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Invisible, Inc. Item Guide
[0] Table of Contents
[1] Introduction
[2] Augments
[2.1] Unique Augments
[2.2] Other Augments
[3] Weapons
[3.1] Melee Weapons
[3.2] Ranged Weapons
[3.3] Unique Weapons
[4] Other Items
[4.1] Non-skill Items
[4.2] Speed Items
[4.3] Hacking Items
[4.4] Anarchy Items
[4.5] Unique Items
[4.6] Mission Items
[5] Programs
[5.1] Starting Slot 1 Programs
[5.2] Starting Slot 2 Programs
[5.3] Other Programs
[5.4] Turing
[1] Introduction
This guide is a list of all items in the game Invisible, Inc. This includes
augments, weapons, programs, and other items. Invisible, Inc. was created by
Klei Entertainment. Thanks to them for creating this awesome game!
Most prices in this guide are the base price. Sell price is 50% of the base
price, and each day Monst3r sells a random item at 80% of the base price.
Regular items, weapons, and uninstalled augments can be sold at Nanofabs or to
Monst3r in between missions. Programs can be sold at Secondary Server Terminals
or at nPrimary Server Terminals in Server Farm missions. If an item is unique
- only available as a starter item of one of the agents - its sell price is
listed.
The currency in the game is credits, or CR. In addition to selling items, CR
is gained by looting Corporate Safes, taking credit chips from guards, and a
few other ways.
[I have not yet figured out how to unlock Archive Sharp, Prism, Central, or
Monst3r, so their unique items are not yet listed.]
[2] Augments
Augments are permanently installed on your agents. By default, each agent has
2 augment slots - additional augments cannot be installed. New slots can be
added in Cybernetics Lab missions. (In addition, Sharp starts with 6 augment
slots due to his starting augment.)
[2.1] Unique Augments
Most agents start with a unique augment of their own that cannot be found in
normal gameplay. Since augments cannot be sold once installed, these have no
price.
Agent Augment Ability
-------------------------------------------------------------------------------
Decker Neural Networking Discover Daemons in adjacent objects
Archive Decker Sensory Injector Gain 2 AP when in sight of an enemy
(including peripheral vision)
Internationale Wireless Emitter Hack consoles remotely and reveal
nearby mainframe objects
Archive Inter. Network Siphon Gain PWR each alarm level, amount
gained = alarm level
Shalem 11 Enhanced Optics +1 armor piercing with ranged weapons
Banks Crypto Computer Unlock lvl1 security doors without a
passcard
Dr. Xu Subdermal Tools Permanent -1 AP; Can create an EMP
blast in an adjacent device
Archive Dr. Xu Thermal Generator Once per turn gain 2 PWR after using an
item with cooldown 3 or greater
Nika Adrenal Regulator +3 AP after an attack, 1 extra attack
per turn
Archive Nika Discharge Re-router After melee attack reduce all item
cooldown by 1 (once per turn)
Sharp Modular Cybernetic Frame Begin with 6 augment slots, each 3
augments gives +1 KO turns with melee
attacks
Prism Refraction Chamber Gain 1 PWR when breaking a firewall
(max 2 per turn)
Central Antiviral Proxy Gain 5 PWR on Daemon install
Monst3r Fabricator Multithreading Nanofab purchases cost 15% less
[2.2] Other Augments
You can find these Augments at Nanofabs (1 available) or the special Nanofab
in Nanofab Vestibule missions (4 available). Free augments can be gotten in
Cybernetics Lab missions instead of gaining extra augment slots.
Augment Price Ability
-------------------------------------------------------------------------------
Chameleon Movement 300 Gain 6 AP after cloaking
Distributed Processing 650 50% chance to gain 1 PWR each turn
Holocircuit Overloaders 650 Knock out enemies in 2 tiles after cloaking
MicroSLAM Apparatus 650 Convert map exploration percentage into CR
Net Downlink 650 +2 AP after breaking a firewall (Max +6 AP)
Penetration Scanner 650 +1 armor piercing on melee attacks
Piercing Scanner 650 +1 armor piercing on ranged attacks
Predictive Brawling 300 Gain 6 AP after melee attacks
Skeletal Suspension 300 Improves drag speed
Subdermal Cloak 400 Cloak after using a stim item, costs 5 PWR
Titanium Rods 400 +1 KO turns with melee attacks
Torque Injectors 300 Reduce item cooldown by 1 turn
[One of these, MicroSLAM Apparatus, I have only found being sold by Monst3r,
who offers it for 520 CR. Reversing his 80% discount gives its base price of
650 CR.]
[3] Weapons
Weapons can be bought at Nanofabs (1 available) or the special Nanofab in
Nanofab Vestibule missions (4 available). Weapons can sometimes be found in
Security Dispatch missions.
Weapons are used to deal with guards if you can't get past them some other way.
Generally it's better to sneak past them, but sometimes that isn't possible.
Each weapon has an Armor Piercing value (Pierce) which determines whether
you can attack an armored guard. High armor piercing is vital for later
missions. Weapons must be equipped to use. Weapons are generally auto-equipped
but if you can't attack, this may be why.
Weapons can be used on the enemy turn.
Choose Ambush to use the equipped melee weapon on a guard that passes by, or
Overwatch to use the equipped ranged weapon on a guard that passes into your
sight.
[3.1] Melee Weapons
Melee weapons, or disruptors, are used against human guards. All of these do KO
damage (none are lethal). Drones are immune to KO damage so these will not work
on them. Most agents begin with a Neural Disruptor. Normal Disruptors have a
cooldown, while Volt Disruptors have no cooldown but cost PWR to use.
Weapon Price Pierce KO turns Cooldown/PWR use
-------------------------------------------------------------------------------
Neural Disruptor 500 0 KO 2 turns 3 turns cooldown
Neural Disruptor II 700 1 KO 2 turns 3 turns cooldown
Neural Disruptor III 900 2 KO 3 turns 4 turns cooldown
Volt Disruptor I 500 0 KO 2 turns 3 PWR
Volt Disruptor II 700 1 KO 2 turns 4 PWR
Volt Disruptor III 900 2 KO 3 turns 5 PWR
[3.2] Ranged Weapons
Ranged weapons either do KO damage like melee weapons, or do lethal damage. If
you do lethal damage to a human guard the alarm level will rise. Lethal damage
to drones will not raise the alarm level and will disable them permanently.
Each killed guard (both human and drone) will increase the cleanup cost that
you have to pay at the end of the mission.
You can also shoot cameras instead of hacking them. Shooting makes sound,
which may alert nearby guards or trigger nearby Sound Bugs.
Most ranged weapons use ammo rather than cooldown or PWR. When the ammo is
empty the gun is useless until loaded with a Charge Pack. A Charge Pack will
refill ammo completely.
Weapon Price Pierce Damage Ammo Cooldown/PWR use
-------------------------------------------------------------------------------
Neural DART 450 0 KO 2 turns 2
Riot DART 900 0 KO 2 turns 3
Drilling DART 950 1 KO 3 turns 2
Biogenic DART 1200 2 KO 2 turns 7 turns cooldown
Plasma Gun 300 0 Lethal 1
Cooker 700 1 Lethal 1
Hand Cannon 900 0 Lethal 3
Flurry Gun 1250 2 Lethal 4 PWR *
TAG Pistol 300 None** 1 PWR
* Flurry Gun can be used on one turn only in a mission.
** The TAG Pistol does not do damage, but instead tags the enemy. This will
automatically show that enemy's path for the rest of the mission.
[3.3] Unique Weapons
Some agents begin with unique weapons.
Archive Decker's Refurbished Revolver has the highest Ammo in the game, but
cannot be reloaded.
Shalem 11 has a Salvaged Disruptor which is worse than the normal Neural
Disruptor since it has a 5 turn cooldown. His Desert Wind gun is like a Cooker
with 1 extra Ammo.
Nika has a special Volt Disruptor which requires less PWR to use.
Monst3r's Overclocked Neural DART is the only weapon with 3 armor piercing. He
will always accompany you in the final mission, allowing you to take out OMNI
Soldiers. Its downside is that it will install a random Daemon on use.
Agent Weapon Sell Details
------------------------------------------------------------------------------
Archive Decker Refurbished Revolver 0 Ranged, 0 pierce, Lethal,
6 Ammo, Cannot be reloaded
Shalem 11 Salvaged Disruptor 150 Melee, 0 pierce, KO 2 turns,
5 turn cooldown
Shalem 11 Desert Wind 300 Ranged, 1 pierce, Lethal, 2 Ammo
Nika Nika's Volt Disruptor 250 Melee, 0 pierce, KO 2 turns,
2 PWR
Monst3r Overclocked Neural DART 300 Ranged, 3 pierce, KO 2 turns,
8 turn cooldown,
Installs a Daemon on use,
Must have Hacking 3 to use
[4] Other Items
Non-weapon items can do many things. There are two "common" items: Medgel and
Charge Packs. These are always available from Nanofabs. Nanofabs have 2 other
random items available. The special Nanofab in Nanofab Vestibule missions has
the two common items and 6 random items available. Rare items can sometimes be
found in Security Dispatch missions. Items can occasionally be stolen from
guards or found in safes; the two common items are most likely to be found
this way.
The number of all items (including weapons) an agent can carry without penalty
is determined by their Strength skill. Going over their limit reduces their AP.
Some items cannot be used unless the agent has a certain level of a certain
skill. Monst3r's Overclocked Neural DART is the only weapon with this
restriction, as noted above. There are no items that require Strength to use.
[4.1] Non-skill Items
These items do not require a certain skill. Some of these are disposable, only
usable once.
Item Price Cooldown Ability
-------------------------------------------------------------------------------
Medgel 275 1 use only, revives a downed agent
Charge Pack 400 1 use only, reduces an item's cooldown by 2
or reloads a ranged weapon
Smoke Grenade 300 1 use only, obscure vision in 3 tiles
Flash Grenade 600 1 use only, KOs guards in 3 tiles
Camera Cannister 300 1 turn Throw to give vision in an area
Hologram Projector 600 1 turn Throw to place a fake cover item
Lock Decoder 400 3 turns Place on Security Door to unlock in 2 turns
Ventricular Lance 700 6 turns +1 armor piercing for all weapons for 1 turn
[4.2] Speed Items
These items require upgraded Speed to use.
Cloaking Rigs make your agent invisible to enemy vision. A cloaked agent will
uncloak after they make an attack or at the beginning of your next turn. The
Cloaking Rig I limits movement to 4 tiles while cloaked.
Stims give your agent extra AP for a turn.
Item Price Speed Cooldown Ability
-------------------------------------------------------------------------------
Scan Chip 100 2 2 turns Identify Daemons on adjacent object
Econ Chip 800 2 5 turns Gain CR instead of PWR from a console
Cloaking Rig I 400 2 10 turns Cloak agent for 4 tiles of movement
Cloaking Rig II 700 3 8 turns Cloak agent
Cloaking Rig III 850 4 8 turns Cloak all agents in 4 tiles
Stim I 400 2 9 turns Gain 4 AP this turn
Stim II 800 3 7 turns Gain 6 AP this turn
Stim III 1000 4 4 turns Gain 8 AP this turn, refresh attack
[4.3] Hacking Items
These items require upgraded Hacking to use. Monst3r's Overclocked Neural DART
also requires 3 Hacking to use - it is listed in Unique Weapons above.
EMP Packs disable devices. A safe can be opened without hacking it in this
way, and similarly a laser wall can be bypassed without hacking its power
supply. They also disable guards' heart monitors, allowing you to kill them
without increasing the alarm level. However, an EMP blast will disable Nanofabs
and Server Terminals, preventing you from using them. Any disabled device will
reboot after a couple turns, except for Camera Drones which will die. The EMP
blast will happen at the end of your turn, and will make a noise that guards
might hear.
Portable Servers must be left somewhere to generate PWR. Make sure to pick it
up again before you escape. Guards will disable Portable Servers that they
find.
Item Price Hacking Cooldown Ability
-------------------------------------------------------------------------------
EMP Pack I 500 2 8 turns Disable all devices in 3 tiles
EMP Pack II 800 3 8 turns Disable all devices in 5 tiles
EMP Pack III 1200 4 8 turns Disable all devices in 7 tiles
Portable Server I 500 2 2 turns Deploy to gain 1 PWR per 2 turns
Portable Server II 1000 3 2 turns Deploy to gain 1 PWR per turn
Portable Server III 1500 4 2 turns Deploy to gain 2 PWR per turn
[4.4] Anarchy Items
These items require upgraded Anarchy to use. Anarchy makes available the
greatest number of items.
Accelerator Chips allow you to get more PWR from consoles. An agent with one of
these and lots of Hacking as well can get plenty of PWR from even a 1 PWR
console.
Buster Chips allow you to hack objects without using PWR, so long as you are
adjacent to them. This is an excellent way to preserve PWR. However if a Daemon
is on the device, it will still install.
Paralyzers are used on KO'd enemies, and increase the number of turns they are
KO'd.
Shock Traps are used on doors, and will KO the next person to open it. This
includes your own agents! Don't KO your own agent by forgetting about a trap
you laid. You can disarm the trap if you need to open that door. Traps ignore
armor, so are quite useful for taking out heavily armored guards.
Item Price Anarchy Cooldown Ability
-------------------------------------------------------------------------------
Accelerator Chip I 300 2 2 turns 1 extra PWR from console
Accelerator Chip II 550 3 2 turns 2 extra PWR from console
Accelerator Chip III 800 4 2 turns 4 extra PWR from console
Buster Chip I 250 2 6 turns Break 2 firewalls
Buster Chip II 400 3 4 turns Break 3 firewalls
Buster Chip III 600 4 3 turns Break 4 firewalls
Paralyzer I 300 2 6 turns KO +2 turns
Paralyzer II 500 3 6 turns KO +3 turns
Paralyzer III 400 4 6 turns KO +4 turns
Shock Trap I 400 2 7 turns KO 3 turns
Shock Trap II 700 3 6 turns KO 4 turns
Shock Trap III 1000 4 5 turns KO 5 turns all enemies in
5 tiles
[4.5] Unique Items
Some agents start with unique items. These are identical to normal items
except with a reduced or removed skill requirement.
Decker's Modded Cloaking Rig has the same effect as a Cloaking Rig II for
only Speed 2.
Banks' Custom Paralyzer has the same effect as a Paralyzer II for only
Anarchy 2.
Archive Banks' Econ Chip removes the Speed requirement of the normal Econ Chip.
Dr. Xu's Shock Trap removes the Anarchy requirement of Shock Trap I.
Archive Dr. Xu's EMP removes the Anarchy requirement of EMP Pack I.
Agent Item Sell Cooldown Details
-------------------------------------------------------------------------------
Decker Modded Cloaking Rig 200 8 turns Cloak agent,
Must have Speed 2
Banks Custom Paralyzer 200 6 turns KO +3 turns,
Must have Anarchy 2
Archive Banks Bank's Custom Econ Chip 400 4 turns Gain CR instead of PWR
from a console
Dr. Xu Modded Shock Trap 200 7 turns KO 3 turns
Archive Dr. Xu Tony's Modded EMP 300 8 turns Disable all devices in
3 tiles
[4.6] Mission Items
These are items that are specific to certain missions.
Item Mission Purpose
-------------------------------------------------------------------------------
LVL1 Security Passcard All Guards carry these;
unlock Security Doors
Site List Executive Terminals Get from Executive Terminal;
take with you to win mission
Vault Access Card Financial Suite Take from Financial Executive
or buy from Monst3r for 400;
unlocks special doors in Vault
and Cyberlab Missions
Research Experiment Vault Take from Secure Cases; worth
CR if you take them with you
Valuable Tech FTM missions Take from Scanning Amp; worth
CR if you take it with you
Incognita Memory Drive OMNI Mainframe Held by Central during final
mission; take it to the
Mainframe to win the game
Exit Access Card Later missions in Find in a Corporate Safe;
Endless mode unlocks the exit door
[5] Programs
Programs are used by Incognita to hack devices and do other things. Most
programs require PWR to use. Get PWR by using consoles. Incognita has a limit
of 5 programs.
Programs can be found by hacking then using Secondary Server Terminals in most
missions (the M1N1 B@Z@@R - 2 programs available) or by hacking and using a
Primary Server Terminal in the Server Farm mission (the GR@ND B@Z@@R - 8
programs available). Monst3r does not sell programs.
[5.1] Starting Slot 1 Programs
When starting a new game, you must choose 2 starting programs. The first slot
is a program that helps you gain or conserve PWR. These programs cannot be
found from Primary or Secondary Server Terminals during normal gameplay. Aside
from Power Drip, these must be unlocked in order to use them.
Program Sell Ability
-------------------------------------------------------------------------------
Power Drip 150 Generate 1 PWR per turn
Fusion 150 Costs 5 PWR, cooldown 4 turns; Generate 3 PWR per turn
for 4 turns
Seed 175 The first program you use in a turn costs 4 less PWR
Faust 150 Generate 2 PWR per turn; 20% chance of Daemon install
[5.2] Starting Slot 2 Programs
You also choose a program in the second slot. This program can take down
firewalls. Unlike slot 1 programs, these can be found in normal gameplay, even
before they are unlocked to use from the beginning. Lockpick v1.0 is the only
one of these unlocked initially.
Program Price PWR Ability
-------------------------------------------------------------------------------
Lockpick v1.0 300 2 Break 1 firewall
Rapier 600 1 + alarm level Break 1 firewall
Parasite 400 # of parasites Place a parasite on a device; it breaks
1 firewall per turn
Brimstone 450 3 Break 1 firewall; 10% chance of Daemon
reversal*
* If a Daemon is reversed, then instead of it installing you get a positive
effect. Daemon reversal can happen rarely without Brimstone.
[5.3] Other Programs
Some of these break firewalls, some deal with Daemons, some generate PWR, and
some do other things.
Program Price PWR Ability
-------------------------------------------------------------------------------
Lockpick v2.0 700 3 Break 2 firewalls
Parasite v2.0 500 2+# of Place a parasite on a device; it breaks
parasites 2 firewalls per turn
Data Blast 400 3 Break 1 firewall on each device within 5 tiles
Dagger 450 1 Break 3 firewalls; 5 turn cooldown
Dagger v2.0 650 3 Break 5 firewalls; 4 turn cooldown
Hammer 600 5 Break 5 firewalls; 3 turn cooldown
Wrench 2 600 2 Hack a device with exactly 2 firewalls
Wrench 3 600 3 Hack a device with exactly 3 firewalls
Wrench 4 600 4 Hack a device with exactly 4 firewalls
Wrench 5 600 4 Hack a device with exactly 5 firewalls
Abacus 400 +4 PWR at start of mission
Emergency Reserve 300 Gain 5 PWR at start of turn if you have 3 or
less PWR; 3 turn cooldown
Wildfire 400 Gain 5 PWR, all unhacked devices gain 1
firewall; 1 turn cooldown
Daemon Sniffer 350 Identifies Daemon on device; 3 turn cooldown
Taurus 400 2 Move Daemon to a random device
Hunter 550 5 Kill Daemon on device; 3 turn cooldown
Oracle 500 4 Take control of a random uncontrolled camera
Leash 500 Control drones for an extra turn
Wisp 300 3 Tag all visible guards
Ping 450 1 Create a distraction noise
Shade 500 1 Reduce sight range of guards; 2 turn cooldown
[5.4] Turing
Incognita gains the Turing program during the OMNI Mainframe mission (the final
mission) after Monst3r has the Mainframe Lock codes but before he uses them.
She gains Turing even if you already have 5 programs, and it does not
"overwrite" any of them.
Program PWR Ability
-------------------------------------------------------------------------------
Turing 5 Break 2 firewalls on every device; 3 turn cooldown
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