IC Types

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IC Types (Intrusion Countermeasures) are the hostile security programs deployed by The Hive throughout The Lattice in Terminal Descent. IC serves as the game's enemy encounters — fought, evaded, analyzed, or negotiated with depending on the player's approach.

Overview

IC programs patrol the Lattice's nodes, enforcing security on behalf of The Consortium and The Hive. They range from basic patrol sentries to lethal neural-attack programs. The type and frequency of IC encountered depends on the node's security level and the player's current HEAT tier.

All IC follow a stat growth formula:

stat(level) = baseStat × (1 + (level - 1) × 0.XX)

Where growth rates are: HP +20%, Attack +15%, Defense +12%, Speed +8%, Evasion +5%, Detection +10% per level.

IC Types

Sentry

Sentry
⚠ INTRUSION COUNTERMEASURE ⚠
CLASS Patrol
TIER 1-5
HP 30 (Level 1)
DAMAGE 6 (Level 1)
DEFENSE 4 (Level 1)
SPEED 3 (Level 1)
BEHAVIOR Patrol
LOCATION All nodes (Security 1+)
LOOT Minor paydata, program fragments
WEAK TO Stealth bypass, SPOOF, low evasion
Standard patrol IC. Scans traffic and engages intruders. The most common IC in the Lattice.


The most common IC type. Sentries patrol node corridors, scanning for unauthorized traffic. They have balanced offensive and defensive stats but high detection ratings, making stealth engagement challenging.

Level HP ATK DEF SPD EVA Detection HEAT on Kill
1 30 6 4 3 5% 20 2
2 36 7 4 3 5% 22 3
3 42 8 5 4 6% 24 3
5 54 10 7 5 8% 28 4
8 72 13 9 6 11% 34 5

Strategy: ANALYZE to assess threat level. CLOAK to bypass without HEAT gain. In combat, Breach Protocol (ATTACK → EVADE → ATTACK) is efficient.

Barrier

Barrier
⚠ INTRUSION COUNTERMEASURE ⚠
CLASS Access Control
TIER 1-3
HP 20 (Level 1)
DAMAGE 0
DEFENSE 8 (Level 1)
BEHAVIOR Guard
LOCATION Access points, locked areas
WEAK TO Intrusion skill, brute force, bypass routes
Access control IC. Blocks passage until deactivated or destroyed. Has no offensive capability but high defense.


Pure blocking IC with no offensive capability. Barriers guard access points to restricted areas, hidden nodes, and quest-critical content. They must be cracked (using Intrusion) or destroyed (brute force).

Level HP DEF Crack Difficulty HEAT on Kill
1 20 8 1 3
2 30 12 1 5
3 45 18 2 5

Strategy: Cracking is always more efficient than destroying. Intrusion skill 3+ can bypass Level 1-2 Barriers without combat.

Tar Pit

Tar Pit
⚠ INTRUSION COUNTERMEASURE ⚠
CLASS Trap
TIER 1-3
HP 18 (Level 1)
DAMAGE 2 (Level 1)
DEFENSE 12 (Level 1)
BEHAVIOR Ambush
LOCATION Deep nodes, corridors
WEAK TO Relocate program, high damage burst
Hyper-dense data trap that slows intruder programs and throttles processing speed. Denial-focused rather than lethal.


Denial-oriented IC designed to trap and slow intruders. Low offensive capability but very high defense and the ability to throttle program performance. Zero HEAT penalty on destruction.

Level HP ATK DEF Detection HEAT on Kill
1 18 2 12 8 0
2 25 3 15 10 0
3 35 5 20 14 0

Strategy: RELOCATE is the counter-program. High-damage bursts recommended over sustained combat due to high defense.

Hunter

Hunter
⚠ INTRUSION COUNTERMEASURE ⚠
CLASS Pursuit
TIER 4-8
HP 80+ (varies)
DAMAGE High
DEFENSE Moderate
SPEED High
BEHAVIOR Pursue
LOCATION Aegis Fortress (Boss), Act III nodes
WEAK TO Varied strategies (adapts to repeated approaches)
Adaptive boss IC dispatched by the Hive. Adjusts tactics based on player behavior. The most dangerous standard IC type.


Advanced pursuit IC deployed at HEAT tier 3 (Hunted) and above. Hunters are adaptive — they adjust strategies based on the player's repeated tactics. Using the same approach becomes less effective over time.

Boss encounter: The Aegis Fortress (Node 12) Hunter is the Act II boss, guarding Fragment Gamma.

Strategy: Vary your approach. ANALYZE frequently to track its adaptations. Protocol chains are effective because the sequence itself is the counter to adaptation.

BlackICE

BlackICE
⚠ INTRUSION COUNTERMEASURE ⚠
CLASS Neural Attack
TIER 5-8
HP High
DAMAGE Neural (bypasses normal defense)
DEFENSE Moderate
BEHAVIOR Aggressive
LOCATION Act III nodes, Critical HEAT encounters
WEAK TO High firewall, Ghost Protocol chain
Lethal neural-damage IC that bypasses normal defenses. Deals direct damage to the operator's neural interface. Only deployed at Critical HEAT or in Act III.


The most lethal IC type. BlackICE deals neural damage that bypasses normal defense calculations, directly targeting the operator's neural interface. Only deployed at HEAT tier 4 (Critical) or in Act III nodes.

Neural damage formula:

neuralDmg = blackice.neuralDmg × (1 - player.firewall × 0.05)

Firewall reduces neural damage by 5% per level (max 30% at FW 6).

Strategy: Maximize firewall before encountering BlackICE. EVADE is more effective than DEFEND against neural attacks. Ghost Protocol chain (2× damage, 0 HEAT) is ideal.

Additional IC Types (Designed)

Type Class Behavior Special
Trace Surveillance Passive Raises HEAT passively while active in node
Mimic Deception Ambush Disguises as data/items, surprise attacks on EXAMINE

Corrupted Algorithm (Boss)

Corrupted Algorithm
Echo's Last Recommendation
☠ BOSS ENCOUNTER ☠
LOCATION Echo Deep (Node 6)
ACT Act I
COMBAT STATS
HP 55
PHASES 1
DAMAGE 12
DEFENSE 8
ABILITIES Immune to SPOOF, high detection (30), high evasion (15%)
WEAK TO ANALYZE reveals vulnerability, Echo Admin Password shutdown
REWARDS Access to Lyra's data, Deep Storage Fragments
Echo's degenerated recommendation algorithm, evolved in isolation. Feeds on data traffic. Cannot be spoofed — it does not use authentication.


The Act I boss. Echo's recommendation algorithm has run feral for years, serving content to absent users. It cannot be spoofed (no authentication system) and has high all-around stats for an Act I encounter.

Multiple approaches:

  • Combat — Direct assault with offensive programs
  • Stealth — CLOAK and bypass (avoids entirely)
  • Analysis — ANALYZE to find vulnerability, then exploit
  • Social — REASON with the algorithm (Social skill required)
  • Key item — Echo Admin Password enables shutdown (ECHO_SHUTDOWN_7741)

Warden (Boss)

Template:Main

The Hive Threshold (Node 17) boss. Shield cycles (3 turns vulnerable, 1 immune). Three defeat approaches: combat, logic (Prometheus Codex), or override (Weapons Protocol).

See Also