====== Sound Bug ====== [{{ unhacked_sound_bug.png|An [[:firewalls|unhacked]] Sound Bug.}}] [{{ hacked_sound_bug.png|A [[:firewalls|hacked]] Sound Bug.}}] **Sound Bugs** are [[:mainframe devices]] found in [[:corporations:Sankaku]] [[:missions]] of [[:mission_difficulty|difficulty]] 2 and higher. They can also be found in some [[:missions:Vault]] [[:facility#objective rooms]]. They allow the corporation to hear any sound that an [[:agent]] or human [[:guard]] would on that tile, triggering an alarm response when any unrecognized [[:noise|sound]] occurs. Sound Bugs can occur just about anywhere, including on the same tile as other [[:mainframe devices]] or [[:cover]] objects, though they will never be in any prefab rooms except for one of the Vault [[:prefabs:vault_3|prefabs]]. ===== Being heard by Sound Bugs ===== If a [[:noise]] caused by the agency is heard by a Sound Bug, they will [[:guard_behaviour#alerted|alert]] all [[:guards]] from a [[wp>Euclidean distance]] of 12 or less from the Sound Bug and raise the [[:alarm level]] by 1. All [[:guard_behaviour#alerted]] guards will become [[:guard_behaviour#interest_point|interested]] in the source of the noise. This happens **at most once per turn** per Sound Bugs, so even if another noise is detected by the sound bug in the same turn, the interest point will always be the first tile where that Sound Bugs heard a noise that turn, and the alarm tracker is not raised further. A pulsing red line leading up to a circle will eminate upwards from triggered sound bugs. ===== Statistics ===== Each [[:corporations:Sankaku]] [[:mission]] of difficulty 2 or higher will have 6 Sound Bugs, and any [[:missions:Vault]] mission with the right [[:prefabs:vault_3|prefab]] will have 2 (more) sound bugs. ===== What triggers a Sound Bug ===== ^ Sound ^ Triggers [[:firewalls|unhacked]] Sound Bug? ^ | [[:Agent]] [[:sprinting]] | Yes | | [[:items:Cry Baby]] activating | Yes | | [[:items:EMP Pack]] detonation | No* | | [[:programs:Ping]] | No | | All sounds by human [[:guards]] | No | | [[:firewalls|Unhacked]] [[:guards#drones]] [[:attack|firing]] | No | | [[:firewalls|Hacked]] [[:guards#drones]] [[:attack|firing]] | Yes | | [[:firewalls|Unhacked]] [[:mainframe_devices:turrets]] [[:attack|firing]] | Yes | | [[:firewalls|Hacked]] [[:mainframe_devices:turrets]] [[:attack|firing]]| Yes | | [[:rebooting#Recaptured]] [[:mainframe_devices:turrets]] [[:attack|firing]]| No | * This is true even if the [[:items:EMP Pack]] doesn't disable the Sound Bug, whether because it was out of range, or because the Sound Bug had [[:magnetic reinforcements]]. ===== Strategy ===== Sound Bugs are much more punishing than [[:mainframe_devices:Security Cameras]] - one sound can [[:guard_behaviour#alerted|alert]] the entire facility under the wrong circumstances. [[:Sprinting]] should be avoided in [[:corporations:Sankaku]] [[:missions]] of [[:mission_difficulty|difficulty]] 2 and higher unless you are **sure** there are no [[:firewalls|unhacked]] sound bugs that can hear you. This can make [[:strategy:sprint toggling]] to [[:guard_behaviour#interest point|distract]] human [[:guards]] more difficult, so plan accordingly. The presence of Sound Bugs also makes [[:lethal_damage|killing]] [[:mainframe_devices:Security Cameras]] or [[:guards]] using [[:firewalls|hacked]] [[:guards#drones]] a dangerous and often costly move on these missions, since [[:guards#drones]] make [[:noise]] in a range of 8 tiles when doing so. With that being said, [[:firewalls|hacking]] Sound Bugs is rarely advisable unless the agency has a lot of [[:PWR]] to spare or there's an immediate need to do so, since [[:corporations:Sankaku]] will often have a lot of other things you need to [[:firewalls|hack]], and making [[:noise]] isn't usually necessary. {{tag>incomplete}}