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What is Sneaky on Vaults.lol and how do you play?

Sneaky is Vaults.lol's 3D stealth comedy game. Learn its required objectives, procedural maps, sleeping guards, glass, power cuts, vents, gadgets, night missions, pager calls and 2-player co-op rules.

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What is Sneaky?

Sneaky is a playable 3D stealth action game in Vaults Games, and it plays comedy first. You control a black-clad ninja with a knife and work through compact missions viewed from above at an angle. Guards patrol the rooms, wall-mounted cameras sweep for movement, and their visible sight cones show where you might be spotted. The characters have animated movement, while lighting, sound and a following camera give each run a sense of place. Open Games from your dashboard and choose Sneaky to play.

The game is deliberately written as a comedy. Guards react with ridiculous voice lines, the announcer has her own over-the-top commentary, and pager calls turn a tense moment into a deadpan joke. The stealth rules stay real, but the characters never take themselves seriously.

Missions use generated rooms, openings, cover, patrols and objective positions. The generator checks paths to its objectives and extraction, and higher missions add more guards and cameras. The current game uses procedural maps rather than imported full maps. Normal missions use the angled third-person view; blackout missions switch to first person. You can retry after a failed run.

How does a mission work?

Move next to the server rack and press F to secure intel for 4 seconds, or next to the iron safe and press F to secure the vault for 6 seconds. Your ninja works in place while the timer runs; press F again to cancel. From mission 2 onward, eliminate the marked roaming target. These are required, not optional. Complete every listed objective before reaching the teleporter extraction point. The objective list shows what is left; the ground guidance arrow is absent during blackout missions.

Watch guard patrols and camera sweeps before crossing a room. Walls and furniture can block a guard's view, while walls block camera sight. A guard who first notices you briefly reacts with a Huh? above their head and turns toward you. The detection meter gives you a short chance to break sight before the alarm fills. If it reaches the end, the mission fails and you can retry.

Which other objectives are required?

Every mission also selects 2 distinct extra objectives; from mission 4 onward it selects 3. All selected tasks appear in the top-left objective list and must be completed before extraction. They are not optional XP chores, and choosing a different route does not add a special XP bonus. Which tasks appear depends on the mission. The possible tasks are planting a listening bug on a military radio (2.5 seconds), overloading the cooling system at a pipe set (3 seconds), wiping a backup tape at a reel-to-reel recorder (3 seconds), and stealing prototype hardware at a hard drive (2.5 seconds). The prototype model disappears when collected.

Press F within reach to do a task. The hacking PDA can complete an unfinished task remotely instead. A mission can select the same kinds of tasks on different layouts, but does not repeat a task kind within one mission. Extraction stays locked until intel, the vault, every selected extra and, from mission 2, the marked target are done.

What kinds of maps are there?

The standard office-style layout has partitions, desks, patrols and cameras. Non-blackout missions divisible by 3 from mission 3 use a more open living-room layout with furniture and fewer partitions. From mission 4, eligible normal missions can instead use Server Farm rooms with dark metal and teal lines or Penthouse rooms with cream marble, gold lines and glass dividers. Server Farm includes a backup-tape task, and Penthouse includes a prototype-hardware task. Map theme changes the setting and one selected task, not the rule that every listed objective is required.

A blackout overrides those normal themes. Mission 1 is not a blackout, mission 22 always is, and a deterministic calculation picks roughly 30% of other missions after mission 1. The same mission number keeps its blackout status on retries. Living-room missions do not have vents; blackout missions omit vents and fuse boxes because the lights are already out. The chair sleeper and floor glass can appear in both normal and blackout missions.

What does the sleeping guard do?

One guard may be seated asleep at a desk chair or a fallback chair. He has a seated pose, audible nearby snoring and a Zzz marker. Patches of glass are placed near him. Stepping on unbroken glass cracks it and can wake a sleeper within hearing range; once awake, he resumes his patrol. The glass is a hazard, not an objective, and the sleeper adds no required checklist item.

How do fuse boxes and vents work?

On a normal mission with a placed fuse box, stand beside its electric meter and press F once to cut the power for 20 seconds. A small countdown shows the time left. Cameras stop detecting players during the outage, and their visible cones and indicator lights disappear until power returns. Guards can still detect you, but their sight range shrinks in the dark. The power-cut sound plays immediately, 2 different living, awake guards can react with different lines, and a guard can comment when the lights return. This is an optional tactical advantage, not an extraction objective; the box can be used 1 time per mission.

Some non-blackout, non-living-room maps have paired wall grates. Press F by a grate or slide into it to enter a vent. The view switches to first person without arms, and you move through the tunnel to the other end. Press F at an end to come out. Vents are shortcuts, not required tasks. From mission 6 the generator attempts 2 vent pairs instead of 1, but placement depends on available wall spots.

How do the smoke bomb and hacking PDA work?

Choose 1 gadget for the run, either a smoke bomb or a hacking PDA, then press G during the mission to use it. Each player can use their chosen gadget once per mission. Smoke forms around your position and obscures guard and camera sight within its radius for about 4 seconds. The cloud then thins and fades instead of vanishing instantly. It does not finish an objective.

The PDA targets the nearest unfinished intel, vault or selected extra task within its roughly 6-unit range. Its G hint turns green when a valid target is in range. Pressing G starts a visible beam and 3-second hacking countdown; after that it completes that task. If no unfinished objective is in range, it only clicks and does not consume the gadget. It cannot eliminate the marked target. Gadgets provide options, not extra XP requirements.

What happens when a guard finds a body?

Bodies you leave behind matter. If a patrolling guard walks past a dead guard and sees him, he reacts with a ?! above his head, says 1 of several voice lines from his own position, and runs over to the body. He crouches and inspects it for a few seconds, then goes back to his patrol route.

This cuts both ways. A body in the open can pull a guard off his route, which you can use to slip past, but it also means a careless takedown can bring unwanted attention. Dragging bodies is not a thing in Sneaky, so think about where you strike.

How does whistling work?

Press T to whistle. The closest guard within a few meters reacts instantly with a ? above his head, says a line, and walks (not runs) to the exact spot you whistled from. If you have moved away by the time he arrives, he looks around briefly and returns to his patrol. Guards who have already spotted you or are investigating a body ignore the whistle.

You can whistle 3 times per mission, shown as T Whistle 3/3 in the bottom left corner, counting down as you use them. The count resets when you die or start a new mission. Whistling can pull 1 guard away from a door or objective without being seen.

How does intimidation work?

Walk up close to a guard, from the front or from behind, and press Q. Your ninja tells him not to move, and the guard throws his hands up and freezes. While his hands are up he will not spot you, and a small menu lets you pick what he does for you. Intimidation works in solo and in co-op, where each player gets their own 1 use per mission.

Press 1 to make him claim the intel, or 2 to make him crack the safe. He replies nervously, runs to the objective, crouches over it and finishes it in 3 seconds, then puts his hands back up. Press 3 to make him call a friend over, and he radios the closest officer, who complains under his breath and runs to where you are standing. Press B to back out of the menu, but be careful, that ends the intimidation for good. The guard lowers his hands, goes back to patrolling and can spot you like normal, and your 1 intimidation for the mission is used up. Pick the guard and the moment carefully.

What are night missions?

Mission 22 is always a blackout, and roughly 30% of other missions after mission 1 are blackouts chosen by mission number. The lights go out, the rooms turn far darker, the exterior walls rise to a ceiling overhead, and the view switches to first person with your knife held in front of you. The announcer warns you that she cannot pinpoint the objectives, so the guiding arrow is hidden and you have to find them yourself.

Guard and camera vision cones are hidden in the dark, and the cameras only give themselves away by a blinking red light. Movement works like normal, except A and D strafe as you would expect in first person, and you can still slide, jump and strike. Night missions play their own soundtrack instead of the usual one.

How does night vision work?

On night missions, press N to turn night vision on and N again to turn it off. Night vision brightens the room with a muted teal phosphor tone, scan lines and darkened screen edges, so you can make out walls, props and the floor. While it is on, living guards get a thin outline, light blue for normal guards and amber for the target, and the hidden vision cones become faintly visible again. A hint in the corner of the screen reminds you of the key during night missions.

Night vision only exists on night missions. Pressing N during a normal mission does nothing, and it always starts off when a night mission begins.

When interacting with objectives in a blackout, the knife hides while the first-person hands equip and idle; after the interaction, the hands leave and the knife returns. Pager calls are separate and show a handheld walkie-talkie instead. Night missions have their own soundtrack; they still have required extra tasks, but no vents or power-cut fuse box.

Keyboard controls

Use W, A, S and D or the arrow keys to move. Move diagonally by holding two directions. Press F next to intel or the vault to start securing it, and press F again to cancel. Press E to strike with the knife. Get close to a guard for a takedown, and use the target indicator to see when one is in reach. Pressing E outside takedown range swings but does not eliminate a guard.

Press C while moving to slide in your current direction, and press C again to stop the slide. Press Space to jump; a slide-jump can carry momentum over interior walls, but not the map boundary. Press G to use your chosen gadget once. Press T to whistle, Q next to a guard to intimidate him, and N in blackouts to toggle night vision. When the announcer is talking, R cuts her off. B opens or closes the Riverdance and Floss emote wheel when available; emotes are disabled during first-person blackouts and pager calls. Sneaky plays in full screen. Esc leaves full screen and releases the mouse; click back in to return. Use the sound slider or scroll up and down to adjust volume without stopping movement.

Can you play on a phone?

No. Sneaky and the rest of Vaults Games require a computer with a keyboard. If you open the Games page on a phone, you will see a notice that games need a PC, so play from a desktop or laptop instead.

What are the yellow pieces after a takedown?

Those small yellow pieces are XP, not money or credits. A guard takedown scatters 12 pieces worth 1 XP each. Move near them and they fly into your ninja, with the XP collected counter showing what you picked up during that mission. You can also finish without taking down every guard.

Your account XP is awarded only after all required objectives are completed, extraction is reached and the mission result is confirmed. The confirmed reward is capped at 250 XP and follows a mission-number base plus 12 XP per eligible takedown within the reward limits. On-screen pieces and money-style effects are visual feedback, not a separate spendable balance. There are no bonus XP chores for glass, fuse boxes, vents or gadgets, and a failed or unverified run awards no account XP. Sneaky does not award spendable credits.

What happens when a pager rings?

Each takedown has an 18% chance to trigger a pager call if no pager is already ringing. The guard's body glows blue while it rings, and a notice on screen counts down the time. The timer varies from 6 to 10 seconds. Reach the body and press F to answer before it runs out, or the mission fails.

Answering the pager starts a call and the camera glides into first person, with your ninja holding a walkie-talkie in front of you. You can look around with the mouse while he crouches and makes up an excuse for the person on the other end, but you cannot move, jump, slide or strike. The call ends as soon as his excuse finishes, so you can move while the voice on the radio gives one of several replies afterward. Pressing F before your excuse ends hangs up and raises the alarm immediately, so answer from a spot where you can safely stay put for a few seconds.

Why is Sneaky known for its voice lines?

Sneaky is a comedy game first, and the voice lines are the biggest part of that. The characters talk, and the lines are written to be funny and completely unhinged. When a guard first spots you and the Huh? appears above his head, he says 1 of several surprised lines, picked at random and heard from his own position on the map. 2 guards will not talk over each other, and taking down a talking guard cuts his line off instantly.

While guards walk their patrol routes they occasionally mutter casual lines to themselves. These are rare, so you may finish a mission without hearing 1. The pager calls add more, with your ninja giving a different excuse every call and the radio replying in its own deadpan way. Guard voices follow the volume slider and play from where the guard stands, so a distant guard sounds distant and a guard on your right is heard on your right.

The announcer guides you through missions with her own lines. If you have heard enough, press R while she is talking to cut her off with one of your ninja's own replies. Cutting power has its own sound and spatial guard reactions; returning power also has a sound and a guard line. Sounds are preloaded and controlled by the same volume setting.

How does 2-player co-op work?

Choose co-op instead of solo. 1 signed-in player creates a private room and copies its 4-letter code; the other joins by entering that code. There is no invite-link flow. Both players choose their own smoke bomb or PDA and mark themselves ready before the host launches the mission. Each player sees a loading screen on their own computer after launch; play begins only when both have prepared the scene. The room shares 1 mission number, objectives, guard activity, power state and smoke. You control your own ninja and see your teammate in the world. There is no local split-screen mode. Co-op missions do not include cameras. Being caught by a camera would have meant a cuffed player with no guard present to cuff them, which did not make sense, and making camera detections arrest you would have needed extra chase and capture systems. We chose to focus on expanding the game itself before going deeper into co-op, so solo keeps its cameras and co-op relies on guards alone.

Either player can work on the shared objectives, take down guards, answer a pager, use a fuse box or deploy a gadget. The host drives the shared guard simulation, and both players can start their own 1 intimidation use with Q near a guard. If a guard catches you in co-op, you are cuffed instead of immediately ending the mission. Your ninja kneels with hands behind their back, cannot move or act, and waits for the other player. The teammate must get close and hold F for 3 seconds to uncuff you. If both players are cuffed, the mission fails. A missed pager can also end the run. If the host minimizes or leaves the browser tab, the match pauses for both players behind a darkened overlay and resumes when the host returns.

All required tasks and the marked target still have to be finished. Both players must reach the extraction point alive and uncuffed; one cannot leave while the other is elsewhere. The completed mission is confirmed for both room members before rewards are issued. Co-op completion uses membership and plausibility checks, but it does not have a separate trusted simulation that can independently verify every action, so it should not be described as cheat-proof. Co-op rooms are code-only and do not transfer the host role if the host disconnects.

Where does your progress go?

Confirmed Sneaky rewards count toward your Vaults Games XP and progression. Open Games, then Progression to see your level and rank. Your next mission follows your best confirmed mission. If the missions get too hard, the Reset levels button on the Games page starts you back at mission 1 without touching your XP, level, rank, badges or all-time best mission. Sneaky is part of the free Games section, so you do not need a paid membership to play.

Ready to try it? Sign in, open https://vaults.lol/dashboard/games, choose Sneaky and start your first mission.

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