

This way, if the time add is noticed, there will be doubt about who was responsible. Another tactic is to attempt to add time close to the same moment as an NPC is checking their watch. It is best to try to add time while the sniper's attention is focused elsewhere. However, adding time is often a somewhat conspicuous action. Adding time reduces this pressure and affords you greater leisure to wait for the right moment to perform a mission. You are under time pressure to get your missions completed. The game will continue until the spy runs out of time (the sniper wins), the sniper shoots or the spy completes their missions in which case the game will enter overtime and both players will hear continuous beeping meaning the sniper must shoot someone as the spy just completed their missions. In this case, the game continues until the game clock (the spy's) reaches 0:00. If the time remaining in the game is insufficient for the sniper's clock to catch up to the extra time the spy has added, the sniper's clock will reach 0:00 before the spy's does. The sniper must shoot their highest suspect only when they hear the clock beep continuously, not necessarily when the timer reaches 0:00 as they will lose for sure if they do not shoot.īecause the sniper's clock is slowed down when the spy performs a green time add, it will be inaccurate until it catches up with the actual game time. In both of the above scenarios, the clock has run out, but the spy has already performed all the actions they need to do to win, and now must simply avoid getting shot until the victory timer expires. In case of purloin delegation, if the delegation timer expires before the delegate performs the purloin, the mission is no longer pending, and the spy loses immediately. At that point, the usual 10-second victory timer begins and both players will hear a continuous beep. If the pending mission is the last one the spy needs to win when the clock hits 0:00, the game will go into overtime, and will continue indefinitely while waiting for the NPC to complete the mission.

If the spy performs a green action test on the Swap Statue or Purloin Guest List missions, or delegates the purloin on maps where there is a bar, the missions are considered pending until an NPC completes the swap/purloin.
SPYPARTY TUTORIALS THE TIMER FULL
(This ensures that the last mission still carries some risk of getting shot.) If there are less than 10 seconds left on the game clock when this happens, the game will continue past 0:00 until the win countdown is complete to ensure that the sniper gets their full 10 seconds, both players will not hear a beep for one second when the clock reaches 0:00 before getting a continuous beep.

The spy only wins when this timer reaches zero. A 10-second countdown timer (visible only to the spy) starts when the spy completes their last mission. The spy completes their last mission with less than 10 seconds left on the clock.There are two scenarios in which overtime can occur: Overtime occurs when the game continues after the spy's game clock has already reached zero. NPCs will also check the time while visiting window pads, but this has no effect on the game clock. Red: The sniper's clock immediately reflects the change, and both players hear a beep.White/ignored: The sniper's clock immediately reflects the change, just like the spy's does.If multiple green time adds are done, the clock will continuously keep being slow (exactly half the speed) and will stay that way as long as necessary.

It starts slowing down for 5 seconds before having a constant but slow rate (half the normal speed) compared to normal speed for around 85 seconds, then it goes back to normal speed in about 5 seconds which make both the sniper and spy clock coincide again. The spy's clock shows the actual game time the sniper's will be inaccurate until it catches up. In this scenario, the sniper's clock will not match the spy's.
