How to play › ADVENTURE
SILENT COURIER
The Halvorsen Institute went dark eleven days ago. Silent Courier is a stealth game: no weapons, no backup, just a kit, one gadget, a pocket of coins, a crate to hide in and Mara on the radio.
PLAY NOW ▶The goal
On each floor, grab three sealed files and reach the stairs. Five floors lie between you and the way out: the ARCHIVE, the LAB WING, the SERVER HALL, the KENNEL YARD and THE VAULT. Lift the last file in the vault and the building locks down, and you have a short time to reach the stairwell.
How a mission plays
Guards who glimpse you go looking, guards who see you come running, and they know the corridors. Cameras take a moment to focus before they trip, beams blink on a rhythm across narrow halls (a wall terminal drops them for good), a drone looks straight down but never into a crate, and hounds hear running feet.
Your tools: hide in your crate before they are sure it is you, toss a coin to pull the nearest patrol to where it lands, tiptoe at half speed (silent to hounds, safe right behind a guard), and scan to see patrol rotas, earshot and beam timing. Your gadget is a noisemaker, smoke or an EMP, restocked every floor. Every alert heats up the next floor, with faster patrols, longer sightlines and more of them. If you are caught you can retry the floor or restart the mission.
Each floor also hides one ledger page. You do not need them, unless you want the true ending.
Controls
| Keyboard | Pad | What it does |
|---|---|---|
| Arrows | Stick / d-pad | Sneak |
| Z / Space | A | Hide in the crate, or work a terminal |
| X | B | Toss a coin |
| C | C | Use the gadget |
| Q (hold) | L (hold) | Tiptoe |
| E | R | Scan rotas, earshot and beams, or hack a terminal |
The whole mission can be finished with the arrows, Z and X alone.
On a phone or tablet, a see-through joystick and A, B, C, L, R and SPACE buttons appear over the game and do the same as the keys above.
Gamepad: the stick or d-pad moves and the buttons follow the Pad column (Start is START). Esc, P or Back pauses, and the HOW TO PLAY button over the game shows the basics any time.
Modes
Before a mission you pick a kit and a gadget. Kits: COURIER (balanced, full coin pouch), RUNNER (fast and loud, one coin, guards notice you sooner) and SHADOW (slow and patient, one coin less, slower to spot, and the crate works even mid-hunt). Gadgets: LURE (a noisemaker), SMOKE (a short cloud) and EMP (blinds cameras, beams and drones for a few seconds).
- STANDARD SHIFT: the building starts cold.
- DOUBLE SHIFT: opens after your first extraction. Heat starts higher, the rotas run backwards, and the score is worth more.
- EPILOGUE: THE DROP: also opens after your first extraction.
- TODAY'S HEIST: the daily, below.
Mastery stars
Each star pays tickets the first time you earn it.
- Bronze: Clean Getaway: extract from the vault.
- Silver: Double Shift: extract on the double shift.
- Gold: Never Here: finish the mission without a single alert.
Daily challenge
Yes. TODAY'S HEIST is one floor, the same for everyone that day.
Beginner tips
- Scan (E) when you arrive on a floor. Knowing the rotas and beam timing makes every other decision easier.
- Vents are slower, but nobody can see you in there.
- Toss a coin ahead to move a patrol off your route rather than waiting for it.
- If a hound hears you, hold Q to tiptoe or stand still.
- Cross beams on the dark beat, or loop the terminal to switch them off.