Gunpoint: Gadgets, Abilities and Guard Types
Compare ten purchases, three abilities and three guard types; distinguish sound, sight, circuit colors and batteries.
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10 purchases
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Separate route-opening tools from fallback tools after detection. Prepare an escape before firing.
| Item | Role | Caution |
|---|---|---|
| Crosslink | Rewire devices | Connect the input switch or sensor to the door or device you want to trigger. |
| Wirejack | Unlock protected circuits | Reach and operate the matching Circuit Box; it does not unlock every circuit color at once. |
| Dropshot | Reduce landing noise | Separate from breaking-glass noise. Landing in a guard’s sight remains dangerous. |
| Hushcracker | Reduce window-breaking noise | Check the input in Try It before using it in a mission. |
| Deathfluke | A chance to evade gunfire | Not reliable invulnerability. Prefer breaking sightlines to routes that assume detection. |
| Prankspasm | Transfer an electrical trap’s effect to a wired target | Check input → power socket → target device before activation. |
| Longshot | Make guards’ guns rewiring targets | Redirect the trigger effect; do not approach assuming a gun is disabled without checking. |
| Resolver | Threaten or shoot with a handgun | Heavy exit security arrives 30 seconds after the first shot. Threats alone do not stop a Pro. |
| Battery | Power for certain gadgets | Track remaining charge separately from Power Capacity. |
| Gatecrashers | Kick doors off their hinges | Check who and what windows are beyond the door first. |
Three point-based abilities
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Allocate points according to the action your route needs.
| Ability | Effect | When to reconsider |
|---|---|---|
| Bullfrog Jump Strength | Jump speed and distance | You cannot reach the target window or roof. |
| Bullfrog Charge-Up Time | Preparation time for a large jump | There is too little time during the guard’s patrol. |
| Power Capacity | Battery capacity | Repeated gadget use exhausts power. |
Three guard types
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Distinguish enemies affected by darkness from those that catch a frontal pounce.
| Guard | Avoid | Response |
|---|---|---|
| Normal Guard | Approaching head-on in light | Darken the room, approach from behind or hit them with an opening door. |
| Enforcer | Trying a direct takedown on level ground | Drop through a hatch, push outside near a window or use an electrical trap. |
| Pro | Assuming darkness or a gun threat is safe | Physically block sightlines and use events such as elevator arrival to turn them. |
Four wiring checks
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- Check input/output direction. After connecting, return to normal view and activate the input.
- Check the circuit color. If its Circuit Box is untouched, find a way to reach it first.
- If a door closes immediately, check for other remaining sensor or switch connections.
- If a guard restores the light, disconnect that guard’s switch from the lamp.