Unlock the three slots
Visit Dorris in the Sleep Room cafeteria at Therapy Level 10. Each AMP costs 2 Vouchers, after its level requirement is met. Your loadout has one Tool, one Skill and one Medicine AMP; you cannot fill all three slots with AMPs from the same category.
Relapse and Rebirth are different progression systems. A permanent unlock token can preserve a selected AMP through Relapse; that does not mean every AMP automatically stays unlocked. An AMP with a permanent unlock is highlighted in yellow in the menu.
Choose a Tool for the noise you make
Noise Reduction reduces sound from running and opening doors. It does not make every action silent: door bashing, sound-detector gates and other excluded actions still matter.
Slippers unlocks at level 10 and lets you walk over broken glass without making noise. It does not silence running on glass, and it does not protect you from a Sharp Glass Variator’s bleeding effect.
Use Noise Reduction if your route involves movement and ordinary door opening. Use Slippers if glass on your route is the problem you need to control. Neither is a substitute for reading the route and avoiding a pursuer’s sightline.
Choose a Skill for the obstacle
| AMP | Useful when | Limit to remember |
|---|---|---|
| Smash | Doors and planks delay your route; it unlocks at level 45 | A fast, noisy breach still needs an escape route |
| Evasive Maneuver | An enemy grab is your main danger | It has a cooldown; it is not permanent grab immunity |
| Hide and Heal | You can reach a hiding spot and need recovery | It does not activate while you are taking damage |
| Hide and Restore | You use hiding stops to recover a Rig or clear an ordinary Rig-disable effect | It does not bypass Rig-disabling gates; Limited Rigs can nullify it |
Do not use an old recommendation without checking its mode. In the September 8, 2026 update, Evasive Maneuver gained the ability to turn an Imposter Backstab into a STRUGGLE.
Choose Medicine for your failure point
Last Chance, unlocked at level 35, can prevent a lethal hit from ending the run by leaving you at 1 HP. The current community table lists a five-minute interval in PvE; do not expect repeated immediate protection or assume every lethal mechanism can be countered.
Self Revive lets you resurrect once per Trial. It offers a different safeguard from merely surviving a hit. Countdown explosions have exceptions, so neither choice is insurance against every Variator.
Boosted, unlocked at level 50, starts you with a random health, stamina or battery booster. Pick it for a starting resource, not for a guaranteed booster of your preferred type.
Three combinations to try
These are conditional starting points, not a universal meta:
- Learning a glass-heavy route: Slippers, a Skill that fits your actual obstacle, and a survival Medicine AMP once unlocked.
- Moving quickly through doors: Noise Reduction, Smash once available, and Last Chance or Self Revive for your preferred safety net.
- A planned utility run: choose a Tool for your route, Hide and Restore when your Rig and Variators allow it, and Medicine based on whether you need survival or an opening resource.
If you have not unlocked a named option yet, use an available AMP in the same category. Do not postpone learning a Trial until you can afford a high-level combination.