Written guide evidence for Hayato's distraction role and stone behavior, including guard attention manipulation and reuse constraints used to define thrown cooldown-based sound sources.Hayato Hayato, the ninja mercenary, is your first character. Hayato excels at infiltration and distraction: he can disrupt patrols and trick guards into looking the wrong way, and...Written guide evidence for Yuki's bird whistle creating a loud noise, using a blue audible circle, and prompting nearby guards to investigate.D: Bird Whistle Yuki plays a little tune on her whistle, creating a loud noise that will prompt any nearby guards to investigate. Use the whistle to lure guards away from their...Written guide evidence for Mugen's sake bottle as a thrown distraction with pickup-gated reuse and line-of-sight/guard reaction constraints.F: Hand Cannon Unlike the other's matchlock pistol, Mugen gains a more powerful hand cannon. This is the only long-range weapon that will kill instead of merely stunning samurai....Written guide evidence for Takuma and Kuma/Tanuki companion behavior, supporting persistent companion noise and guards watching until interest ends.Takuma The inventive and cheerful old sniper, Takuma is your go-to specialist for long-range elimination, able take down any target from range. However, his close-range options...Live gameplay frame showing a sound lure target marker/radius in the world and the ability command bar context during a distraction setup.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 1 - Осада Осаки Тракт Накасено [Профессионал] at 3:05:00-3:05:12Live gameplay evidence of Mugen's bottle/sake distraction setup in a guarded area, supporting thrown bait use to redirect guards.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 5 - Нападение на Каназава Смерть Каге-самы [Проф.] at 45:50-46:05Live gameplay evidence of Yuki lure planning/failure risk, supporting the rule that user-centered sound can expose the acting character if positioning is unsafe.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 5 - Нападение на Каназава Смерть Каге-самы [Проф.] at 3:56:30-3:56:45Live gameplay evidence of a blue sound radius around a lure interaction, supporting the targeting radius and guard eligibility rules.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 6 - Предательство на горе Цуру [Профессионал] at 2:10:55-2:11:10Live gameplay evidence of Kuma/Tanuki positioned as a persistent distraction source in the world, supporting companion noise rules.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 6 - Предательство на горе Цуру [Профессионал] at 2:15:20-2:15:35Live gameplay evidence of a sake/bottle interaction in a guarded path, supporting thrown object distraction and bait placement constraints.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 3 - Гора Цуру Убийство господина Ябу[Профессионал] at 26:10-26:25Live gameplay evidence of the ability command bar and thrown bait context during a stealth encounter, supporting UI exposure and reuse-state testing notes.
Materials v

Sound-Based Distraction Abilities

Advanced
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

Sound-based distraction abilities let the player create controlled noise events that alter eligible guards' attention, facing, and movement without directly harming them. The system includes reusable thrown sounds, position-centered lures, pickup-gated thrown bait, and persistent companion noise, each with different targeting, reuse, and reaction constraints. These abilities convert enemy hearing into a tactical resource for opening patrol gaps, isolating targets, or setting up coordinated stealth actions.

2. Tags

advanceddocumented

3. Design Intent / Job Story

When a guard's position, patrol, or facing direction blocks a stealth route, I want to create a controlled sound at a chosen location, so that I can pull attention away from the route or isolate a target for a coordinated follow-up.

4. Role in Gameplay Loop

  • Provides the main non-lethal attention-redirection layer inside stealth encounters
  • Turns enemy hearing radius into a planning tool for moving, bypassing, or isolating guards
  • Supports combo play with traps, melee takedowns, body hiding, and Shadow Mode timing
  • Differentiates ability loadouts through distinct reuse models: cooldown, exposed user position, physical pickup, or persistent companion toggle
  • Creates risk-reward decisions because the same sound can attract unintended guards or expose the user if they remain visible

5. Preconditions

  • A mission is active and at least one character with a sound-based distraction ability is available
  • The selected distraction ability is unlocked and not blocked by cooldown, missing item, or owner/companion state
  • The target point is within the ability's valid targeting range or command radius
  • The target point is traversable or otherwise valid for the specific sound source
  • At least one enemy is close enough to hear or observe the sound if a lure effect is desired
  • The acting character or companion is not in an action-blocking state such as climbing, swimming, carrying a body, incapacitated, or already executing another command

6. Parameters

ParameterValue
Ability slotD observed
Targeting radius displayBlue circle
Thrown arcArc over cover
Cooldown reuseShort / TBD exact
Pickup reuse requirementTrue for pickup-gated bait
User-centered lure riskTrue
Persistent distraction toggleOff / On
Guard investigation durationTemporary / TBD exact
Eligible enemy filterNormal / special-case by enemy type
Patrol group responseGroup may move together
Environmental trigger targetAnimal / other valid sound-reactive object

7. Core Rules

  • Activating a sound-based distraction creates a noise event at the ability's target position or at the user's current position, depending on the ability type.
  • Eligible enemies inside the sound's effective hearing or observation area interrupt their current behavior and investigate, turn toward, or move toward the source.
  • A visible targeting radius communicates which enemies are expected to hear the sound before the player commits the action.
  • Thrown sound sources can arc over cover and land at selected ground positions, enabling lures around obstacles.
  • Cooldown-based sound sources become reusable after a short recovery period without requiring item pickup.
  • Pickup-gated thrown bait remains unavailable after use until the physical item is recovered from the world.
  • User-centered whistle-style lures draw guards toward the user position, so the acting character must be hidden or able to escape before responders arrive.
  • Persistent companion noise continues attracting or holding attention until the player stops it or guards lose interest.
  • Some bait responses depend on line of sight or enemy noticing the lure object rather than only hearing a radius.
  • Patrol groups can react as a unit when the distraction affects one member of the patrol.
  • Certain enemy types may ignore standard sound distractions according to enemy hierarchy rules.
  • After investigation or interest ends, enemies return to prior posts, patrols, or facing behavior unless another detection, alarm, or combat event interrupts them.
  • Sound distractions do not suspend normal vision-cone detection; characters moving through the opening can still be seen by other guards.

8. BDD Scenarios

Scenario: Throw sound to pull a guard from a post

Given
an eligible guard is holding a position near a blocked route
When
the player targets the sound source behind or beside the guard
Then
the guard interrupts their current behavior and investigates the noise location
And
a thrown sound source can land inside the guard's hearing range
And
the route has a temporary opening while normal vision detection still applies

Scenario: User-centered whistle lure requires hiding

Given
an eligible guard is within the whistle's audible radius
When
the player activates the whistle
Then
the guard moves toward the acting character's position
And
the acting character is visible at the lure position
And
the acting character risks detection unless they hide or leave before the guard arrives

Scenario: Pickup-gated bait blocks reuse

Given
a thrown bait item has been used
When
the player tries to use the bait ability again before retrieving it
Then
the ability does not activate
And
the item is lying at its landing position
And
the item must be picked up before the ability becomes available again

Scenario: Companion holds attention with persistent noise

Given
the companion is positioned at a valid point inside the owner's command radius
When
the player toggles the companion's active noise state
Then
eligible guards who hear the companion approach and watch
And
the distraction continues until stopped or until the guards lose interest

Scenario: Enemy ignores standard distraction

Given
an enemy type is configured to ignore standard sound lures
When
the player creates a standard sound within that enemy's hearing area
Then
that enemy continues its current behavior
And
the player must use another tactic to change its position

Scenario: Sound lure attracts unintended guards

Given
multiple eligible guards are inside the targeting radius
When
the player activates the sound distraction
Then
every affected guard reacts according to its AI rules
And
the extra movement may create new vision-cone coverage or block the planned route

9. Edge Cases

  • No eligible enemy is within the sound radius, so the ability plays but does not change enemy behavior
  • The lure attracts more enemies than intended and blocks the player's escape route
  • The acting character remains visible at a user-centered sound source and is detected as guards approach
  • A patrol group reacts together instead of isolating a single guard
  • A high-tier enemy ignores the standard sound lure, leaving the route covered
  • A pickup-gated lure object lands in a dangerous or unreachable place and cannot be reused safely
  • A guard starts investigating the sound, then detects a body, footprint, or character and escalates to alarm
  • Multiple simultaneous sounds compete for the same guard's attention; AI should resolve to one investigation target
  • Persistent companion noise is stopped while guards are en route or watching, causing them to resume normal behavior according to AI rules
  • A thrown sound interacts with environmental targets such as animals, producing an additional environmental reaction

10. QA Notes

  • Verify each sound ability displays the correct targeting radius, range, or command radius before activation
  • Verify enemies inside the effective sound area react and enemies outside it do not
  • Verify cooldown-based reuse becomes available again after the expected recovery window
  • Verify pickup-gated bait cannot be reused until the item is physically recovered
  • Verify user-centered lures can expose the acting character if they remain in line of sight or reachable proximity
  • Verify patrol groups react consistently when one member is lured
  • Verify ignored enemy types continue their current behavior when affected by standard distractions
  • Verify persistent companion distraction starts, holds attention, stops manually, and releases guards cleanly
  • Verify enemy return behavior restores prior patrol or post after investigation ends
  • Verify sound distractions do not disable normal visual detection by unrelated guards
  • Verify environmental sound interactions such as animal kicks trigger only from valid target hits

11. Mechanic Dependencies

  • Stealth Detection System (The mechanic relies on the Stealth Detection System's auditory layer: noise radii cause guards to investigate while vision cones still determine whether characters are seen during the opening.)
  • Character Ability System (Sound-based distraction abilities are a character ability category and depend on the Character Ability System for ownership, availability, targeting, cooldown, and execution state.)
  • Enemy Type Hierarchy (Enemy type rules determine which enemies respond to or ignore standard sound distractions and whether a lure can safely reposition a guard.)
  • Four-Slot Ability Binding Framework (The observed distraction tools are exposed through the four-slot ability binding framework, especially the character-specific D-slot command position.)
  • Companion Command System (Persistent companion noise is a specialized sound-distraction implementation that uses companion positioning and a toggle state rather than a one-shot thrown or user-centered sound.)

References

  1. 1.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L0-17 of 116)

  2. 2.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L39-43 of 116)

  3. 3.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L65-73 of 116)

  4. 4.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L98-116 of 116)

  5. 5.

    Прохождение Shadow Tactics: Blades of the Shogun #1 - Осада Осаки | Тракт Накасено [Профессионал] (3:05:00-3:05:12)

  6. 6.

    Прохождение Shadow Tactics: Blades of the Shogun #5 - Нападение на Каназава|Смерть Каге-самы [Проф.] (45:50-46:05)

  7. 7.

    Прохождение Shadow Tactics: Blades of the Shogun #5 - Нападение на Каназава|Смерть Каге-самы [Проф.] (3:56:30-3:56:45)

  8. 8.

    Прохождение Shadow Tactics: Blades of the Shogun #6 - Предательство на горе Цуру [Профессионал] (2:10:55-2:11:10)

  9. 9.

    Прохождение Shadow Tactics: Blades of the Shogun #6 - Предательство на горе Цуру [Профессионал] (2:15:20-2:15:35)

  10. 10.

    Прохождение Shadow Tactics: Blades of the Shogun #3 - Гора Цуру|Убийство господина Ябу[Профессионал] (26:10-26:25)

  11. 11.

    Прохождение Shadow Tactics: Blades of the Shogun #2 - Ограбление Имаи [Профессионал] (48:00-48:10)