Detection is a primary stealth mechanic in Entry Point. Many actions, objects, and even equipment arouse suspicion and may lead to you getting detected by an NPC or camera. Avoiding detection is essential for the completion of a stealth mission.
Stealth & Loud
Each mission can be done using two different methods: Stealth and Loud. Missions will automatically start off in stealth, but raising the alarm will begin the loud portion of the mission. The only exception to this are the Night Heists, they can only be done stealth and will fail if the alarm goes off, and Black Dusk, where you have choice of tactic.
Most missions start off in stealth. In stealth, guards will patrol the map, civilians will walk around on streets and all security measures will be active. During this phase all stealth objectives can be completed. Stealth will last until the mission is completed or the alarm is raised.
Once the player gets detected they become compromised and the loud phase starts. During loud the music changes, civilians begin to flee and guards arm themselves with their weapon. Cameras become inactive as the camera operator no longer watches over them and some security measures like door sensors or metal detectors no longer work. Shortly afterwards, enemies will begin spawning. Sometimes snipers may appear on surrounding buildings before the assault begins. The assault lasts until the mission is completed or all operatives are dead.
The most common type of detection is detection by NPCs. Depending on your status an NPC can be suspicious of you. A curved bar will appear and slowly fill up as long as they can see you. The rate depends on on your status, disguise and difficulty. The Out of Sight perks will decrease detection while suspicious and the Masquerade and The Art of the Steal perks will decrease detection with a disguise. To avoid getting detected you can turn around, which will slow down the rate or stop it completely. You can also walk by NPCs or cameras while facing away from them to minimize detection.
When an NPC's suspicion meter reaches certain points they will deviate from their standard behaviour:
- 33% - If the NPC's suspicion reaches one third they will turn to face the player. Players who are "Trespassing" will be asked to leave the area at this point, and they have seven seconds to do so.
- 66% - If the NPC's suspicion reaches around two thirds, they will walk over to investigate the player. On Rookie and Professional, they will be curious, indicated by a grey question mark above their head. On Operative or higher, guards will check in with their radio during that time on most missions, indicated by a grey radio icon. After a guard has investigated a player once, they will always check in when investigating further suspicions.
- 100% - If the bar is filled guards will get alerted and either call in with a radio or start shooting at you. Civilians will begin to flee while calling the police.
Cameras detect you the same way as NPCs. The only difference is that they are stationary and only look in one direction. If the cameras is disabled or the detection bar reaches 33% a guard will come to investigate. Destroyed cameras will be detected by them. Cameras will display a red dot when fully detecting a player, but will not play the alert sound effect, this will instead be played by the camera operator for that mission.
There are many other ways to compromise yourself besides NPC/camera detection. You should avoid doing any actions that may lead to these situations.
- NPCs finding any type of bag or body.
- NPCs picking up too much gear or weapons.
- NPCs seeing certain gear on the ground, such as explosives.
- NPCs noticing forced open doors/blowtorched doors/broken cameras/broken windows.
- NPCs hearing a gunshot, drill or explosion.
- NPCs surviving a shot.
- NPCs seeing certain hacks in progress.
- Civilians seeing glass falling from a broken window.
- Any non-civilian NPC seeing a broken window.
- Hostages or civilians running away.
- Breaking/disabling too many cameras.
- Mission specific alarms like setting off door sensors, vault sensors, windows alarms or metal detectors.
Disguises allow you to lower or completely negate detection by other NPCs. The rate depends on which disguise you are wearing and which NPC is watching you. Certain disguises even allow you to perform actions that would otherwise be suspicious, enter otherwise restricted areas and carry bags.
Spotting is a feature that allows any operative to spot NPCs that are in their field of view. Spotting can be done by pressing F or holding F if you're watching a camera and a marker will appear at the location of any NPC near your crosshair.
When an NPC is spotted, every operative on the team will be able to view the location they were spotted at for two seconds. This spotting marker can be seen through walls and will stay there for a few seconds. Civilians will be marked in white, Guards and Enemies will be marked in red, and NPCs related to objectives such as Ryan Ross and the bank's manager will be marked in blue.
- In certain missions there are special alerts for when especially loud noises are made, such as detonating explosives.