2.hun? lets you knows to careful about some noise you've made.
3.hun? then come to take a look (hearing footsteps or slightly sees you in the dark)
4.sensed multiple activities in a row will causing gun wielding. if the area his checking is dark enough, turns the flashlight or weapon light on if they had one, call the near by friends and search the room. but will reset after nothing happens.
5.AI determent theres signs of other pll (you've left permanent trace, a broken lock , a bullet hole on light source that CAN be reach, so the ceiling light dosent count) the level will be informed. whole level's AI will become more sensitive and wielding. (but will reset after certain time passed).
6.any activities being detected while over 4th stage will cause the whole level weapon+flashlight search, so you cant jump into another room as a save zone. and reset to normal route wielding and sharper sense after certain time passes.but AI do realized there they have guest but still couldnt ID you.
one thing in Hitman:A is guards needs to be informs, so if you can KO a guy before his gets on his radio(say it needs 1~2 secs), the whole level wouldnt knows anything.
and if guards dont have radio, they needs screaming and to go to another guards to tell them somethings wrong. you can shut them down by just chase him down before anyone heards it. only effects the scoring system. but not the gameplay.
since this is a stealth game. not more variation in this one.
1.AI found out a KOed guy or a dead body, started the alarm and start conviction-like sweep in whole level.
2.they've engaged or really ID you and lets you get away. all the AI will hold on fixed cover positon with all lights on just to block you going anyway further, but this shouldnt be the end of game like in CT, they only blocks doorway, so you still might have a little chance to pass them but since they got perfect sensing ability now. using guns will be more risky than ever.