Let’s Replay Covert Action – The Ariane Files [Case 6B]
One mechanic that we haven't touched upon much in this playthrough is the alert level. Organisations start unaware that you're looking into them but will slowly discover something's wrong through your actions. Raiding buildings and seeking our rumours in the hotel both rise the alert and the higher that is, the more guards protect the buildings in a city. There's also CIA double agents who will warn the groups in a city of your arrival; if a new city you arrive in has places ready for you and you know the person there doesn't have an important item, if can mean that the double agent is active there.
Aside from there being more guards in buildings you raid and having less time to wiretap, a high alert level puts you at risk of being pursued in the streets when you're driving places. This can lead to the driving minigame where your goal is to try and reach an allied building – CIA, MI6 or Mossad – before they can trap you in with their cars. It can also lead to a combat encounter in the streets which is far more dangerous than normal on account of you being poorly equipped. The silver lining of that is that, upon victory, you're informed of where the group who attacked you are stationed in the city.
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