Clandestine

Clandestine

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How Footprint works
By Psyfur
A simple list of what causes footprint.
   
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Introduction
The game doesn't provide alot of information about how some of the mechanics work, so I've put together this simple list of actions and their values which affect your footprint score.
Surviving Witnesses, Assault and Battery & Dead Bodies
Surviving Witness
Unconscious body = 100
Alerted guard left alive = 100

Assault and Battery
Using a takedown to knock someone unconscious = 5

Killing someone with a takedown doens't add footprint to Assault and Battery.
This can be buggy and not always appear in the final score.

Dead Bodies
Dead body = 25

The Cleaner asset removes a body from the map so it doesn't contribute to the final score.
Using Cleaner on an unconscious body removes the Assault and Battery score if you knocked him out with a takedown.
After knocking someone unconscious you can't shoot and kill them. They'll always be asleep.
Property Damage
Steam pipe = 5
Electric outlet = 5
Destroyed Window = 5
Door broken with too much force = 15
Destroyed Camera = 50

Flashbang Grenade also causes property damage.
Flashbang property damage = multiplier times 5.
The multiplier varies depending on where the flashbang was used.

Two times I used it gave final score of
x12 = 60 footprint. (Used in Lobby of London mission.)
x21 = 105 footprint. (Used in server room of London mission.)
Forensic Evidence
Ammo
Each shot will add to the footprint.

Ball ammo = 5
Ring Airfoil ammo = 15
Uranium ammo = 20
Armor piercing ammo = 10
Salvo squeezebore ammo = 15

Equipment
Each use will add to footprint.

Flashbang Grenade = 10
Frag Grenade = 20
Nerve Gas Grenade = 30
Knockout Gas Grenade = 20

Using Banshee = 0
Leaving a Pager in the map = 0
Leaving a Modem in the map = 0
Leaving your starting weapon in the map = 0

Other Information
Frag, Nerve and Sleep grenades won't harm you if you drop one at your feet.
Frag grenades will kill multiple enemies but Nerve and sleep only seem to effect one enemy.

Flashbang Grenade will blind you.

Placing an ammo or medkit dead drop won't add any footprint.
Surveillance Footage & Alarms Triggered
Surveillance Footage
Camera detection meter goes red = 25

Alarms Triggered
Any Alarm = 50

Alarms are triggered by:
A camera detecting you.
Walking through a metal detector with a gun.
Walking through an active red laser.
Destroying a camera.

Social Engineering will stop an alarm from going off if you activate it fast enough but it won't remove the Surveillance Footage.
Digital Evidence
Using DDOS = 10
Placing a Virus = 5
Getting caught by admin = 100
Additional Notes
Bag man doens't add footprint.
Dialogue options to kill or knock out a character don't affect footprint.

The game feels unpolished with a few annoying little glitches so footprint doesn't always calculate how you would expect it to. e.g. Knock out 4 guards on a level only calculates 3 Surviving Witnesses and 2 Assault and Battery at the end.
5 Comments
SkirmishMash 17 Sep, 2021 @ 4:29am 
I recently came back to this game after a long time, and this guide helped me with tracking my footprint in the middle of a mission. Thanks for sharing!
Felinoid 17 Sep, 2017 @ 7:40am 
This is further complicated by multi-part missions acting as an AUTOMATIC checkpoint load. So for Denmark, California, or Cyprus you would have to not knock anyone out for the first one or two maps to get accurate stats. Plus even for last/only maps, you have to do it in one unbroken run if you're KOing anyone. Or just accept that you're going to get fucked on footprint.

Lethal remains mostly accurate as spent ammunition and gadgets are placed for forensic evidence, utilities are destroyed if they had been used, and dead men tell...well, not no tales, but only the 25 footprint they're supposed to. Unless you shot a civilian. Then they don't count as a dead body for some reason. (Probably to avoid unfair footprint in Paris.)
Felinoid 17 Sep, 2017 @ 7:39am 
Apparently, the method used to knock guards out when applying states allows them to see something before they're knocked unconscious by something that isn't you. So you end up with Surviving Witness but no Assault & Battery for anyone knocked out prior to the checkpoint you loaded, regardless of whether they saw you before you clocked them or not. It normally requires a guard going full red to be counted as a witness, but I guess the KO object spawns directly in their face or something. Even if they got zapped by a utility while you were halfway across the map.
Felinoid 17 Sep, 2017 @ 7:39am 
The issue with Surviving Witnesses and Assault & Battery has to do with checkpoints. When you reload a checkpoint, it places everything and then applies a state to them. This is common practice in a number of other games for simplicity reasons (and is hilarious in the XCOM reboot because it doesn't make the state application part of the loading process, so you can actually see it happen), but runs into a bit of a hitch in a stealth game like this.
Asura 25 Aug, 2017 @ 9:58am 
Nerve and sleep grenades also effect multiple enemies, just in small radius.