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daemons:blowfish [2020/06/16 00:40] – andrew | daemons:blowfish [2020/06/30 21:38] (current) – andrew |
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[{{ blowfish.png|Blowfish icon}}] | [{{ blowfish.png|Blowfish icon}}] |
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**Blowfish** is a [[:daemon]] which raises the [[:alarm level]] by 1--3 steps; the number of steps is random. Any effects of raising the alarm level will be triggered immediately. | **Blowfish** is a [[:daemon]] which raises the [[:alarm tracker]] by 1--3 steps; the number of steps is random. If this advances the alarm tracker to the next alarm level, then any effects of raising the alarm level will be triggered immediately. |
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===== Blowfish 2.0 ===== | ===== Blowfish 2.0 ===== |
[{{ blowfish_2.0.png|Blowfish 2.0 icon}}] | [{{ blowfish_2.0.png|Blowfish 2.0 icon}}] |
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**Blowfish 2.0** is an [[archdaemon]] which can occur from [[:mission difficulty#mission difficulty 5]] and onwards in [[:modes:Endless]] modes. It raises the alarm level by 10 steps at the start of the mission, so that the mission starts at [[:alarm level#alarm level 2]]. All effects of raising the alarm level will be triggered at the start of the mission. | **Blowfish 2.0** is an [[archdaemon]] which can occur from [[:mission difficulty#mission difficulty 5]] and onwards in [[:modes:Endless]] modes. It raises the alarm tracker by 10 steps at the start of the mission, so that the mission starts at [[:alarm level]] 2. All effects of raising the alarm level will be triggered at the start of the mission. |
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===== Strategy ===== | ===== Strategy ===== |
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Raising the alarm level brings additional [[:security measures]] sooner. Be particularly careful if this could happen during your turn, especially if a new [[:guard]] will arrive --- normally this would happen at the end of the enemy turn, so the guard will not move until a turn later, but if a guard arrives on your turn then they won't wait in the [[:facility#guard entrance]] for their turn. | Raising the alarm tracker brings additional [[:security measures]] sooner. Be particularly careful if this could happen during your turn, especially if a new [[:guard]] will arrive --- normally this would happen at the end of the enemy turn, so the guard will not move until a turn later, but if a guard arrives on your turn then they won't wait in the [[:facility#guard entrance]] for their turn. |
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If you are in a position to wait a couple of turns to avoid triggering Blowfish, this is usually the right thing to do. Maybe you can wait for enough [[:PWR]] to use [[:programs:Hunter]] or [[:programs:Taurus]], or to use an [[:items:EMP Pack]] instead of hacking. The alarm level will rise the same amount if you wait 1--3 turns or trigger Blowfish, but if you wait then you can do other things during those turns too. | If you are in a position to wait a couple of turns to avoid triggering Blowfish, this is usually the right thing to do. Maybe you can wait for enough [[:PWR]] to use [[:programs:Hunter]] or [[:programs:Taurus]], or to use an [[:items:EMP Pack]] instead of hacking. The alarm tracker will rise the same amount if you wait 1--3 turns or trigger Blowfish, but if you wait then you can do other things during those turns too. |
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If the alarm level has already reached 6, then there is no downside to triggering Blowfish unless there is still a [[:mainframe devices:Scanning Amp]] or [[:mainframe devices:Router]] which you have not disabled. After alarm level 6, Blowfish can be strictly good for the player because of the uncapped bonuses from [[:augments:Network Siphon]] and [[:augments:Reactive Myomer]]. | If the alarm level has already reached 6, then there is no downside to triggering Blowfish unless there is still a [[:mainframe devices:Scanning Amp]] or [[:mainframe devices:Router]] which you have not disabled. After alarm level 6, Blowfish can be strictly good for the player because of the uncapped bonuses from [[:augments:Network Siphon]] and [[:augments:Reactive Myomer]]. |