OFFICIAL FACTS
Killer Sense builds Stalk by focusing on targets. Official descriptions connect Stalk with tracking and execution options; Patch 1.0.1 also changes its stamina and grab effects.
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A PLAN TO TRY
As Michael: observe before committing
Treat stalking and direct pursuit as separate decisions. First identify a target, a route to it and nearby interference. Then choose whether more observation is practical or whether circumstances require moving now. This planning approach avoids treating an execution as a universal button press: use the available in-game prompt and conditions, not a fixed threshold copied from an unverified list.
As a Civilian: break the chase into decisions
Reaching cover is a chance to reassess your next route and warn your team. Do not equate breaking line of sight with immediately clearing every effect or becoming untrackable. Compare what the game displays with how stamina is recovering before committing to another open crossing. If escorting residents, regroup and account for them before restarting the route.
Read the patch as separate changes
Patch 1.0.1 lengthens Stalk-marker persistence after line of sight breaks, and makes escape from grabs easier at Stalk levels one and two. It also applies stamina regeneration penalties based on Stalk level. These are distinct changes: none gives a published universal duration, precise damage bonus or guaranteed execution threshold. Use the patch page for the documented direction of change and record any test conditions when comparing matches.
Lost line of sight, but still being followed?
Treat visibility, the Stalk marker and your route choice as separate questions. Reaching cover changes what you can currently see; it does not tell you exactly what information Michael still has. Check your own status, choose the next covered destination and avoid turning one corner into an assumption of complete safety. If escorting, confirm the resident’s position before making another move. This is a decision sequence, not a guaranteed method for removing Stalk.
Low stamina: delay and recovery rate are different
Recovery delay is the wait before the bar begins rising; recovery rate is how quickly it rises once recovery starts. Observe these separately. A useful comparison records the Civilian, displayed effects, whether the bar was exhausted, and the first recovery you could see. Do not switch characters and change several conditions at once, then attribute the entire difference to Stalk. Use the stamina guide to separate attribute changes from the current chase.
Michael: decide what you need from the next approach
Before continuing to watch a target, name the next action you want to attempt and check its current prompt. When a chase takes you away from the intended target, reassess the route and nearby interference before continuing automatically. After an unsuccessful grab, distinguish an unavailable action from a target breaking free. Do not convert one failed attempt into a universal level requirement; keep weapon, displayed target state and the exact action together when reviewing it.
Questions about this guide
Does this guide list every execution requirement?
No. The available official descriptions do not provide a complete execution-by-execution threshold table.
Is recovery delay the same as recovery rate?
No. One describes when recovery starts, the other how quickly it proceeds. Keep both observations separate when comparing chase conditions.
Does breaking line of sight prove Stalk is cleared?
No. The 1.0.1 marker change means that assumption is unsafe; this guide does not provide a verified universal clearing timer.
Does every failed grab mean the Stalk level was too low?
No. Check whether the action was available and whether the target subsequently escaped. The exact action and displayed conditions matter.
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Sources & verification
Official documentation checked September 11, 2026. Planning advice is editorial, not a tested walkthrough or a guarantee of results.
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