Difference between revisions of "Myco-Alarm"
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| − | <onlyinclude>{{Item Attributes|Myco-Alarm| | + | __NOTOC__<onlyinclude>{{Item Attributes|Myco-Alarm| |
Icon = | Icon = | ||
Myco_alarm.jpg | Myco_alarm.jpg | ||
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The myco-alarm detects high concentrations of mycotoxine. If the Mush decides to attack, the alarm will sound. | The myco-alarm detects high concentrations of mycotoxine. If the Mush decides to attack, the alarm will sound. | ||
| Origin 1 = | | Origin 1 = | ||
| − | + | Researching {{Research|MycoAlarm}} | |
| Origin Amount 1 = | | Origin Amount 1 = | ||
5 | 5 | ||
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1 | 1 | ||
}}</onlyinclude>{{Item Tooltip}} | }}</onlyinclude>{{Item Tooltip}} | ||
| − | The '''Myco-Alarm''' is an | + | The '''Myco-Alarm''' is an item which becomes available in a pack of 5 via the {{Research|MycoAlarm}} research project. |
| − | When dropped in a room's shelf, it will display a {{Privacy|Public}} "''BRIIIIING!''" alert in the room log if a {{Character|Mush}} | + | When dropped in a room's shelf, it will display a {{Privacy|Public}} '''"''BRIIIIING!''"''' alert in the room log if a {{Character|Mush}} performs certain Mush actions. It will work if hidden, but will have no effect if held in a [[Characters|character]]'s inventory. |
| − | + | As of [[Episodes|Episode IV]], the ''Myco-Alarm'' detects the following actions: '''[[Infect]]''', {{Skill|Fungal Kitchen}}, {{Skill|Trapper}}, {{Skill|Radio Pirate}}, {{Skill|Nightmarish}}, {{Skill|Bacterophile}} and {{Skill|Transfer}}, as well as ''Infectious Cuddles'' (on {{Item|Schrödinger}}) and the act of mutating into a {{Status|Berserker}}. It does '''NOT''' go off if you [[Extract a spore]] or contaminate your target via doing the thing. | |
| + | |||
| + | [[Image:Log-MycoAlarm.gif|thumb|right|A ''Myco-Alarm'' detects an infection alongside a {{skill|Demoralize}} attack.]] | ||
| + | |||
| + | == Usage == | ||
| + | The main use of the Myco-Alarm is to protect commonly used rooms that did not have a camera installed, such as the Lab, Medlab, Nexus, Icarus Bay and Patroller bays, discouraging Mush from spreading their spores there. In addition, hiding surplus Myco-Alarms in different places and moving them around (usually a job for {{character|Chun}} and/or {{character|Eleesha}}) is a great way to make the Mush scared to use their skills, or catch them outright. | ||
| + | |||
| + | The {{Research|Pheromodem}} research reduces the necessity for ''Myco-Alarms'', as the {{Character|Mush}} communication channel will immediately display any sporing that occurs, and the obscured names might be guessed by the time it happened. | ||
| − | |||
== Trivia == | == Trivia == | ||
* The name of research project is ''MycoAlarm'', while the item itself is called ''Myco-Alarm'' (note the hyphen). | * The name of research project is ''MycoAlarm'', while the item itself is called ''Myco-Alarm'' (note the hyphen). | ||
| − | |||
{{Item Attribute List}} | {{Item Attribute List}} | ||
{{Item Categories}} | {{Item Categories}} | ||
Latest revision as of 14:02, 5 August 2018
Myco-Alarm
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| In-game Description | Maintenance Stats | ||||||||
| The Myco goes off when a Mush tries to get in on the action |
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| Origins | |||||||||
|
5 x Researching | |||||||||
The Myco-Alarm is an item which becomes available in a pack of 5 via the
MycoAlarm research project.
When dropped in a room's shelf, it will display a Public "BRIIIIING!" alert in the room log if a
Mush performs certain Mush actions. It will work if hidden, but will have no effect if held in a character's inventory.
As of Episode IV, the Myco-Alarm detects the following actions: Infect,
Fungal Kitchen,
Trapper,
Radio Pirate,
Nightmarish,
Bacteriophiliac and
Transfer, as well as Infectious Cuddles (on
Schrödinger) and the act of mutating into a
Berzerker. It does NOT go off if you Extract a spore or contaminate your target via doing the thing.
Usage
The main use of the Myco-Alarm is to protect commonly used rooms that did not have a camera installed, such as the Lab, Medlab, Nexus, Icarus Bay and Patroller bays, discouraging Mush from spreading their spores there. In addition, hiding surplus Myco-Alarms in different places and moving them around (usually a job for
Chun and/or
Eleesha) is a great way to make the Mush scared to use their skills, or catch them outright.
The
Pheromodem research reduces the necessity for Myco-Alarms, as the
Mush communication channel will immediately display any sporing that occurs, and the obscured names might be guessed by the time it happened.
Trivia
- The name of research project is MycoAlarm, while the item itself is called Myco-Alarm (note the hyphen).
List of attributes
- This item is can become
Broken, requiring repairs before it can be used again.
- This item can be broken (rather than destroyed) when exposed to by
fire.
- This item can be dismantled for parts.
- This item grants a passive benefit when deployed in a room.
- When examined, this item displays the following text:
- The myco-alarm detects high concentrations of mycotoxine. If the Mush decides to attack, the alarm will sound.
