills.

Pressure Management

  1. If surges are active, tactical intel is worth grabbing immediately.
  2. Relays are more than just objectives; they buy breathing room.
  3. At high pressure, hunter squads can appear close to you, so do not linger in open ground after making noise.
  4. Once the mainframe goes hot, stop looting and leave.

Quick Reference Card

Mission Checklist

  1. Check the briefing and objectives.
  2. Track the strongest current objective with automatic or manual objective guidance.
  3. Secure required caches and mission objects.
  4. If needed, use the console and gather the password letters.
  5. Overload the mainframe if the mission uses one.
  6. Eliminate the remaining hostiles. During this phase, use the hostile locator because the destination point stays hidden.
  7. Follow the extraction beacon.

High-Value Numbers

System Value
Grenade cap 6
Grenade fuse 5 seconds
Grenade warning start 2.5 seconds
Combo window 8 seconds
Max alert level 4
Max pressure stage 5
Early support-drop threshold 3 kills
Later support-drop threshold 2 kills
Neck-break range 2 meters
Blackout marked fuel tanks 2 before level 8, then 3
Recovery marked fuel tanks 1 before level 6, then 2
Demolition explosion-chain tanks 10 to 15

Good luck surviving the road ahead.