Bob the Robber 2 Stealth Guide: Alerts, Shadows and Guards
Published · Updated · 3 min read
The game you play on this site is Bob the Robber 2, the November 2013 sequel by Meow Beast. Its stealth rules are simpler than they look, and most failed runs come from not knowing two of them: how the alert counter works, and which enemies a punch can actually stop. This guide covers both, using what the game code itself does.
The alert counter
The panel at the top of the screen counts alerts. Each time an alarm starts, one more alert is added. Touching a laser beam does it, and so does cutting the wrong wire in an electrical panel. When the fourth alert is added, Bob is busted and the level ends.
Some mistakes skip the counter and end the run on the spot: a dog bite, a shot from a wall turret, and being caught by a zombie in the late levels all set the counter straight to the limit. Treat dogs and turrets as instant fails, not as one more strike.
Alerts also cost you points even when you finish. The final score adds a bonus for every alert you did not use, worth a tenth of the level's money target each, and alerts also lower your star rating. A clean run is worth more than a fast one.
Hiding in shadows
Dark patches on the walls are hiding spots. You do not press a key to hide. Bob slips into the shadow by himself when he stands inside one and stays still, with no arrow key or Space held and no lock or search in progress. Start walking and he steps out again, so stop fully before a guard or camera turns toward you.
Kizi's page for the game adds one more safe spot: each security camera has a blind spot right under its pivot, and standing still exactly there keeps you from being seen.
Punching guards
Space throws a punch in the direction Bob faces. It only lands when the enemy is on the same floor and right next to Bob. A guard who is hit falls down with stars over his head and a small timer bar.
- Most guards stay down for 30 seconds.
- Security guards, the ones with the burst-fire guns, get up after 15 seconds.
- The big bouncer cannot be knocked out with a punch. Hitting him only makes him turn and look for you. Use the shocker from the shop or go around him.
- Dogs can be punched while the level is calm, but not once they have fully raised the alarm.
- When a guard wakes up he looks around for a moment before walking his route again.
Search knocked-out guards for cash
While a guard is down, stand next to him and press Up to take his cash. The amount depends on who he is:
| Enemy | Cash when searched |
|---|---|
| Old man | $5 |
| Policeman | $10 |
| Bouncer | $25 |
| Security guard | $30 |
| Dog, robot | nothing |
That money counts toward the level's stars and goes into your shop wallet, so knocking out a security guard and searching him is worth the risk when the route allows it.
Who you meet
The game files list seven kinds of enemy: old men, policemen, bouncers, security guards, dogs, robots and zombies. Old men raise the alarm instead of shooting. Policemen, bouncers and security guards are armed. The robot only appears in the first level, and zombie enemies only walk the halls from level 8 on.
A safe routine
- Stop in the nearest shadow and watch one full patrol before you move.
- Walk up behind a guard while he faces away, punch, then press Up to search him.
- Move on before the 30 seconds run out, or 15 for a security guard.
- Leave the bouncer alone unless you carry a shocker.
More from the blog
- Bob the Robber 2 Shop: What Each of the 5 Gadgets Does
Lock picks, energy drink, camera, shocker and spray: what each shop gadget does, what it costs, and how the Z, X and C slots work.
- Bob the Robber 2 Levels, Stars and the Bonus Level
Who made Bob the Robber 2, what each of its 11 levels throws at you, how stars are counted, and why the bonus level needs 50 stars.