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  • Catharsis Factor: Through the custom settings. Running a campaign where you have a ton of credits to your name, the alarm never rises, and guards are KO'd for an absurd length of time, giving you the ability to steamroll every mission, is quite the stress relief. Using Shock Traps can be quite cathartic/amusing as well.
    Elite Enforcer: "Breaching at this locati-- AAAARRGHHH" (slump)
  • Demonic Spiders: Guards overall are a dangerous threat in Invisible, Inc. but each Corporation has an extremely dangerous unit at their availability.
    • FTM has Barrier Guards. Their armor equals to how many firewalls they have. Without hacking or EMPs, Barrier Guards are nigh impossible to deal with directly.
    • K&O has Spec Ops. With 180 degree line of sight, it is much more difficult to stay hidden from their patrol paths. On Endless, you can run into Elite Spec Ops, which have 360 degree peripheral vision in addition to the 180 degree line of sight.
    • PlasTech has Modded MKIs. Capable of recapturing devices during their turn, and possessing any mainframe device as a dameon when knocked out, they heavily affect your ability to hack.
    • Sankaku has Akuma Drones. With near 180 degree line of sight, heavy armor, and daemoned firewalls, Akuma drones will be a huge block in progress.
    • Elite Enforcers represent an all around danger in higher guarded missions. Summoned by alarm level, CFOs, or Daemons, Elite Enforcers have high speed, scanning grenades capable of tracking agents through cover, one point in armor, and are constantly replaced if one is killed. Hell, even unarmored Enforcers can count, by virtue of always coming in with a location assigned and always being in hunting mode. You might be able to give other guards the slip, throughout a mission, but Enforcers always know you're there somewhere.
    • OMNI guards are all highly dangerous in their own right, but special mention goes to the OMNI Harbinger. Outfitted with Improved Heart Rate monitors and longer patrol paths, Harbingers will always raise the alarm level if dealt with: by two levels if knocked unconscious, or by four if killed. As well, their long patrol paths allow them to cover huge amounts of a building, leaving very little safe spots around their patrol paths.
  • Game-Breaker:
    • Nika (starts with the ability to attack twice and gain 3 AP per attack) plus Predictive Brawling (Gain +6 AP when using a melee attack) is absolutely ridiculous. It allows her to gain 18 more AP (where a max speed unit will have 12 without sprinting or AP-boosting equipment or items, meaning a thirty space movement range) per turn. This is less pronounced on Expert Plus difficulty and in the Contingency Plan DLC, which respectively increase the alarm for knocking guards out (unless disabled) and increase guard armor at Alarm Level 2.
    • From the DLC, Agent Derek has the ability to plant a teleport beacon anywhere within throwing distance and warp back to it at a moment's notice. The ability takes up both Derek's unique augment and an item slot, but in a game centered around stealth and mobility, it's totally worth it. Especially once you realize that Derek doesn't have to be the one carrying the beacon, letting your other agent look for the exit and pull Derek across the map to safety once they've found it.
    • Draco from the DLC is similarly game-breaking if you play things right: he's unable to upgrade skills the normal way, but gains a random permanent update from scanning a dead body. Suffice to say, he requires a different and far more aggressive approach than most other agents, but it's not very difficult to fully max out his stats by the second or third mission and then enjoy having a super-agent for the rest of the game.
    • The Econ Chip gives you an option to get credits intead of PWR when hacking consoles, at rate of 50 credits per unit of PWR. Given that levels tend to have about half a dozen consoles, and Hacking stat of the agent boosts credit gain the same way it'd boost PWR gain, you will be swimming in money if you luck out and find it early on. The only downside is relatively long cooldown, but that can be mitigated.
    • Archived Banks starts with a personal Econ Chip with no Speed requirement and lower cooldown. Combine this with an agent with points in hacking (Such as Sharp or Monst3r) to start maxing stats coming out of the first mission!
    • Stim IV is usable once per mission (unless you recharge it), is expensive and rare to find, but grants unlimited attacks in that turn in addition to a 10 AP boost. Enter Dr. Xu, whose special EMP ability also counts as an attack, meaning you have unlimited free EMPs that turn. If you play your cards right (and especially paired with either another Stim or AP-boosting augments like Net Downlink or Predictive Brawling), you can disable a high number of mainframe devices, drones and guards in a single turn with him. Especially useful in lategame stages where devices have magnetic reinforcements and take multiple EMPs to shut down, and on late-game Endless where, due to advanced daemons, safes on a level can easily have 20+ firewalls. The relative rarity of Stim IVs and the stats you need to use it mitigate this somewhat, but once you're in position for it, this is incredibly powerful.
    • Shock Traps completely ignore armor making them one of the few things that can take down high armor guards such as Omni Protectors without needing hacking. The Shock Trap III takes this a step further by having a large AoE, and not inflicting friendly damage. In fact, this was such a game breaker that the DLC nerfed it by giving it an energy cost as well.
    • Starting the game with Central and/or Monst3r on your team means that, by the time the final mission rolls around, they'll be heavily upgraded, augmented, and equipped. Instead of having to escort two slow, poorly-armed characters around a sprawling map, you can let your two best agents handle everything. You'll have less people overall, but it's still much easier.
  • It's Short, So It Sucks!: One of the complaints regarding Invisible, Inc's campaign. The story ends when you have uploaded Incognita to the mainframe on the third day, and the only thing to do after that is to replay the game on a different difficulty level. Others (generally not the same people) have the opposite complaint about the extended DLC campaign.
  • Self-Imposed Challenge: The game provides a myriad of custom difficulty options, from stuff like changing the severity of alarm levels to altering how guard patrols are generated. While the game will offer more Macrogame rewards for taking on bigger challenges, the custom difficulty isn't required to beat the game (besides doing some of the preset difficulties).


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