Quick Answer
Blowdarts support routes where body discovery is a problem, especially dense rooms. This page turns that problem into an executable checklist: read the entry and risk first, then choose tools, pathing, and exit lines. It is for players who can see the map icon but still lose the route once they enter the area.
Recommended Route
| Stage | What to do | Success check |
|---|---|---|
| Before entry | Use Enkidu or Eagle Vision to confirm target, guards, entries, and exits | You can describe the entry and fallback before moving |
| During execution | Use stealth, tokens, and tools to lower alarm risk instead of clearing every guard | The target path gets shorter and notoriety stays controlled |
| If it breaks | Break line of sight, reach roofs or crowds, then decide whether to counter | Pursuit drops before you re-enter the objective |
| After completion | Return to a bureau, shop, or viewpoint to restock and set the next district | Tools, materials, clues, and cleanup are not left hanging |
Checklist
- Unlock the nearby viewpoint first so failed attempts cost less time.
- Lower notoriety before high-risk restricted areas.
- For contracts with optional limits, equip tools before accepting the route.
- Batch collectible targets by district instead of chasing every icon immediately.
- If an approach fails repeatedly, switch to a roof, side door, crowd, or token entry.
Common Mistakes
Entering from the nearest icon
Nearest does not mean safest. Many Mirage areas support roof entries, side doors, merchant paths, or crowd edges. A short scouting loop is usually faster than forcing the front door.
Saving tools forever
Throwing knives, smoke bombs, noisemakers, blowdarts, and traps exist to reduce failure cost. The real waste is entering with full tools and remembering them only after the mission collapses.
Forgetting the exit
A successful infiltration is only half the route. Exit planning controls notoriety and follow-up speed. Give yourself at least one roof exit or crowd exit before committing.