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
- Game Overview
- Getting Started
- Controls
- Keyboard Controls
- Mouse Controls
- Game Controller Controls
- Mission Types And Objective Flow
- Core Run Loop
- Mission Types
- Mission Rotation And Level Scaling
- Navigation, Tracking, And Objective Guidance
- Mission Objects And Stronghold Systems
- Signal Caches
- Access Console
- Mainframe Computer
- Destructible Fuel Tanks And Explosion Chains
- Relays, Intel Lockers, And The Field Commander
- Extraction Corridor
- Combat And Stealth
- Weapons And Radar
- Head Shots, Neck Breaks, And Dive Kills
- Grenades
- Armor, Health, And Adrenaline
- Loot, Inventory, And Weapons
- Weapon Cabinets
- Dropped Inventories And Weapon Holders
- Pickup Types
- Upgrades And Run Progression
- Alert, Siege Pressure, Reinforcements, And Scoring
- PDA Reference
- Audio Cues Reference
- The Pause Menu
- Tips And Strategies
- 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
- Move toward the stronghold and keep refreshing objective guidance.
- Use stealth and silenced weapons to keep the alert level low.
- Secure the required objectives for the current mission type.
- If the mission uses a mainframe, gather the password letters before attempting the overload.
- Finish the primary objectives, then eliminate the remaining hostiles.
- Follow the extraction beacon and reach the corridor.
- 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 modeD-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:
Yhears the description of the currently focused itemAtakes all items, then destroys the holderWtakes all items except weapons that are not already in one of your weapon slots, then destroys the holderVdestroys the holder immediately
Controller equivalents inside the holder menu:
Abutton: describe the focused itemStart: 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:
- Receive the level number, mission name, and briefing.
- Follow automatic or manual objective tracking toward the most useful target.
- Complete the current mission's required objectives.
- If the mission includes a mainframe, unlock it at the console and gather the needed letters.
- Finish every primary objective.
- Eliminate any remaining hostiles.
- Reach extraction.
- 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 meters45 degrees to the left to access console, 14.2 metersabove 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:
- all non-extraction objectives must be complete
- 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, andRPGare 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
- Refresh destination guidance constantly. The game is designed around destination-point callouts.
- Keep the alert below 2 as long as possible if you want to delay active siege pressure.
- On missions with a console, do not rush the mainframe before checking the PDA for missing letters.
- 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
- Open with silenced shots whenever possible.
- Use the radar beep for broad alignment and the exact-hit beep for confidence shots.
- Save grenades for clustered patrols, emergency cleanup, or max-pressure hunter waves.
- Do not waste neck breaks on risky frontal charges unless you truly need them.
- If a cleanup hunt begins, check the hostile locator often and be ready for remaining enemies to converge on your position.
Loot And Upgrades
- Open caches early because they can give letters, parts, grenades, armor, and surge relief.
- Spend weapon parts during the run instead of hoarding them.
- Damage upgrades help everything; range upgrades make the radar and long guns more reliable; armor upgrades are safest when pressure gets out of hand.
- If you already carry a weapon model, duplicate pickups are still valuable because they become magazine refills.
Pressure Management
- If surges are active, tactical intel is worth grabbing immediately.
- Relays are more than just objectives; they buy breathing room.
- At high pressure, hunter squads can appear close to you, so do not linger in open ground after making noise.
- Once the mainframe goes hot, stop looting and leave.
Quick Reference Card
Mission Checklist
- Check the briefing and objectives.
- Track the strongest current objective with automatic or manual objective guidance.
- Secure required caches and mission objects.
- If needed, use the console and gather the password letters.
- Overload the mainframe if the mission uses one.
- Eliminate the remaining hostiles. During this phase, use the hostile locator because the destination point stays hidden.
- 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.