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The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.
 
The '''sightstealer''' is an [[entity]] added by the [[Anomaly DLC]]. It is likely to be one of the first anomalous entities a colony will encounter.
  
== Acquisition ==
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== Acquistion ==
The Sightstealer will randomly wander onto the map in an invisible state. In this state, it can pass directly through a tamed animal without being detected. It will reveal itself when it either gets close to a colonist or an invisibility disruptor, such as a [[disruptor flare]] forcing it out of this state. Once it's out of this state it can be freely downed and captured.
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The sightstealer will randomly wander onto the map in an invisible state. It will reveal itself when it either gets close to a colonist or an invisibility disruptor (such as a disruptor flare or proximity detector) forces it out of this state. Once it's out of this state it can be freely downed and captured.
  
 
== Summary ==
 
== Summary ==
Relatively weak entities that feel [[pain]], [[bleeding|bleed]], and are susceptible to [[disease]]. Sightstealers will trigger [[proximity detector]]s when in range. However, the proximity detector will not reveal it.  They can also walk through traps without triggering them.
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They feel pain, bleed, and are susceptible to disease.
 
 
Sightstealers can occasionally howl when downed or killed. These howls will attract a pack of sightstealers (essentially a sightstealer raid) to attack the colony; their arrival time ranges from a few hours to a few days. The pack will approach the colony and become visible when moving to attack a pawn or active, friendly [[mechanoid]]{{BiotechIcon}}. 1-2 [[Shard]]s can be acquired from destroying the pack.
 
 
 
=== Yield ===
 
Contained Sightstealers yield 1.6 [[bioferrite]] per day when attached to a [[Bioferrite harvester]].
 
  
 
=== Containment ===
 
=== Containment ===
The Sightstealer is fairly weak, requiring only 30 containment strength. This means you can use [[wood]]en [[wall]]s and a basic holding spot to contain it with minimal risk.
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The sightstealer is fairly weak, requiring only 30 containment strength. This means you can use wooden walls and a basic holding spot to contain it with zero risk.
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[[File:Get wrecked idiot|thumb|a sight stealer in a box worthy of its containment, notice the wooden wall and holding spot in place of a steel holding platform]]
  
 
== Analysis ==
 
== Analysis ==
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A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous.  Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.
 
A Sightstealer is one of the easiest anomalies to capture and contain that could be technically considered dangerous.  Effectively a blessing to most colonies, providing an easy source of beginning research.  Their weakness and stealth give them practically no defensive application.
 
Sightstealers are extremely vulnerable to fire. A pawn armed with an [[incendiary launcher]], [[molotov cocktails]], or [[incinerator]] can easily cripple even a pack of sightstealers. If the colony contains a [[mechanitor]]{{BiotechIcon}}, [[scyther]]s, [[scorcher]]s, [[tesseron]]s, and [[centipede burner]]s are effective counters. If a sightstealer howls, drafted mechanoids are valid targets for the sightstealers, and they will reveal themselves to attack. This can be used to force sightstealers to become visible before they draw close to colonists.
 
  
 
== Version history ==  
 
== Version history ==  

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