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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. | ||
− | == | + | == Acquistion == |
− | The | + | 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 == | ||
− | + | They feel pain, bleed, and are susceptible to disease. | |
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=== Containment === | === Containment === | ||
− | The | + | 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. |
+ | [[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. | ||
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== Version history == | == Version history == |