This article is incomplete
Some sections are missing or need additional details. Help improve it by contributing.
Stealth and infiltration
Stealth is one of the game's core gameplay pillars alongside combat and investigation. Many mission areas can be navigated entirely without fighting, using silent movement, environmental awareness, and assassination. The level design actively supports stealth as a first-class approach.
Stealth mechanics
Silent movement Moving quietly through environments to avoid detection by enemy patrols.
Rooftop scouting Climbing to elevated positions using light kung fu to observe enemy patterns and plan routes.
Assassination (Approaching enemies from behind allows silent kills. Not limited to ground level) the traversal system enables assassinations from elevated positions.
Nighttime infiltration The gameplay trailer shows time-of-day affecting stealth. Using Heavenly Deduction, the protagonist rewinds and waits for nightfall to slip into a castle that was heavily guarded during the day.

The Guard Commander's Token
The gameplay trailer provides a clear example of how stealth interacts with the Heavenly Deduction system. On a first attempt, the protagonist assaults a castle head-on, but the target escapes through a window. After rewinding, the player waits for nightfall, infiltrates the castle using stealth, and steals the Guard Commander's Token (卫队长令牌), an item that presumably enables a different approach to the mission objective.
Integration with mission design
The box garden levels are designed with stealth as a viable path. Guard patrol routes, sightlines, and environmental cover create navigable stealth corridors. The vertical layering of levels means rooftop routes often bypass ground-level encounters entirely.
Mixing approaches
The choice between stealth and open combat is not binary. Players can sneak past one patrol, fight through another, assassinate a target, then disappear. If a stealth approach fails, Heavenly Deduction allows rewinding to try a different route, or the player can switch to combat on the spot. The game does not penalize breaking stealth. It just changes the resource costs and risks.