Raiding a settlement and I have a question about the alarms.

So I am trying to learn to raid settlements in anarchy systems.

Getting into the command building and getting all the alarms turned off is not working really well. I get bogged down by to many guards coming into the building. I did get all the alarms (settlement alarm, authorization scan alarm, anti ship turrets alarm, point defense alarm, anti personnel turrrets alarm) tuned off once.

I decided I need a new tactic since I am not good enough to get all the base personnel killed in the command building as they show up.

I was thinking that I could get as many alarms turned off as I can and then exit the building and go to another building and kill whatever personnel I can and eventually make it back to the command building killing however many guards I can along the way.

My question is if I turn an alarm off will a NPC come along and turn the alarms back on again if I don't clean all NPC's from the command building before I leave and go to another building.
 
Well, since your determined to kill everyone at the base, why worry about alarms? Do them later. Kill everyone first.

Once you are discovered by the first NPC, the gig is up. The alarm has been sounded, You killed the NPC. Shots have been heard. Turning them off now is a waste of time.

Besides, once everyone is dead, you have plenty of time to play with the alarms.
 
Unsure if they re-activate alarms, but I DO know they will turn the power back on if you initiate shutdown and dont grab the regulator out quickly afterwards.
 
Dont rush into this, get to know all the different settlement layouts first. The alarms aren't always in the place you think.

Tourist:
  • The really huge ones with the long walkway, the alarm is always in the PWR building. Usually 2 guards in a tight patrol—one sticks around the side entrance, the other and another guard cover the front entrance.
  • The ones where it's seperate buildings and has tons of data ports and a huge bar building and PWR station to the side, that alarm is always in the 2nd mulitstory HAB building if you're heading away from the bar. This is always on the left side coming from that direction. It's on the 3rd floor and needs a level 2 clearance to access.
  • The small ones that have a few seperate residences on either side of the huge bar, that alarm is in the PWR building away from the HABs just like the large ones.

Agriculture:
  • In the super huge sprawling ones that have two connected AGR domes and a series of corridors that connect to a PWR wing, the alarm is always in the PWR room. This is the most annoying type as you often have to kill your way through and there's no other way into the PWR room. Also hell in shutdown missions if you don't have NV.
  • In the medium ones that have a lot of those weird rounded tents and a standalone PWR building, the alarm is always in the seperate AGR building that's NOT the ones that are connected. This is usually close to the PWR building so you can't miss it.
  • In the really small ones that have one PWR building and one AGR dome, the alarm is always in the PWR building.

Industrial (not Extraction!):
  • These vary the most and I can't clearly picture the variants. Most of the time though the alarm will be in the PROC room, the one with the centrifuges and if you go upstairs you see a MED room. At the end and to the left of the catwalk there's an alarm panel and a large locker.
  • In the ones where if you get out of your craft and you immediately see a long, short HAB building connected to a PWR station, the alarm is in the large PROC building that's beyond the freestanding gatelike thing. On the 2nd floor overlooking the sample housings.
  • There's also medium size ones that will have two PROC buildings down a hill and uphill will be a HAB and CMD building. The alarm will be in the CMD building first floor, some need level 2 but most 3.
  • Another variation on the above layout has a PROC building down a hill with a CMD building overlooking it but this CMD building has an entrance that goes directly to the SEC room, you can't miss the alarm there.
  • Some variations will have the alarm in a small HAB room.
  • Yet ANOTHER variation has a wide open field with the STO/PROC on one side, and a huge CMD building on the other. I love these, as there's a back entrance to the CMD building that guards almost never patrol.

Extraction:
  • In these the alarms are almost always in the PWR building.
  • Some variations will have the alarm in a small HAB room.

Military:
  • In these the alarm is almost always in the CMD building. If there's a PWR building connected you're in luck because there's always a lvl 3 commando that patrols the corridor between there and CMD. Just be wary of the one that comes downstairs for a chat with them from time to time.
Hope this helps. You're going to need to get enough money for a huge stack of Ebreaches. Get to an anarchy system and buy at least 50. Then you want to gather materials for a suppresor mod in case you do have to do a little bit of murder. It's much easier to Ebreach a PWR building, kill the worker and steal their level 3 ID then have your run of the place. If you abhor murder however you're gonna have to do a lot of stalking open windows and wait to clone a lot of IDs.

If the user Ydiss sees this thread, they will surely have more and better tips for you.
 
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So I am trying to learn to raid settlements in anarchy systems.

Getting into the command building and getting all the alarms turned off is not working really well. I get bogged down by to many guards coming into the building. I did get all the alarms (settlement alarm, authorization scan alarm, anti ship turrets alarm, point defense alarm, anti personnel turrrets alarm) tuned off once.

I decided I need a new tactic since I am not good enough to get all the base personnel killed in the command building as they show up.

I was thinking that I could get as many alarms turned off as I can and then exit the building and go to another building and kill whatever personnel I can and eventually make it back to the command building killing however many guards I can along the way.

My question is if I turn an alarm off will a NPC come along and turn the alarms back on again if I don't clean all NPC's from the command building before I leave and go to another building.
There is only one alarm. All the others disable features of a base. So far I have never had an alarm re-enabled, even when I fled with guards in the room next to the panel.

In any case it is always possible to infiltrate without any shooting right into the room with the panel. If you get bogged down you need to be a bit stealthier. Make sure you get proper security levels and stay out of scanning range. :)
 
If it has a large, two story command centre, the alarm is always in the ground floor through a door directly right from the entrance. It's the room with the cells. If it has a one story command centre that is connected with a habitat, the alarm is in a security room directly at the left entrance. Those rooms are usually locked with tier 3 security requirement.
 
My question is if I turn an alarm off will a NPC come along and turn the alarms back on again if I don't clean all NPC's from the command building before I leave and go to another building.
Never had an alarm reactivated so far but I would not like to bet on this for the future !

I will offer a non specific tip though ..... there are a number of ways to get the guards to leave their posts and/or patrols, for instance on the small CMD building cutting the external building atmosphere panel and depressurising the building will get their attention allowing you to slip in and disable the alarm and auth systems. Probably not wise to go for the data though !

Edit: You can start the data download leave the building then jump onto the roof move above the data port and finish the download, only the range matters not the walls.
 
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Never had an alarm reactivated so far but I would not like to bet on this for the future !

I will offer a non specific tip though ..... there are a number of ways to get the guards to leave their posts and/or patrols, for instance on the small CMD building cutting the external building atmosphere panel and depressurising the building will get their attention allowing you to slip in and disable the alarm and auth systems. Probably not wise to go for the data though !
Ah, the ol' Kansas City Shuffle ;)
 
A good tip to find the alarm system is to e-breach a console that the guards don't go near (that'll give you the clearance to examine all the security locked buildings),there's always one in the small building next to the landing pad on most bases except for military ones,that's the perfect one to e-breach as no one ever goes near there,look for the alarm panel and mark it.
 
Never had an alarm reactivated so far but I would not like to bet on this for the future !

I will offer a non specific tip though ..... there are a number of ways to get the guards to leave their posts and/or patrols, for instance on the small CMD building cutting the external building atmosphere panel and depressurising the building will get their attention allowing you to slip in and disable the alarm and auth systems. Probably not wise to go for the data though !
Yeah, so far, I think the only things NPCs will reactivate are power centers, other panel interactables they don't seem to be able to interact with, such as sample containment units. Of note, they don't actually interact with the power center interaction panel either; they instead interact with the power regulator housing to turn it back on, last I remember. Kind of odd; maybe early on even before alpha, there wasn't an interaction panel with the power center and interacting with the housing directly was done? Dunno.
 
Yeah, so far, I think the only things NPCs will reactivate are power centers, other panel interactables they don't seem to be able to interact with, such as sample containment units.

No they will interact with sample containment. Similar to power regulator, if you open a unit to steal a sample (or put something in to sabotage) and leave it opem workers who notice can and will close them.

For the OP no, they don't do that with base alarms (that would be a nightmare) but with machines they do.
 
You should probably also be aware that if you're using e-breach those things are NOT stealthy.

If you look closely, breaches are actually a thing, like a hacking device, you stick to the outside of a panel. Then, because panels you breach have a foreign object stuck to them, that's like an advert saying, "hello, I've been hacked" and that will alert workers - who can see it - and they will alert guards.

If you already shut down the alarms then 'station defences' (guns and skimmers) won't trigger but people a differenct matter. Even if you turn off all the power, the people can still communicate with each other that they know you're there. That can make it seem like the base alarm has gone off .. even if it actually hasn't.
 
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1. Shut off the settlement alarm (note: even if the alarm is in a restricted area you can usually run in there turn it off and run out before npcs aggro)
2. if you have noise suppressor (inside) + audio masking (outside) you can pretty much kill everyone around you and not worry about more npcs showing up.
3. if you don't have those mods yet you can use the overload option on your charger. but this is only effective when there is only 1 target.
 
You should probably also be aware that if you're using e-breach those things are NOT stealthy.

If you look closely, breaches are actually a thing, like a hacking device, you stick to the outside of a panel. Then, because panels you breach have a foreign object stuck to them, that's like an advert saying, "hello, I've been hacked" and that will alert workers - who can see it - and they will alert guards.

If you already shut down the alarms then 'station defences' (guns and skimmers) won't trigger but people a differenct matter. Even if you turn off all the power, the people can still communicate with each other that they know you're there. That can make it seem like the base alarm has gone off .. even if it actually hasn't.
They're stealthish, in situations where you need security clearance you can't get off someone for a while (think stealth sample theft missions in certain agri installations, hoo boy). Also, if no one sees you do it, you aren't fined and remain clean, and from experience, if you're a short distance away from where you used an ebreach or cutter + overload, but not right next to it, guards will ask if you did that and scan you. Since you're clean, they let you off the hook. But only once, I think. Next time they were alerted by a cut open maintenance panel, they didn't bother to scan me and just went hostile on me once they spotted me a bit away.
 
Double silenced shotgun extra ammo fast reload.
Sneak into the pwr plant or cmd centre whichever has the alarms. I look for a terminal off on base peripherary and pinpoint the alarms room.
Then using maverick extra carrying extra battery plus defence and jump assist G5 suit, with aforementioned shotty, find a cloneable id. Extra scan range would be nice but can't have it all (working on it)
Once cloned sneak in....dispatch all npcs quickly 1 shotting most lol. Point blank range head shot...using crouch. Why run lol.
Once at panel disable and then the fun begins...
Yeah defo a nightmare if devs decided alarms could be reactivated lol.
It's working for me. Although goliath I avoid like the plague.
Don't deactivate door security leave that up.
Don't use anything that makes noise till that alarm panel is down.
Lastly keep srv close by. But not too close. Ship parked a few clicks away out of LOS.

o7
 
My question is if I turn an alarm off will a NPC come along and turn the alarms back on again if I don't clean all NPC's from the command building before I leave and go to another building.

Once it's off , it's off....


Crouch and sneak is your friend , just take time to watch the pathing and pick your moment.

I've sneaked and cloned my way upto level 3 , then sneaked into the power building and turned off the settlement alarms before zap killing the NPCs in there , then looted the base.
 
Don’t turn off the authorization scan, it allows everyone to pass through every door therefore you can get swarmed.

They don’t turn the alarms back on, I’ve deactivated them with NPCs in the room, they go alert but don’t seem interested in turning them back on.
 
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Don’t turn off the authorization scan, it allows everyone to pass through every door therefore you can get swarmed.

They don’t turn the alarms back on, I’ve deactivated them with NPCs in the room, they go alert but don’t seem interested in turning them back on.

Thanks for all the responses and especially the excellent tip from Koma Pahu to not turn off the authorization scan!

I only got one suit schematic, but I have successfully completed my first settlement raid!

Now I just need to find a settlement that drops at least 5 per raid.
 
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