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The OPS button gives the following tabs:

InventoryEdit

The Inventory tab contains all the Items owned by the agent. The agent can use this screen to maintain his or her collection by dropping, recycling, encapsulating, and items.

The Inventory screen also tracks the agent's item count. A Verified Agent's inventory is capped at 2,000 items, and an unverified agent's inventory is capped at 200 items. As an agent's inventory approaches or exceeds the cap, he or she will be locked out of performing some actions.

Filtering the Inventory Edit

Selecting the bottom-left dropdown opens a list of the item categories, as well as the agent's item count for each category. Items contained in Capsules don't count towards these totals.

If the user exits the OPS Menu and reopens it soon afterwards, the Scanner will remember the last category and item he or she selected.

Sorting the Inventory Edit

The Capsules section of Inventory has a secondary dropdown that allows the agent to sort his or her Capsules by ID or pickup date. In the latter mode, dropping a Capsule and immediately picking it up will send it to the end of the row.

Technically, the Capsules are sorted in descending order of rarity, then full before empty, then by the selected sort. That is, all MUFG Capsules appear before standard Rare Capsules, then all Capsules with contents are sorted, then all empty Capsules appear in a stack following the same rarity's Capsules.

Keys can be sorted by distance or name. If sorted by distance, the Keys will only be re-sorted when the agent closes and reopens the OPS Menu, even if he or she is on the move.

Maintaining the Inventory Edit

An agent can remove unwanted items from the Inventory by dropping them on the world map or recycling them into Exotic Matter. To do so, select the target item to open its Item Card, then tap the Drop or Recycle button as desired. Items can be recycled in bulk, but must be dropped individually.

Dropped items will appear on other agents' Scanners for 12 hours, and then vanish. Recycling the items denies other agents the ability to salvage them, and provides a small amount of XM.

To load an item into a Capsule, open the Capsule's Item Card, tap the Load button, select the desired item, set the quantity, and hit Load.

Using Items from Inventory Edit

An agent can activate Power Cubes, XMP Bursters, Ultra Strikes, Flip Cards, Media, and Portal Keys from Inventory. Notably, Power Cubes, Flip Cards, and Media can only be used from Inventory.

Resonators and Portal Mods can't be activated from Inventory. They can only be dropped or recycled.

Inventory Cap Edit

Agents can only hold a limited number of items. Unverified agents' cap is set at 200 items, and Verified Agents' cap is set at 2,000 items. Items contained in Capsules still count towards inventory cap.

If an agent's inventory count is at cap or higher, he or she can't hack Portals. Attempting to do so will warn the agent that he or she is out of inventory space. In addition, MUFG Capsules he or she owns will not produce items.

In order for an agent to pick up a dropped item from the world map, he or she must be below cap. To pick up a Capsule, the agent must have an open slot for each item within the Capsule, plus one for the Capsule itself. If an agent attempts to collect a dropped item with insufficient space, he or she is often, but not always, warned.

Inventory Overload Edit

Hacking a Portal while close to cap can overload the inventory and cause the agent to possess more items than cap. For example, if a Verified Agent holding 1,999 items perfectly Glyph Hacks a Level 7 Portal, he or she could be awarded with 4 Resonators, 5 XMP's, a Shield, and a Key for a total of 2,010 items.

In addition, reaching a new Access Level always awards the agent an Item Pack, even if that puts the agent significantly over cap.

Carrying more inventory than cap has no special effects. The agent is simply unable to Hack, pick up items, or receive interest from MUFG Capsules until his or her inventory count drops below cap.

Key LockersEdit

While a Key Locker itself takes an inventory slot, its contents do not. An agent may carry up to five Key Lockers, and each Key Locker may carry up to 100 Portal Keys, effectively giving the agent an extra 495 inventory slots over the 2000 maximum (but only for Portal Keys). The Lockers are color-coded for your convenience. The drawback is that while in a locker, Portal Keys are invisible to normal operations and cannot be used.

Strategy Edit

Selecting a weapon from Inventory, opening its Item Card, tapping the Fire button, firing the weapon, pressing OPS, and repeating allows the agent to fire more rapidly than repeatedly firing from the same screen. With a fast Internet connection, this allows an agent to increase his or her damage-per-second by up 50%, outrunning the Portal's counterattacks and enemies recharging its Resonators.

Managing cap and optimizing inventory is a key skill in high-level play. An agent's collection of Capsules, high-end Portal Mods, Flip Cards, and important Keys will tie up a substantial amount of Inventory space, making item allocation an important strategic decision.

An agent with a substantial number of Resonators in different levels and a large stash of Keys has maximum versatility in Linking and Fielding, but lacks the hundreds of Weapons required to attack a fortified area. Likewise, an agent who devotes more space to Weapons and Cubes can attack nearly any target, but could be cut off from the Resonators required to Link, Field, and upgrade friendly Portals after a relatively short time. Some agents prefer to leave slots open to store an increased number of common Portal Mods, reduce the amount of prep work before Farming, and readily acquire dropped Capsules. Some agents stockpile only Level 7 and 8 Resonators, and rely on Hacking to fill out Portals.

AgentEdit

Player's personal stats and jacket.

IntelEdit

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The Intel tab of the OPS Menu displays regional and global Mind Unit scores, as well as the regional leaderboard.

It also counts down the time remaining in the current Checkpoint and Cycle.

Global View Edit

The Global View is the initial page of the Intel tab, prominently featuring a rotating globe, score bars and time plot of global Faction MU, access to the global scoring history, and access to Regional Scores.

Patches of the globe are colored according to the MU totals of the areas underneath, heavily stylized across regions and geographies. The globe is identical to the one seen in the boot-up animation.

The global score bars and time plots show the total number of MU under current control of each faction. The score bars' length is relative to 700,000,000 MU, and the time plot is relative to the highest score during a Checkpoint in the current Cycle.

Tapping 'History' allows an agent to see historical scores and globe during past Checkpoints. Agents can access comprehensive scoring history for each Checkpoint since the game's introduction.

Regional Scores Edit

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The Regional Scores view shows the current MU control and total scoring of agents active in the viewer's current Region.

While the regional and global scores are tabulated once at checkpoint, top-agent scores are cumulative during the time leading up to the previous checkpoint. That is, only Control Fields standing at the checkpoint time count towards regional and global scores, but the total MU of all fields created by a given agent counts towards his or her standing on the leaderboard, regardless if the fields are standing at the checkpoint.

Top-agent scores are reset at the beginning of each Checkpoint.

Tapping the Cell Activity button allows the agent to observe the scoring in the eight regions that border the current region.

TrainingEdit

Training Missions are various short tutorials introducing new Agents to the gameplay and various parts of the game. Missions include hacking a portal, placing resonators, walking a short distance, etc. Agents earn AP for each mission, and a badge for completing all of them.

RecruitEdit

A tab to invite by email a number of other players to play Ingress. Agents can gain Access Points when those invited create an Ingress Account.

Community Edit

Listed under this tab are links to the various social media outputs of Ingress and the factions thereof.

Ingress can be followed on their Google+ page, their Facebook, and their Twitter.

The link to the Ingress Youtube account can also be found here. Among other videos, this account namely holds the Ingress Report episodes that are found as Media item drops.

Other items on this page include a link to details about Ingress Live Events, which are opportunities for Agents to meet up and work together. These events can be Anomalies, Mission Days, Ingress First Saturdays, or NL-1331 events.

PasscodeEdit

Under this tab, passcodes can be entered to redeem items. This tab is only found on Android version of Ingress. For iOS users, this ability can be found on the Ingress Intel map. Passcodes can be found hidden in various Ingress and Niantic Releases. The original source of them was P. A. Chapeau's The Sphere of Weirdness, a blog found at nianticproject.com. Passcodes were hidden as ciphers, hidden as pixels in an image, or sometimes in plaintext. Passcodes can also be found in Google+ releases from several sources; some of the developer's private blogs, Ingress' official G+, and some other pages like Verum Inveniri, which has been releasing a series of puzzles in the form of mysterious postcards.

Passcodes are a public release, and lists of them are documented on many sites. But in order to keep the codes by being over-used, Ingress puts both an expiration date and a use counter on most passcodes. Depending on where a passcode is gotten from, and what it contains, they can have longer or shorter availability.

The age of a passcode can often be inferred by its encryption scheme. The newest passcodes (as of Feb 2015) are in the format:

[a-z][a-z][a-z][a-z][a-z][a-z][a-z][a-z][2-9]keyword[2-9]
A short series of passcodes released in January followed the format:
keyword[2-9][a-z][a-z][2-9][2-9][a-z][a-z][2-9]
However, most passcodes you will find on the internet (as of Aug 2015) will have the following format:
[2-9][a-z][a-z][2-9]keyword[a-z][2-9][2-9][2-9][a-z]
Older ones may be along the lines of X74F6O6YE9, creative91h, 5we7kurezet2s3u, and others. Many of these are expired.

Passcodes, when correctly entered into the Passcode tab on Android versions of Ingress, or on the Passcode tab on the Ingress Intel map, leave drops of varying levels. Most passcodes only provide low-level items and Common-Uncommon mods, but some passcodes give out rare items like the JARVIS virus and Capsules. The scanner can send back several responses when entering a passcode- here is a table documenting them.

"Invalid Passcode" (on both Scanner and Intel Map) The passcode you’ve attempted to enter is not typed correctly or is not a passcode. You may also get this error on the Intel Map if the passcode you’re attempting to use has expired or if its limit has been reached.
"Passcode circuitry too hot. Wait for cool down to enter another passcode." The NIA has detected excessive activity and has attempted to stop further passcode redemption. The Agent should wait a day or two before redeeming any more codes, or risk having their account frozen or deactivated.
"Passcode fully redeemed" (on Scanner) or "Passcode invalid" (on Intel Map) The passcode you’re attempting to use has expired or its limit has been reached.

DeviceEdit

The Device tab shows setting for the game. This tab varies by version and operating system.

From this tab, agents can:

  • Sign out
  • Link their G+ Profile to the game
  • Resync Data (between phone and cloud)
  • View game sources and build information
  • Change Settings of
    • Sound
    • Compass
    • Email
    • Notifications
    • Agent Profile
    • Language
    • App usage (Launch G+ app rather than browser when prompted)
  • Block Agents
  • Re-do Tutorials

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