Prism Is Playing A Loud Sound To Deafen Sonar -

You can’t track what you can’t hear.

This moment highlights the "toxic" yet "canon" dynamic between the two. While they are often sent out as a synergistic pair, Prism is known to sabotage him, such as trying to trigger his past addictions or using her abilities to mess with his bat-form senses. Gameplay Review: prism is playing a loud sound to deafen sonar

During a dispatch, Prism intentionally (or as part of a distraction) blasts noise to neutralize Sonar's primary sense. Players are then forced to make a stat check to resolve the chaos—either by tracking the source, plugging their ears, or withstanding the noise. You can’t track what you can’t hear

🔊 Masks returning echoes 🌀 Triggers automatic gain suppression in hostile receivers 🧠 Temporarily desensitizes acoustic sensors Gameplay Review: During a dispatch, Prism intentionally (or

By playing a loud sound, PRISM's tactic aims to flood the sonar system with noise, effectively masking the sound waves used for detection. This could be achieved through various means, such as:

During , a mission occurs where the player must navigate the volatile relationship between Prism and Sonar . If their synergy is low, Prism may actively sabotage Sonar by playing a high-decibel, "deafening" sound. Because Sonar relies on sensitive acoustic abilities (resembling bat-like echolocation), this blast of noise effectively "blinds" his primary sense, making him useless in the field unless the player intervenes. How to Resolve the "Deafen Sonar" Scenario