Haven't really investigated yet, but Argeth noted that it seems like the doors may have a metal detector or a weapon scanner or something like that, which accounts for the alarm you get for passing through the doors even without otherwise causing trouble. He found at least that unequipping his weapon allowed him to get through without increasing Lobby Alarm. I think he mentioned it being a switchblade of some sort.
I started getting the "A trio of guards start firing at you without warning, only shouting "drop it!" as the needles are already flying." combat as soon as I equipped a needler, I think that's also triggering off weapons equipped. I didn't get anything with a mop equipped.
EDIT:
I got this - did not gain any additional alarm (as the wiki notes, Crypto got 2 turns of alarm):
You swipe your badge and head inside.
Alarms chirp as you pass through the door, attracting attention from the guards.
Hat: (None)
Weapon: (None)
Offhand: downtown manager ID
Shirt: office suit coat
Pants: office dress pants
Gadget: understated watch
With:
Hat: heavy containment helmet
Weapon: (None)
Offhand: downtown security ID
Shirt: heavy containment top
Pants: heavy containment pants
Gadget: Myers sampling kit
Lobby Alarm (4)
Forgiveness Sparked (18)
Juryrigged Antenna (29)
Fae Sight (76)
You swipe your badge and head inside.
Alarms chirp as you pass through the door, attracting attention from the guards.
You've gained 6 duration of Lobby Alarm.
Hat: (None)
Weapon: (None)
Offhand: downtown security ID
Shirt: (None)
Pants: (None)
Gadget: Myers sampling kit
Lobby Alarm (9)
Forgiveness Sparked (17)
Juryrigged Antenna (28)
Fae Sight (75)
You swipe your badge and head inside.
Alarms chirp as you pass through the door, attracting attention from the guards.
You've gained 1 duration of Lobby Alarm.
On further experimentation, if it chirps it always seems to bring Lobby Alarm up to 10, adding on new turns as needed.
0 + 10 -> 10
4 + 6 -> 10
9 + 1 -> 10
7 + 3 -> 10
It looks like it might be more than just weapons that triggers the alarm. I scanned my badge with the following and got the alarm beeping:
Hat: shining glasses
Weapon: (None)
Offhand: downtown visitor ID
Shirt: bouncer suit jacket
Pants: pressed slacks
Gadget: highmem TZR
But I had recently installed a poseable hand.
Shoot, I had a bunch of data I just collected about entering the lobby and then closed this window without saving (wikidot does not have the same safeguards in editing forum posts as it does for editing normal pages!).
From memory:downtown visitor ID | Walk in |
downtown visitor ID, poseable hand, cat eyes | Alert guards, 10 |
janitorial ID, poseable hand, cat eyes | Alert guards, 10 |
janitorial ID, mop, poseable hand, cat eyes | Alert guards, 15 |
(same results as above two with janitor shirt+pants) |
More testing with cyberware installed, it definitely matters. Never been able to walk in with counterculture cyberware installed.
TZRs in your gadget slot seem to count as a weapon for purposes of alerting guards. Also counterculture cyberware seems to always be 15 alert.
Looks like the guards deactivating the alarm still applies even if you slip through rather than scanning your badge:
You slip in behind someone else without them noticing.
The door chirps as you pass through it, but a guard deactivates it and waves you through.
It does still require an ID to be equipped, though. I did this with a commemorative mop, janitorial ID, janitorial shirt and janitorial pants, but trying again without the ID equipped had the alarm stick around.