Sound Lures
Make a noise somewhere else and walk the guard off your path.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Timing · Information
No.104HITMAN World of Assassination01The core loop
Action → feedback → next choice- 01Spot the blocking guard
- 02Pick a noise spot
- 03Guard leaves to check
- 04Slip through the gap
↻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
Two guards flank a door. You hold 2 coins with a 5 m noise radius.
- T2
Turn 2 · The player chooses
You toss one coin 4 m from the left guard and 7 m from the right.
- T3
Turn 3 · The feedback
Only the left guard walks over and stands with his back to the door for 6 seconds.
- T4
Turn 4 · The next decision
The right guard remains; spend your last coin or find another way within 6 seconds.
How it plays
Noises have a radius; guards inside walk to the source, linger a few seconds, then return. Lures are limited or on cooldown, and a noise too close raises suspicion. The radius ring shows on impact so you can predict who gets pulled.
What the player weighs
- Louder lures pull more guards, including ones you wanted left alone
- Spending a lure now leaves none for a harder spot later
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
Coins are thrown to draw NPCs, and you can also switch on radios or rattle objects; the drawn NPC lingers at the source.

Desperados III
Cooper throws a coin and Hector whistles enemies toward himself or a trap, with the noise radius shown on screen.
The difference worth noticing
HITMAN treats lures as environmental tools anyone can use; Desperados III splits lure types across characters.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Borrow fishing's cast placement: the lure's landing surface—water, grass, metal—changes how far the same throw carries.
Prototype this combo in Yoroll→Follow the next idea
Rising Alert Stealth Routes
Guards don't spot you instantly; suspicion builds, and you reroute inside that buffer.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read patrols and sightlines
- 02Commit to a route
- 03Suspicion meter climbs
- 04Break contact or reroute
Moving Through Light and Shadow
Shadow is your armor; every lamp is a problem to solve.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read the light map
- 02Advance through darkness
- 03Deal with blocking lights
- 04Watch your visibility gauge
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



