Systems & progression
Threat Level escalation
Threat Level describes the danger and response of AI in a location. Human Operators, PvP bounties and the Hostiles Kill Count are separate systems.
How danger changes
Higher threat means more dangerous and more numerous AI. A POI’s expected danger applies before engagement; disruption can escalate its response and bring reinforcements. Some locations have distinctive encounters.
Reducing the response
Break contact, take cover, use stealth or move into rural areas to leave both visual and audible detection. The guide recommends melee, throwing knives and suppressed shots for quieter engagements. It does not promise undetectability or specify an exact decay timer.
Named levels and location differences
The article describes Low as the lowest enemy-present danger and Extreme as the highest. Critical is also explicitly used: the Prison Citadel is Critical, while the Air Base Bunker is Extreme.
Different preview HUDs
The official numbered HUD shows Critical at The Grid. Later clean Dynamic Ops footage shows a numbered threat meter at Tank Depot and a separate hostiles-killed counter. These layouts do not establish a conversion formula between meter segments and named POI levels.
Still to establish
Exact escalation thresholds, reinforcement composition, decay timing, encounter exceptions and the complete relationship between the dynamic meter and static POI ratings need further evidence.
Threat response and unresolved labels
| Detail | Value |
|---|---|
| Meaning | POI response danger rises with disruption; higher Threat means more dangerous and numerous AI. |
| Not included | Human Operators are excluded. |
| Reduction | Break contact, seek cover, leave visual/audible lock, use stealth or move into rural areas. |
| Stealth | Melee, throwing knives and suppressed shots are recommended; no absolute guarantee of no detection. |
| Terminology conflict | Prose calls Low the least and Extreme the highest, while official native HUD 013 and location cards use Critical. |
HUD exposed by clean original
| Detail | Value |
|---|---|
| Location | Tank Depot |
| Meter | Numbered segments 1–5, from light to red |
| Counter | 8 HOSTILES KILLED after tag pickup |
| Limits | Counter and dynamic meter are not a static location danger rating; this frame does not prove a kill-count formula |
Distinct HUD versions retained
| Detail | Value |
|---|---|
| Later dynamic ops | Numbered threat segments and hostiles-killed counter at Tank Depot, retained in v48 |
Screenshots

