Game Clock
Comments0this wiki
The game clock is visible as an LED readout for both the spy and sniper in the upper-right corner of their screens. Each map has a unique time limit; unless the game goes to overtime, the sniper will win the game if the game clock expires.
As an audio reminder, the game clock beeps for both players at every minute (X:59). Once 30 seconds are left in the game, the clock begins to beep once a second. When the clock hits 0:00 (overtime) the clock will beep continuously.
Adding Time
Edit
When standing at a window pad, two actions become available to the spy: "Check Watch" and "Check Watch and Add Time." Both perform the same animation, with the latter adds 45 seconds to the game clock. The spy's clock always immediately reflects the change. However, the behavior of the sniper's clock depends on the results of the spy's action test:
- Green: The sniper's clock slows down until the full 45 seconds have been added.
- White/ignored: The sniper's clock immediately reflects the change, just like the spy's does.
- Red: The sniper's clock immediately reflects the change, and both players hear a beep.
NPCs will also check the time while visiting window pads, but this obviously has no effect on the game clock.
Overtime
Edit
Generally, when the game clock (as displayed to the spy) reaches 0:00, the game ends and the sniper wins. There are currently three ways the game can go into overtime, in which case the game will not end immediately when the game clock reaches 0:00:
- The spy completes their last mission with less than 10 seconds left on the clock. A 10-second countdown timer (visible only to the spy) starts when the spy completes their last mission. The spy only wins when this timer reaches zero. (This ensures that the last mission still carries some risk of getting shot.) If there are less than 10 seconds left on the game clock when this happens, the game will continue past 0:00 until the win countdown is complete to ensure that the sniper gets their full 10 seconds.
- The spy hasn't received all the time they added to the clock. Every time the spy performs the "Check Watch and Add Time" action, they earn 45 seconds of extra time. In the case of a green action test, the sniper's clock is no longer synchronized with the spy's. This means that the sniper's clock can reach 0:00 while the spy's still has time left. In this case, the game continues until the spy's clock reaches 0:00.
- The spy's last mission is pending. If the spy performs a green action test on the Swap Statue or Purloin Guest List missions, the missions are considered pending until an NPC completes the swap/purloin. If the pending mission is the last one the spy needs to win when the clock hits 0:00, the game will go into overtime, and will continue indefinitely while waiting for the NPC to complete the mission. At that point, the usual 10-second victory timer begins.
Spy Strategy
Edit
The spy is under time pressure to get their missions completed. Adding time reduces this pressure and affords the spy greater leisure to wait for the right moment to perform a mission. However, adding time is often a somewhat conspicuous action. It is best to try to add time while the sniper's attention is focused elsewhere. Another tactic is to attempt to add time close to the same moment as an NPC is checking their watch. This way, if the time add is noticed, there will be doubt about which character was responsible.
Sniper Strategy
Edit
Newbie snipers will sometimes make the mistake of shooting because they feel like they have to shoot somebody before the time runs out. Remember: if time runs out, you don't lose; the spy does. Your concern shouldn't be how much time is left on the clock, but how close you think the spy is to completing their missions.
If you see a character beginning to check their watch, take a quick look at the game clock to see if it suddenly gains time or start ticking slower. If only one character was checking the time at that moment, you can safely shoot them. Also check for time adds if you hear the clock beep once when it's not the top of the minute.
If the game goes into overtime, it's likely (though not certain) that the spy's last mission is complete or pending. In this scenario, many snipers choose to shoot their top suspect when overtime begins, even if they aren't very confident, rather than risk the spy winning.