Infinite Lives v1.0.4 Instruction Manual Support@MDickie.
com
Explore infinite possibilities with INFINITE LIVES - where superhumans and subhumans
fight for control of the ultimate shared universe! Bursting into the 3rd dimension brings
new powers with unprecedented freedom, as a combat system perfected by wrestling
flies to new heights…
Controllers
Any controller could be connected to a PC, so it’s important to help the game distinguish
between Xbox and Playstation button maps. This screen appears automatically when you
boot up with a controller for the first time, and your preferences will be saved, but you
can always seek it out manually in the “Controls” options (or by simply pressing the C
key at the titles). For best results, please ensure any controllers are connected
BEFORE launching the program. You can use the “Calibration” option to map the
buttons for any controller that isn’t automatically recognized.
Menus
Any device with touch-screen or a mouse can instantly access any option, pressing either
side to change its value where possible. When using a controller, it is the directions that
highlight an option and the or buttons change its value, with used to go back in
most situations (although this command may be reversed on Switch!). You can
instantly reset any value by pressing either thumbstick as a button, or by clicking the
middle mouse button. On screens with multiple tabs or categories, use the L or R
shoulder buttons to browse through those. At the character selection screen, the left or
right triggers can be used to browse pages while the shoulder buttons change
categories. Upon using a controller on PC menus, the mouse cursor will be hidden until
you click to reclaim it. The control method you use to proceed will continue to be
used in the game itself, so only click through on PC if it is your intention to use
keys!
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Fight Scenes
Outside of the main adventure, you can blow off steam in a special “Fight Scene” mode –
where you decide WHO fights WHERE and with WHAT! Here there are some additional
commands to be aware of. At the “Cast” screen, the + icon (or button) will add a
random character to the scene whereas the - icon (or back button) will remove one. If
you hold either command for a second, you will be transported to a screen where you
can hand-pick ALL participants by name. Otherwise, back in the real-time 3D setup,
tapping an existing character will allow you to replace them with another of your choice.
Hold the command with a direction to reposition them. Under “team” rules, placing
characters either side of the centre separates them into rival factions – otherwise
individuals fight for themselves in their default role. When you are ready to proceed at
the “Play” screen, each controller can now use their directions to choose a character and
press any button (except back) to commit to them (or click them directly). While there is
still time, pressing the back button will cancel this choice, or opt out of the game entirely
if pressed again. Controllers may still join a game once it has started by pressing the +
button to opt in. They will then be randomly assigned a character which they can change
by holding one shoulder trigger while pressing the other. Eliminated players will get to
control somebody else left in the fight wherever possible.
Editing
Upon finding and defeating each character in battle, you gain access to them in the
“Editor” where you can save your changes make the world your own! This occurs in a
more limited form at the beginning of each game, or by accessing wardrobes, mirrors, or
hairdryers wherever they appear during the game. You can increase your access beyond
these superficial changes by proving you can complete each phase of the game
legitimately first. Each character has 2 separate incarnations – so make sure you are
editing the intended one by selecting it first from the over-arching “Human” or
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“Superhuman” tab with either shoulder trigger. The shoulder triggers then allow you to
navigate to each unique aspect of this particular form. You can always return to a tab’s
home page by selecting the tab again (or pressing the back button). Unique looks are
achieved by combining different “Flesh” layers with different “Material” choices and other
accessories layered over those. This can be fiddly at first, but ultimately allows for the
most creative freedom. Wherever you see a colour palette, navigating to the left (or
clicking it directly) will change the RGB values of the last layer you interacted with. To
make multiple changes more quickly, you can “Copy” and “Paste” the same colour by
clicking those commands. If you want to copy entire aspects of somebody else’s
persona, you can use the “Tools” tab to access shortcuts. To inspect your changes, you
can swipe the model directly or use the right stick to rotate them.
Universes
The game’s hundreds of characters are liable to get jumbled up over time, in which case
you can head to the “Universe” options to restore the defaults or a backed up universe of
your own. It is better to get in the habit of doing this between saved games to
prevent any unintended consequences, as existing games may be reset in the
process. Note that you must press these options TWICE to avoid doing so by accident!
Don’t worry about losing any characters you have unlocked, as this will be preserved
separately along with any other achievements.
Save Data
If you’d like to back-up your data across different installations (or even different
devices!), the “Save.bytes” file may be accessible on sufficiently open platforms:
PC: [User]\AppData\LocalLow\MDickie\Infinite Lives\Save.bytes
Android: InternalStorage/Android/data/com.MDickie.InfiniteLives/files/Save.bytes
Switch: Infinite Lives / Data Management / Transfer Your Save Data
Resolutions
The game is designed to start fullscreen and high resolution by default, but you can
switch to windowed mode at any moment by pressing CTRL + W (as well as the
standard ALT + ENTER). Please note that resizing the window in real-time may have
undesirable results, so consider exiting the current screen at the nearest opportunity (or
restart the game entirely). After resizing the window, going fullscreen again will use that
resolution – which may improve performance on lower specs.
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Controls
The game will explain many commands as you progress, but the basic controls are as
follows for most controllers:
LEFT STICK = Movement (double tap to dash)
LEFT STICK BUTTON = Kneel > Sit > Sleep (or transform into a superhuman!)
= Attack (on its own to aim low, with a direction to aim high).
= Grapple / Release / Dismount steed
= Run (double-tap to jump)
= Pick-Up / Drop (with a direction to throw, hold to lift overhead)
RIGHT STICK = Interact with props/scenery or initiate conversations
RIGHT STICK BUTTON = Swap hands
SHOULDER BUTTONS = Switch focus (once with a direction to find nearest, repeatedly
to browse all, hold to disengage)
SHOULDER TRIGGERS = Hold one to identify yourself in multiplayer before pressing
the other to control a different character / Force the use of projectiles at close range /
Request to see “temporary” stats / Cancel a power such as mind control
START / SELECT = Pause
D-PAD = Adjust camera
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If no controllers are connected, the keyboard is available as a last resort:
CURSORS = Movement (double tap to dash)
A = Attack (on its own to aim low, with a direction to aim high).
S = Grapple / Release / Dismount steed
Z = Run (double-tap to jump)
X = Pick-Up / Drop (with a direction to throw, hold to lift overhead)
SPACE = Interact with props/scenery or initiate conversations
SHIFT / CTRL = Switch focus (once with a direction to find nearest, repeatedly to
browse all, hold to disengage)
TAB = Kneel > Sit > Sleep (or transform into a superhuman!)
P = Pause
ESC = Quit / Skip
CTRL + W = Toggle windowed mode
MOUSE = Adjust camera while clicking in the centre of the screen
Combinations
- Press ATTACK + RUN together to launch a powerful attack.
- Press ATTACK + FOCUS to lash out behind you.
- Retreat from an opponent to increase your chances of blocking.
- Hold RUN while carrying furniture to avoid turning with it.
- Hold the PICK-UP command to try to lift furniture over your head if you’re strong
enough!
- Hold RUN + PICK-UP together to combine objects (including reloading).
- Press ATTACK + PICK-UP to deliberately set fire to a nearby object.
Grappling
- Press GRAPPLE again without a direction to release a hold (or with a direction to send
them running that way!).
- Press the ATTACK, RUN or PICK-UP commands with any direction (or none) to execute
the corresponding move from the character's moveset.
- Continue to use directions to move or turn wherever possible.
- Hold the ATTACK command upon impact to transition into another hold wherever
possible.
- Further transitions occur based on the "Skill" levels or size difference of those involved,
and the direction each is struggling in. In some situations, each person may be able to
continue throwing strikes with the ATTACK command.
- Holding the GRAPPLE command during an incoming attack makes it more likely that it
will be parried or countered.
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- Hold GRAPPLE while on the ground to increase the chances of instantly rising up into a
move!
- Use the FOCUS command in a grapple with or without a direction to change your
position (such as turning from front to back or vice versa).
- Use the TAUNT command to apply a hold wherever possible (then continue to hold it to
interrogate the victim).
Multiplayer
Other controllers can join the action at any moment by pressing the + button to opt in!
They will then be randomly assigned a character on the scene, which they can identify
by holding one shoulder trigger before pressing the other to change. If they are an ally
they will follow the star to the next location, whereas rivals will spawn at a distance. The
assigned characters will remain until they disconnect or you exit to the titles.
Upon unlocking the special “Team Control” option, even a solo star can use the same
command to control ANY other member of that team! You can also access characters
specifically in the editor and choose to “Control” them there.
Camera
To make the most of this 3D experience, you may need to fine tune the camera to your
liking. You can access these options at any time via the in-game pause menu by
pressing your controller’s START button, the P key, or simply touching the clock itself.
You can also adjust the camera in real-time by clicking in the centre of the screen with a
mouse, or pinching/swiping the centre of touch screens. By default, the main game
mode is focused only on the star. A special “Hybrid” camera follows them from behind
when exploring, and from the side when fighting. You can disengage from looking at
other people by repeatedly walking away from them. Multiplayers who feel overlooked
can identify themselves by holding either shoulder trigger, or have the scope changed to
include them at all times. Paying customers can unlock additional camera
privileges such as a special “Smooth” 60fps speed and colour settings that can
be faded to resemble CCTV footage!
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Shooting
Like striking from a distance, simply holding the ATTACK command with a loaded gun
will begin to aim and releasing it will fire a round with relative accuracy. Some weapons
such as a machine gun or flamethrower will fire continuously instead of using the hold &
release method. If you were holding a direction BEFORE you begin you shooting, you will
continue to move while shooting (with less accuracy). If you take a moment to stand still
BEFORE shooting, you can then use the directions to fine-tune your aim. Notice that you
can also fire weapons while sitting down, etc. By default aiming assumes that up is up
and down is down, but this can be reversed in the Options (along with the camera
looming closer over your shoulder to “assist”). You will usually only resort to projectiles
from a distance, whereas striking is used at close range. If you wish to force the use of
projectiles (including powers!), controllers can hold either shoulder trigger. In most
cases, simply focusing on an opponent and firing will automatically have the desired
result. It was not my intention to make a whole other FPS game where shooting is
perfected by a crosshair. Instead, the game favours a “naturalistic” system that allows
you to fire at ANY moment – so don’t forget to keep pulling the trigger whenever you
need to, and beware of enemies that have not been disarmed! Each weapon has a
limited amount of ammo, but the crafting system allows you to reload if you can find any
relevant objects. You’ve only ever run out of ammo when you’ve run out of ideas!
Powers
This game attaches some sort of power to EVERY button, which essentially turns your
entire body into a gun with 5 different triggers! These powers work like any other
projectile, in that it is assumed you want to use them from a distance but fight normally
at close range. In the unlikely moments this is not your intention, controllers can force
the use of powers by simply holding a shoulder trigger.
In the case of “Movement” powers, it is double-tapping the RUN command that allows
you to fly or teleport instead of jumping, etc. Similarly, “Crafting” powers are more likely
to have an elaborate use of the PICK-UP command to “attract” objects from a distance
(or using PICK-UP + RUN to “craft” without any added ingredients!). It is even possible
to have purple Innate powers (such as being bulletproof) that require no input and
remain effective for as long as you’re superhuman.
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In most cases, a power has levels determined by the “Aura” and energy of the
superhuman using it. The yellow spirit meter goes down over time (as well as when
powers are spent) relative to your “Aura”, so advanced beings can spend longer in that
form than others. The efficacy of powers like healing or mind control are also relative to
the level of the person using it – so an advanced being may achieve results effortlessly
that a novice struggles for. Your spirit goes back up again relative to your “Aura” in
human form, so that is almost as important.
Attributes
Each button corresponds to a physical attribute as well as a power. The network of
triangles may look like an alien language at first, but makes more sense when you
realize that it loosely corresponds to your real world controls! The size of each triangle
reflects each attribute’s score up to 200%, closing its jaws completely in a perfected
being – allowing you to see at a glance who is better than who and in what way. They
are entirely optional if you don’t want to see them all the time, but can always be
glimpsed by holding either shoulder trigger:
RED = ATTACK = STRENGTH
“Strength” determines how much your attacks hurt and how effortlessly you can perform
power moves. A certain level of strength may also be required to lift heavy objects. At
200% strength there may be nothing you cannot lift! It can be trained by lifting weights.
GREEN = GRAPPLE = STAMINA
“Stamina” determines how quickly your health goes down when active and how quickly it
recovers at rest. It also offsets any incoming damage, so superhuman strength can be
tolerated by superhuman stamina. Above 100% you can even become increasingly
bulletproof! It can be trained by running laps in the gym/yard or swimming in the pool.
BLUE = PICK-UP = SKILL
“Skill” determines how quickly and easily you can accomplish tasks such as crafting or
countering moves in combat. It is improved by mastering tricky activities such as sports
or instruments.
YELLOW = RUN = SPEED
“Speed” is literally how fast you move, how quickly you climb, and how far you can
jump. It also determines your ability to execute or counter acrobatic moves without
stumbling. Above 100%, superhumans can spend increasingly long moving increasingly
fast! It can be improved by climbing, gymnastics on the mats, or running laps around
the gym.
WHITE = INTERACT = AURA
“Aura” is how impressive you are to others and therefore how likely you are to get your
own way with them. It also reflects your mastery of powers and the energy you have to
spend in that form. Accomplishing tasks or winning battles will improve your reputation,
whereas failing or otherwise showing weakness will damage it.
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Even in superhuman form, most attributes are only as good as your health and could be
up to 20% weaker when tired. In human form, your green health meter gradually wears
down throughout the day – on top of any blows you incur through fighting! When it gets
especially low, you should find somewhere to sleep. Although this would ideally be a bed,
you may also fall asleep in a chair if you are tired enough. If you don’t want to waste
time sleeping, you can restore you energy by eating or drinking – but watch out for
unhealthy vices and other unwanted side effects of over-indulging! If you have a
superhuman form, this counts as a form of “rest” as your health tends to automatically
go up instead of down. Otherwise pressing the left thumbstick will allow you to sleep
anywhere instead of transforming. If your health disappears completely, you risk losing
consciousness and will wake up in an even worse state. Although you have “infinite lives”
(so long as you keep your head!), you still lose your faculties each time and will
eventually become a shadow of your former self…
Transformations
Your superhuman form relies on the yellow “Spirit” meter, which goes down relative to
your “Aura” – and tends to be a trade-off between your physical health and your spiritual
energy. When your spirit is low, you need to spend more time in your human form.
When your health is low, you probably need to spend more time as a superhuman. Any
powers above 100% are dependant on this energy, and could drop by as much as 50%
at the lower end! If your spirit disappears entirely, the decision will made for you as you
can no longer sustain your superhuman form. Transforming at an inopportune time is a
big deal, as you will lose aura and anonymity whenever anybody discovers your secret
identity. It is also literally twice as dangerous for an enemy to know who you really are!
There are as many types of transformation as there are powers, with each offering a
slightly different experience. Some superhumans can only transform at night, some have
to hold or consume a specific prop, and some have no control over it at all! Until you
earn the right to set up each new game as you choose, you start in “Slow Build” mode
with a character who has yet to even discover their alter ego. Something will happen to
them soon enough to reveal it, but every life is different from beginning to end…
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Territory
Whether you’re superhuman or not, you still have an allegiance to either Heroes,
Villains, or Civilians. Each has their own ideology competing to secure every area on
the map for their cause, which is highlighted by an in-game border as well as on the
map itself. Each territory has its own “boss” in charge of protecting it, and a battle will
ensue if they are ever identified and challenged. The last team left standing after these
encounters will then claim it for their side. This ownership has very real consequences,
such as being the only ones allowed to use its unique facilities. Should the same side
have a “monopoly” on 2 connected areas, they can also prohibit movement between
them. The aim of the game is to first eliminate at least one rival from the map, and then
proceed to dominate it entirely. The game’s “difficulty” manifests in how you approach
this task. It’s important to carefully scout each scene and only pick fights you can win
until you’re powerful enough to push your luck. You’re free to leave a battle at any
moment if you’re willing to admit you’ve made a mistake!
Subhumans
Upon wiping out a rival for the first time, you may uncover a whole other sub-culture of
sub-humans! Areas infected by them will show up as shades of red instead of any
underlying colour – and any “boss” who allowed it to happen risks being replaced by
someone who will make the area safe. These brainless zombies crave enough fresh blood
to bring them back to life, but it’s more likely that they will infect yet more people upon
draining their health. For as long as they exist, anybody who dies risks coming back as a
zombie – including yourself! Although their bodies can be easily torn to pieces, they can
only be killed by smashing their brains. This is easier with bullets and sharp objects, but
can also be achieved with grappling moves that target the head. It’s thought that they
could be cured by an injection from a syringe if the antidote wasn’t in such short supply!
A whole other group of fanatics believe that zombies are worth saving – and may even
be more enlightened than the people who want to kill them. Upon witnessing them for
the first time, you earn the right to choose how much of them you see in future
adventures as well as in “Fight Scenes”…
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Relationships
Further to your underlying allegiance, you also have a unique relationship with every
other character in the city. Every positive interaction develops a friendship, whereas
every dispute risks creating an enemy. Considering they may not yet know your secret
identity, it’s even possible for them to like one version of you more than the other!
Enemies are more likely to hunt you down in battle, whereas friends are more likely to
be around to help you. You can even make it official with “sidekicks” who literally follow
you everywhere, or form a team of multiple allies who make the effort to link up more
often than not. Holding it all together can be a big responsibility, but this political power
may prove essential in areas where numerous enemies are just as organized...
Conversations
If a relationship doesn’t blossom naturally, you can make things happen by holding the
INTERACT command to gesture at people at close range. You can then choose a dialogue
option by pressing either side of those, before pressing in the centre to commit to it.
How likely you are to get your own way depends on your “Aura” vs theirs, and yet it also
costs you aura to put yourself out there and risk rejection! Similarly, asking for medical
help will affect your “Stamina”, etc – so you have to consider whether you have enough
political cache to spend on influencing others. You can trigger a more intimidating
version of these conversations by grabbing someone before holding the INTERACT
command to interrogate them! This allows your “Strength” to do the talking at the cost
of your relationship with the beleaguered victim…
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Storyboard
There are so many different ways for each life to pan out that you can enjoy charting
every possibility on your “Storyboard”! Not only does it keep track of what you’ve done,
but it also records your personal best times & scores that you can try to improve on.
Some count how many days it took you to achieve something, whereas others count the
percentage you managed to fight back from or who you did it with. Additionally, there’s
a separate “Hall Of Fame” where your Top 10 lives are ranked by every possible metric.
Upon dying irrevocably, you will exit to these screens automatically.
Expanded Universe
There’s more to this game than can ever be explained here, so enjoy figuring some
things out for yourself! Although it is no longer possible to contact the developer
personally, you are welcome to check out social media for more insights:
YouTube: www.youtube.com/MDickieDotcom
Facebook: www.facebook.com/MDickieFans
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Version History
v1.0.4
- Paying customers are no longer prohibited from editing their character during a game
(although you remain advised to save it for intolerable emergencies!).
- Mobile subscribers don't have to earn the right to edit every aspect of a character, and
even for Switch/PC users this is lowered to simply eliminating one side.
- If you can max out your stats in the Editor then there is also no such limit at the
beginning of new games (although you remain advised to act as if there is!).
- Even for paying customers, zombie content is still withheld until you encounter them in
the game.
- Free users encounter zombies in every game once a side has been eliminated.
- Even for paying customers, "Civil Wars" and "Team Control" are still reserved for
players who have ruled the world.
- The superhero fist on the title screen is shown to be holding money after a successful
purchase.
- New remarks when someone is eliminated from a battle.
- Allies can encourage you to learn new moves.
- CPUs fire rockets more sparingly.
v1.0.3
- 1080p mode on Switch 2 unlocks the 200% Population limit for larger fight scenes
(please do not expect this to work on Switch 1!).
- Improved timing at 60fps.
- Slight changes to the default characters.
- New games start with 100% health & spirit, and you always start "Civil War" scenarios
as a superhuman.
- More assertive AI uses powers more often.
- New innate powers include "Vampire" blood-sucking like a zombie, the "Omniviorous"
ability to consume ANY object, "Infinite Ammo", more accurate "Marksmanship", and
"Indestructible" bodies that cannot lose limbs.
- Zombies can bite during more holds (such as "Half-Guard", "Rear Waistlock", "Rear
Choke", etc), but lose health more quickly if they do not keep feeding.
- Dead people are more likely to come back as zombies regardless of the % setting.
- More reactions to people becoming zombies or being cured.
- New "Double Jump" movement power.
- Jumps can reach a little higher if you hold the command.
- Leapfrog counters aren't so common.
- Forced running is more likely to fall over.
- Falling with a weapon in your face is half as common.
- Characters can throw further relative to their "Strength" - and further still with the
"Super Throw" crafting power! It is also possible to train your strength by throwing.
- "Incontinent" weakness makes you need the toilet more often!
- Switching allegiance upsets some former colleagues but not all of them, and more
dialogue welcomes you to a new side.
- Gesturing directly in front of someone is more likely to trigger conversations than
powers (unless you hold a shoulder trigger).
- Robotic limbs don't score quite so much bonus damage.
- "Partners" are more likely to follow you through a door, whereas "team-mates" are
more likely to be on the scene before or after you.
- Team-mates only shake hands if they are actually friends (or celebrating a victory).
- Improved handling of triumphant music that plays upon a complete victory.
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- Your current form's attributes are assessed correctly when asking to join a team or
switch sides.
- Your mass is included with your height when describing your superhuman form as
"bigger/smaller".
- Changing the age of your human form automatically passes to the superhuman form,
which you can then change from there if you choose.
- Superhumans can be set to the furthest extremes of height in the editor instead of
relying entirely on the "Resize" manipulation.
- Civilian superhumans are ranked properly in the "Hall Of Fame".
- Eliminated/dead participants are eventually removed from a scene if they cannot make
it to a door. This can be delayed with the "Extended" special FX option.
- More alternate names for evil versions of an existing superhero.
- Generated super names try to conform to the gender (i.e. Super Girl = Super Boy).
- Improved AI for getting around the far sides of the police yard or prison yard.
- If a newborn child's mother or father has a team, they will automatically become a
member of it if they are also of the same allegiance.
- Zombies are more attracted to victims they can sense nearby.
- Killing zombies still improves your "Aura" a little.
- Zombies aren't intelligent enough to run away from cars or leave the room when
somebody shouts "FIRE!"
- The movement of zombies isn't limited by any side's "monopoly" on connected areas.
- Cars may automatically beep at people who are in the way.
- "Team Control" isn't applicable during a civil war.
- Attacking someone who was already leaving costs "Aura" and may even convince them
to rejoin!
- Attacking animals risks criticism from the owners of that territory.
- The sparks from lasers glow in the dark.
- Incubators can activate superpowers if you don't already have them.
- Superhumans automatically recover health a little slower - unless they have the
"Regeneration" power, which is also now only as effective as your energy level.
- People do not try to talk across different rooms in the house.
- Dying in an empty room no longer risks crashing the story mode.
- Rockets cost more power to prevent spamming.
- Rival superhumans hunt YOU down more often during civil wars.
v1.0.2
- The title theme changes depending on whether you are a human/superhero/zombie.
- Music changes no longer cause performance to choke on Switch.
- Spaceship & laboratory backgrounds no longer crash in the editor.
- Outlined tails no longer crash.
- Prevented civil wars being triggered until you rule the world.
- The map screen is still shown in zombie form.
- Switching teams within the same allegiance is less likely to be treated as a betrayal.
- "We make a pretty good team" could refer to a temporary partnership as well as an
official team.
- Former team-mates don't follow the zombie version of you!
- Limbs are healed in the correct order.
- Zombies aren't discoloured in the editor.
- Being challenged to "beat up" somebody just means knocking them over instead of
knocking them out.
- Partners do not accuse you of being in a team with yourself!
- Teams are referred to as "your team" until you actually decide on a name.
- Super names aren't shortened in conversation.
- Improved accuracy on pick-up requests when rising off your knees.
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- You can grapple slightly earlier when rising off your knees.
- Guns have less ammo and reload more often to prevent spamming.
- Prison cells stay locked longer if you were put there deliberately.
- Eliminated characters are less likely to come back to the same scene.