Disguise Access Rights
Every outfit unlocks a different map, but someone always sees through it.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Information · Planning · Risk
No.103HITMAN World of Assassination01The core loop
Action → feedback → next choice- 01Locate the needed outfit
- 02Subdue or steal to change
- 03Enter newly allowed zones
- 04Avoid those who see through
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
You're a waiter: kitchen is open, the security room needs a guard outfit. Three guards patrol; one is a captain who spots fake colleagues.
- T2
Turn 2 · The player chooses
You knock out a lone guard in the restroom, take his uniform and route around the captain.
- T3
Turn 3 · The feedback
Other guards nod at you; skimming the captain's view edge flickers your meter, then it fades.
- T4
Turn 4 · The next decision
The body in the restroom may be found, so finish before the next sweep.
How it plays
The map is split into permission zones, and each disguise grants free movement in some of them. A few specific NPCs can see through it, filling suspicion fast when near. Getting the outfit means knocking someone out or finding clothes, which leaves traces.
What the player weighs
- High-access outfits open more doors but face more inspectors
- Each swap creates an unconscious body that can be found
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

HITMAN World of Assassination
Nearly any NPC's outfit can be worn, each granting different restricted areas; 'enforcers' can see through disguises of their own kind.

Shadow Tactics: Blades of the Shogun
Only Aiko can disguise, after finding an outfit in the level; she can distract regular guards, though samurai-type enemies see through it (details hedged).
The difference worth noticing
HITMAN makes disguises a universal map key; Shadow Tactics ties it to one character's kit.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Make outfits cost loadout points, so a high-access uniform leaves fewer tools for what you do once inside.
Prototype this combo in Yoroll→Follow the next idea
Peek Before You Commit
Look before you open the door, at the cost of time and a little exposure.
- Prototype complexity
- Who plays
- Solo decisions
- 01Stop at a door or corner
- 02Pay to peek
- 03Gain local intel
- 04Enter or detour
Dragging and Hiding Bodies
Taking out a guard is half the job; hiding him is the other half.
- Prototype complexity
- Who plays
- Solo decisions
- 01Drop an isolated enemy
- 02Drag them at slow speed
- 03Stash them in cover
- 04Confirm nobody saw
Hiding Spots and Exit Timing
Getting in is easy; picking the right moment to come out is the game.
- Prototype complexity
- Who plays
- Solo decisions
- 01Find cover under pressure
- 02Hide and watch
- 03Wait for a patrol gap
- 04Exit and advance



