Sightstealer

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.
== Occurrence ==
Sightstealers appear:
* In the sightstealer arrival event.
* When a creepjoiner becomes hostile due to friendly fire and has the Sightstealer attack drawback.
== Summary ==
Sightstealers are ambush predators, entering a map invisible to both pawns and the player, and remain so until they get close to a target. Sightstealers are also revealed when they take damage, get hit by firefoam or an EMP explosion, or they are affected by a disruptor flash. Invisible sightstealers will trigger proximity detectors when in range, however they will not be revealed by it. Additionally, they will make a howling sound effect even when invisible, you can listen for this sound to narrow down their location instead of using a proximity detector.
Sightstealers do not trigger traps regardless of their current visibility.
They are relatively weak entities in terms of both and , feel pain and bleed and have a high psychic sensitivity of - instead the primary risk comes from ambush and numbers. 
They do not sleep and bleed at 50% the normal rate.
=== Containment ===
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 minimal risk.
Contained sightstealers yield 1.6 bioferrite per day when attached to a Bioferrite harvester.
== Analysis ==	
Only marginally more dangerous than an unarmed baseliner but with claws that can cause bleeding, a single sightstealer is unlikely to be a threat to most colonists. However, they can be dangerous in large groups especially if a pawn is caught by surprise. Their speed means that they can quickly surround pawns and, unlike manhunter packs, sightstealers give no warning for pawns to run inside. As such, if the initial sightstealer is spotted, a howl occurs, or "Distant shrieks" are heard, it's best to zone your colonists inside, install a proximity detector or turn up the game volume and listen for their howling sound. 
 Sightstealer revealed: A twisted creature has appeared out of thin air! 
Once they are detected, combat is largely similar to manhunters despite their anomalous nature. A constriction, strong Melee blockers and a good backline of gunners can handle even the largest sightstealer waves. Carefully targeted frag grenades from behind the melee blockers are also particularly devastating. Sightstealers are also vulnerable to fire. A pawn armed with an incendiary launcher, molotov cocktails, or incinerator can easily cripple even a pack of sightstealers but watch out for burning sightstealers losing collision and moving through your blockers.
If the colony contains a mechanitor, scythers, scorchers, tesserons, and centipede burners 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.
Sightstealers is one of the easiest anomalies to contain, both in terms of containment requirment and risk posed during escapes. When combined with the ease of defeating them, they are effectively a blessing to most colonies, providing an easy source of beginning research.
== Version history == 
* Anomaly DLC Release - Added.
Category: Entities