It is also the only enemy capable of opening locked doors. You can tell if it is nearby by the sound of a loud siren. In the beginning it is inactive in its port that is usually found in the NAV room or the SEC room but rely on the Peepers or Watchers to alert it of any intruders. This is a walking wall of impending doom that can eliminate any inexperienced scavenger once activated. Your best options are either lure them towards large rooms where you can safely disposed of them, seal the rooms with the rifts that spawn them, or find a HAB room on a ship and purchase hazard immunity from the contaminants remover. If encountered in large numbers they can leave narrow corridors impassable without getting radiation on you. These jaundiced relatives of the Tourists are less explosive than their bluer cousins but they move a bit faster and have a habit of leaving an irradiated spot that persists forever from where they exploded. There is also a special trait called “Tour Guide” that makes them mostly harmless to you, if you’re lucky enough to find it. Just remember to steer clear of the blast zone since being near it can cause minor damage. If you want to save ammo you can walk up to them to trigger their detonation and run like **** before they explode. They can be triggered to explode with one shot from a pistol which is useful in destroying any enemies near the Tourist like gunpoints or other Tourists. Once they spot you, they will move towards you and once in range they began to glow and shake violently for a moment before exploding in a large area dealing heavy damage. These glowing blobs are hard to miss with their sloshing noises and their pitifully weak health but this masks their true threatening quality, as living bombs.
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