Alert levels are displayed at the top of the screen during infiltration. They determine how aware the Conservatives are of your actions.
None
Triggered by:
Default level. Squad is in a public location or the public section of a private building and has not yet committed any crime.
Effects: All Conservatives are peaceful and do not attempt to penetrate the Squad's disguises.
Peaceful talking (seduction, persuasion, etc.) is possible.
Slightly Alert
This level is not displayed at the top of the screen (looks exactly like No Alert).
Triggered by:
Default level at the Gentleman's Club and any other area that is not a public building and does not have public areas.
Your Liberals commit any crime or enter any area where they are not allowed, even if they are not seen.
Effects:
Conservatives will try to see through your squad's Disguise, and may become suspicious.
Peaceful talking (seduction, persuasion) is possible.
Conservatives Suspicious
Triggered By:
Staying at a location long enough after committing any crime or entering a non-public area.
Failure of the squad's Disguise or Stealth skills will trigger this status.
Effects:
Conservatives will try to see through your squad's Disguise; if they succeed, they may become more suspicious or may become Alarmed (advancing the Alert level).
Peaceful talking (seduction, persuasion, etc.) is possible.
Conservatives Alarmed
Triggered By:
Committing a crime in front of a Conservative.
Failure of Disguise or Stealth while at Suspicious (causing a Conservative to give the alarm cry).
Being detected by a Guard Dog.
Opening the Armory at the Army Base.
Attacking a Conservative.
Pressing the button at the Nuclear Power Plant.
Releasing prisoners at the Court House, Police Station, or Prison.
Taking over the stage at the AM Radio Station or Cable News Station.
Effects:
Conservatives are hostile.
Moderates and Liberals are peaceful.
May peacefully talk to Moderates and Liberals only if no Conservatives are present.
May Bluff or Intimidate Conservatives into leaving.
Jury room and CEO saferoom are empty.
Stage at Cable News Station and microphone at AM Radio Station are empty.
Supercomputer at Intelligence HQ is turned off.
CPUs at [[Internet Cafe]] are turned off.
Alienated Masses
Triggered By:
Committing most crimes (not including violence) in front of a Moderate.
Accidentally attacking a Moderate.
Effects
All the effects of Alarmed status.
All Moderates in the area turn Conservative.
The Squad's reputation and Issues are both negatively affected.
Alienated Everyone
Triggered By:
Accidentally attacking a Liberal.
Comminting certain crimes in front of a liberal (For example vandalism at the Factory in front of an Union Worker).
Effects
All the effects of Alarmed status.
All Liberals and Moderates in the area turn Conservative.
The Squad's reputation and Issues are both negatively affected.
Conservative Reinforcements Incoming
Triggered By:
Staying at a site too long after having triggered Alarmed or Alienated status.
Effects
Same as Alarmed or Alienated (depending on which one you originally had).
Fleeing Liberals are guarantied to be chased by Conservatives after attempting to leave the site. There is also a chance of this outcome when conservatives are just alarmed.
[Conservatives] Responding
The [Conservatives] in this status may be :
- Policemen,Gang Units or Death Squads as default. (Police brutality and death penalty affect the type)
- SWAT Teams or Death Squads at the Police Station (Police brutality and death penalty affect the type)
- Angry Mob (Hicks) at the Cable News Station or the AM Radio Station
- Mercenaries (Elite Security) at the Corporate HQ and CEO Residence.
- Soldiers and M1 Abrams Tanks at the Army Base
- Agents at the Inteligence HQ
- sitemode.cpp says Gang Members responding at the Crack House, but newencounter.cpp only spawns the police. (Bug ?)
- If the site is on fire, Fire fighters (not Firemen) appear, thought it isn't displayed.
Triggered by:
Staying at a site for a short while after the Reinforcements Incoming status begins.
Effects
Same as Alarmed or Alienated (depending on which one you originally had).
The Squad will meet hostile teams of the appropriate reinforcements at the site.
The Squad will be chased by teams of the reinforcements after leaving the site.