Character body manipulation profiles: Hayato carries one body slowly with noise; Mugen carries two and can run with noise and throw bodies; Yuki drags one slowly with noise and can move through darker vision cone areas; Aiko drags one slowly and can move through darker vision cone areas; Takuma cannot carry bodies.A: Stealth Kill Hayato can stealth kill an enemy with his ninjato. His stealth kill is one of the fastest and quietest. Use it to take care of any guards within his reach. S:...Trap-in-bush auto-hide: setting a trap in or on the edge of a bush causes the victim to fall into the bush and the body disappears (is concealed).Mugen Mugen may be an honorable samurai, but he doesn't have any qualms about stabbing enemies in the back. The strongest and toughest character, Mugen excels at crowd control: he...Picking up a dying target during death animation to skip delay.He can also throw them a fair distance, and can crush an enemy with a thrown stone (nearby guards will regard this as an accident, even if there was no way for the rock to just...Mugen can throw bodies onto roofs where no enemy looks; thrown bodies can stun enemies on impact.Hello there! I'm TrickingTrapster, here with my second guide ever, a guide to Shadow Tactics: Blades of the Shogun. My first guide was for Commandos 2: Men of Courage - a game in...Strategy guide references to hiding bodies in bushes, sheds, hedges, behind doors, wells, and water.Any use without permission of the publisher is strictly prohibited. This applies particularly for any copying - electronic or otherwise, translation, distribution and public...Mission walkthrough examples: dumping bodies into water, hiding behind doors, throwing into wells, hiding in hedges.Furthermore, he's able to kill them fully distract his enemies unnoticed in an ambush. 9 HAYATO'S PRE-STAGE HA A O S S AG FINAL CHARACTER DESIGN FINAL CHARACTER DESIGN NINJATO AND...Achievement references: 'It's Raining Men' for knocking a guard down by throwing another guard at him; 'Thorough' and 'Meticulous' for hiding bodies.Hello everyone who reads this. I just wanted to say right away that this is not my guide. This belongs to Joafu. But, he wrote it in Spanish, and I don't speak Spanish. I wanted...Review confirms guards sound the alarm when finding a body rather than just becoming cautious.Visual reference from Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? at 0:00-5:00Visual gameplay confirmation: Aiko drags a body and hides it in bushes near a cliff edge. Transcript confirms drag mechanics shared across characters.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 3 - Гора Цуру Убийство господина Ябу[Профессионал] at 37:40-38:00
Materials v

Body Manipulation Mechanics

Base
Shadow Tactics: Blades of the Shogun cover

Shadow Tactics: Blades of the Shogun

Status
Released
Year
2016
Genre
Indie, Strategy
Platforms
Windows, macOS, Linux

1. Summary

A stealth support system that allows players to manage evidence of combat by moving and hiding bodies of eliminated or incapacitated enemies. The system defines distinct body manipulation profiles per character—some characters carry bodies on their backs, others drag them along the ground, with variations in capacity, speed, noise, and special capabilities such as throwing. Bodies can be hidden in environmental concealment spots or disposed of in permanent removal zones. This mechanic is essential for maintaining stealth and preventing alarm triggers when enemies discover remains.

2. Tags

stealthbodycorpsecarrydraghideconcealmentalarmunconsciousknockoutnoisecharacter-specificvision-coneenvironmental-interaction

3. Design Intent / Job Story

When I have eliminated or incapacitated an enemy, I want to move or hide the body before patrols return, so that guards do not discover it and trigger an alarm that compromises the mission.

4. Role in Gameplay Loop

  • Part of the post-elimination cleanup loop that closes the stealth combat cycle
  • Enables non-lethal and ghost playstyles by allowing knocked-out enemies to be hidden indefinitely
  • Integrates with character specialization by granting different body-handling capabilities per character
  • Drives risk/reward decisions: spending time hiding bodies versus pushing forward quickly
  • Supports progression and challenge systems through body-hiding counters and mission badges
  • Creates emergent tactics when bodies are used as projectiles or lures

5. Preconditions

  • A body must exist: an enemy has been killed or knocked out and is in a manipulable state
  • A character with a Body Manipulation Profile must be within interaction range of the body
  • The character is not already at their body capacity limit
  • The body is not inside a permanent removal zone that prevents retrieval
  • The character is not currently performing another action that blocks manipulation

6. Parameters

ParameterValue
Interaction range~1.5 m
Carry speed modifier0.3–0.5× base
Drag speed modifier0.2–0.3× base
Carry noise radius~5 m
Drag noise radius~5 m
Throw range~8–10 m
Concealment spot typesBush, Well, Water, Door, Hedge, Roof, Cliff
Permanent removal zonesWell, Deep water, Cliff
Multi-body capacity1 or 2
Drag vision tolerancetrue / false
Death-animation grab window~0.5–1.0 s

7. Core Rules

  • Each character is assigned a Body Manipulation Profile that defines capacity (single or multiple bodies), method (carry or drag), speed modifier, noise radius, and any special capabilities.
  • A character can only interact with a body when within the defined interaction range.
  • Carried bodies are lifted onto the character's back; dragged bodies are pulled along the ground behind the character.
  • While manipulating a body, a character moves at a reduced speed dictated by their profile.
  • Body manipulation generates noise within an audible radius defined by the profile; enemies inside that radius can hear it.
  • Bodies can be placed into Concealment Spots (e.g., bushes, wells, water, behind doors, hedges, rooftops). Once placed, the body is hidden from enemy vision and no longer risks discovery.
  • If an enemy's vision cone intersects with a non-concealed body, the enemy discovers it and triggers the alarm response.
  • Certain profiles include a Throw capability, allowing a body to be launched as a projectile. A thrown body that collides with an enemy stuns or knocks them down.
  • Bodies thrown or placed into permanent removal zones (wells, deep water, off cliffs) are removed from play and cannot be discovered.
  • A dying enemy can be grabbed during their death animation to skip the remaining delay and begin manipulation immediately.
  • Dragging profiles can move through the outer (darker) regions of enemy vision cones without being detected, whereas carrying profiles are spotted normally.
  • If an enemy is eliminated inside or on the edge of a bush by a trap, the body automatically falls into the bush and is concealed.
  • A character already manipulating a body must drop or place it before interacting with another body, unless their profile supports multiple-body capacity.

8. BDD Scenarios

Scenario: Hiding a body in a bush

Given
a guard has been stealth killed and is lying on the ground
When
the player issues the interact command to pick up the body
Then
the body is hidden in the bush
And
a character with a carry profile is adjacent to the body
And
moves into a bush concealment spot
And
issues the place command
And
enemies no longer detect the body if their vision cone passes over the bush

Scenario: Body discovered by a patrol

Given
an enemy has been killed and the body was not hidden
When
the guard's vision cone fully intersects with the body
Then
the guard discovers the body
And
a patrolling guard's vision cone sweeps over the body
And
the alarm response system is triggered

Scenario: Throwing a body to stun an enemy

Given
a character with a throw-capable profile is carrying a body
When
the player targets the enemy and executes the throw command
Then
the body is launched toward the enemy
And
an enemy is within throw range
And
the enemy is knocked down or stunned on impact
And
the body lands at the target location

Scenario: Dragging through a vision cone undetected

Given
a character with a drag profile is pulling a body
When
the drag movement completes without entering the inner (bright) region
Then
the enemy does not detect the character or the body
And
the character moves through the outer (darker) region of an enemy's vision cone
And
no alarm is triggered

9. Edge Cases

  • A body is dropped in a location where no concealment spot exists and the player leaves the area; the body remains discoverable indefinitely.
  • A thrown body misses the intended enemy and lands in an enemy's vision cone, causing unintended discovery.
  • A character with single-body capacity attempts to interact with a second body while still carrying the first; the interaction is blocked or the first body is automatically dropped.
  • An enemy dies on terrain that prevents interaction (e.g., inside a locked room the player cannot enter), making the body impossible to hide.
  • A dragged body gets snagged on geometry or another entity, interrupting movement.
  • A body is hidden in a bush that an alarm-response search party investigates; the searchers may enter the bush and discover the body.
  • A character carrying a body is spotted by an enemy; the body is dropped upon entering combat or detection state, potentially revealing it.
  • Snow or mud leaves footprints leading from the elimination site to the hiding spot, allowing enemies to trace the player.
  • A knocked-out civilian on a roof (thrown there by Mugen) cannot get down, but if an enemy patrols the roof, they can still discover the civilian.
  • Multiple bodies are stacked in the same concealment spot; the system must handle overlapping placements without collision errors or visual clipping.

10. QA Notes

  • Verify each character profile correctly applies the right method (carry vs drag), capacity limit, speed modifier, and noise radius.
  • Test that all concealment spot types (bush, well, water, door, hedge, roof, cliff) properly hide bodies from enemy vision.
  • Confirm that enemies trigger the alarm response exactly when their vision cone intersects a non-concealed body.
  • Test throw trajectory and collision: verify bodies stun enemies on direct impact and land correctly on varied terrain.
  • Verify that dragging through the outer vision-cone region does NOT trigger detection for drag profiles, while carrying profiles ARE detected.
  • Test body manipulation during death-animation skip: ensure the body state transitions correctly from dying to manipulable.
  • Test noise propagation: ensure enemies inside the noise radius react (turn toward source, investigate) while enemies outside ignore it.
  • Verify that bodies in permanent removal zones (wells, deep water) are fully removed and do not contribute to discovery counts.
  • Test multi-body capacity: verify a dual-carrier profile can pick up a second body without dropping the first, up to the limit.
  • Check that search parties during alarm response investigate bushes and other concealment spots where bodies may be hidden.
  • Verify footprint mechanics in snow/mud missions do not incorrectly reveal concealed bodies, but do show the path taken.
  • Confirm UI interact prompt appears only for characters with valid body manipulation profiles and disappears when out of range.

11. Mechanic Dependencies

  • Stealth Detection System (Stealth Detection System determines whether a body is spotted by enemies; dragging profiles can move through outer vision-cone regions without triggering detection.)
  • Character Ability System (Character Ability System assigns Body Manipulation Profiles to characters, determining who can carry versus drag, single versus multiple bodies, and throw capability.)
  • Stealth Elimination Mechanics (Body Manipulation depends on Stealth Elimination Mechanics because bodies are the primary output of elimination actions; this mechanic governs the post-elimination state of fallen enemies.)
  • Alarm Response System (Alarm Response System is triggered when an enemy discovers a non-concealed body, making concealment essential to avoid mission failure.)
  • Character Movement System (Character Movement System defines base locomotion speeds that are modified by body manipulation profiles (e.g., slow walk while carrying, running with penalties).)
  • Enemy Type Hierarchy (Enemy Type Hierarchy may affect how different enemy archetypes react upon discovering a body (some raise the alarm immediately while others may investigate first).)

References

  1. 1.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L1-50 of 116)

  2. 2.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L50-70 of 116)

  3. 3.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L70-90 of 116)

  4. 4.

    Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L1-40 of 101)

  5. 5.

    The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L1-100 of 4930)

  6. 6.

    The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L100-200 of 4930)

  7. 7.

    Steam Community :: Guide :: Shadow Tactics: Blades of The Shogun - Achievement Guide (L1-50 of 447)

  8. 8.

    Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? (0:00-5:00)

  9. 9.

    Прохождение Shadow Tactics: Blades of the Shogun #3 - Гора Цуру|Убийство господина Ябу[Профессионал] (37:40-38:00)