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===Avoidance=== The most direct tactic in stealth is to avoid all sources of detection. It is easy to see the locations of [[security devices]]. Click H to highlight important features of a level, including [[enemies]] and [[security devices]]. A couple turns of observation will reveal the motion pattern of moving [[security devices]], making it easy to avoid their sensor zones. Guards and drones are harder to avoid. Some guards have stationary posts and may rotate in a predictable pattern. Others will move about the level on patrol routes. Certain [[Talents]] can predict the motion of a guard, increasing your ability to avoid them. When the team enters a map level, they may not see all of the guards. The team will only detect guards within 60m of a teammate. Once a guard is detected, the team will continue to know where they are even if they move outside the 60m range. But unexpected guards can disrupt plans. If a merc makes a long movement toward a goal, they may discover unknown guards in the way and have to reevaluate their plan. Their ability to adjust their route may be limited if patrols or moving [[security devices]] have shifted behind them. Shorter movements will allow opportunities to adjust but may not be as efficient in use of [[Action Points]]. Undiscovered guards do not start moving until they have been discovered. A moving guard will not suddenly appear on the HUD during the guard's turn. However, the Security AI may summon more units at the beginning of a turn as a security escalation protocol, or may send instructions which awaken an undiscovered guard. This will cause the new or awakened guard(s) to appear on the HUD at the beginning of the turn, and sometimes they will have initiative which lets them move first which can make it seem they walked into detection range of the team. Summoned guards and drones usually appear near obvious entrances--doors, elevators, ladders, drone chutes, etc., most of which your team cannot use. Be careful near such entrances.
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