[a] Raid - False Alarm Glitching
Posted: 15 Jul 2018, 07:03
I've tested this multiple times in this raid and it has been suggested that it is indeed a bug.
I use a knock out bomb within reach of an electronic lock.
I use the false alarm.
I then come upon another guard (under various circumstances) and use another knock out bomb.
The next electronic alarm is within four steps, but on my second step I get kicked.
Discovered (1), Knockout bomb (2), Move one square (3), Move another square (kicked).
I tend to be very conservative with my counting, but this is consistently the case.
Knock out bomb, one step, two step = kicked.
This has happened four times now, in a row.
It's exasperating, because I'm renewing energy using karma.
Is this a bug, or do false alarms work differently within raids?
If so, how?
There is nothing to suggest the later on the wiki:
I use a knock out bomb within reach of an electronic lock.
I use the false alarm.
I then come upon another guard (under various circumstances) and use another knock out bomb.
The next electronic alarm is within four steps, but on my second step I get kicked.
Discovered (1), Knockout bomb (2), Move one square (3), Move another square (kicked).
I tend to be very conservative with my counting, but this is consistently the case.
Knock out bomb, one step, two step = kicked.
This has happened four times now, in a row.
It's exasperating, because I'm renewing energy using karma.
Is this a bug, or do false alarms work differently within raids?
If so, how?
There is nothing to suggest the later on the wiki:
And, if it is a bug, could I get my karma / energy refills back, please?The use of a false alarm is generally key to these - though winning one without a false alarm isn't unheard of - it is increasingly difficult. The key is to find the floor keycard in the floor, then make it to the door that goes up to the next floor. If you encounter a guard or set off a lock, you then have ten moves to either:wiki
Make it to the door up with the keycard
Make it to an electronic lock and send the false alarm signal
The false alarm then stops your move counter - but be aware that if you get caught again, it starts back up again, so be sure to count your moves in between false alarms!