Mindflayer
Departmental Head
Unknown
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Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
Mindflayers are IPCs who bonded with a swarm of nanomachines. The swarm possesses the power to extract and use the brain-energy from sapient beings. They are antagonists who actively seek out crewmembers and drain them for the goal of strengthening themselves and completing their objectives. Their powers can be inhibited by a Nanite Pacifier implant, which can be ordered at any Nanotrasen supply department or made from a protolathe if the research level requirements are met. These powers can range from teleporting between consoles, using an arm as a grappling hook, or upgrading their health - all based on the abilities they unlock. The presence of a mindflayer can be confirmed by feeding an IPC who has drained brainwaves "Conductive Lube".
Beginning Assimilation
As a mindflayer, you drain victims of their brainwaves, converting the waves into usable swarms. The swarms can be used to unlock new abilities, passive effects, and to upgrade existing effects and abilities. You can drain brainwaves from victims by targeting their head (or torso, if your victim is an IPC) on harm intent with an empty hand. To drain their victim, a mindflayer must stun their victim (through use of their swarmprod or other stunning weapons) and immobilize them for the duration of the draining. After a short time you will start draining their brainwaves.
Draining brainwaves will inflict a small amount of lasting brain damage every second. This will affect how many swarms you can harvest from the victim. To maximize swarm gain, purchase passives that increase your draining speed, or feed the victim mannitol or liquid solder beforehand.
Innate Powers
You start with two abilities (apart from your upgrade menu): Swarmprod and Quick Reboot.
- The Swarmprod is a stunprod that you can extend from your arm. It stuns people when they are hit, and immediately knocks them down. The swarmprod recharges automatically and upgrading the ability increases the rate at which it recharges.
- The Quick Reboot clears all stuns and heals you for a small amount. Upgrading the ability reduces the ability's cooldown, increases the ability's duration, and the healing received by casting the ability.
Name | Upgrade cost | Cooldown | Description |
---|---|---|---|
Swarmprod | 50/50 | 30 Seconds | Has 4 charges. Two charges are needed to stun fully.
Can be used to stun targets. Automatically recharges enough for one hit per 40 seconds. Upgrading increases the rate of charge. |
Quick Reboot | 75/100/125 | 30 Seconds | Removes any and all stuns. Removes 100 stamina damage. Heals brute damage and burn damage.
Upgrade reduces cooldown, increases amount of healing, and extends healing time by 2 seconds. |
Specializations
Abilities are divided into a few categories: The Passive Abilities, Infiltrator Subclass Abilities, and Destroyer Subclass Abilities.
- Passives are always available for purchase; while the subclasses only have a few abilities available per stage.
- If you purchase an ability from the highest stage you can purchase, the next stage will unlock.
- Every subclass has an ultimate ability in the final stage, called a "Capstone". This ranges from immortality for a short time to draining people at tenfold the speed.
Passive Abilities
Name | Unlock | Upgrade cost | Description |
---|---|---|---|
Armored Plating | 30 | 30/30 | Increases armor by 5. Upgrades increase armor by another 5. |
Fluid Feet | 30 | 30 | Mute your footsteps. Upgrade gives noslip. |
Internal Faraday Cage | 40 | 60 | Resist EMP effects. Upgrade makes you completely immune to EMPs. |
Insulated Chassis | 30 | N/A | Become immune to basic shocks. |
Replicating Nanites | 50 | 50/50 | Gain a passive repairing effect. Upgrade increases healing by 1 brute and burn per tick. |
Enhanced Optical Sensitivity | 40 | 60 | Gives you nightvision. Upgrade gives you thermal vision. |
Swarm Absorption Efficiency | 50 | 100/150 | Increases amount of swarms drained per second by 50%. Upgrades increases draining rate by a further 50%. |
Reinforced Joints | 50 | N/A | Prevents your limbs from falling off due to damage. |
Telescopic Eyes | 50 | N/A | Allows you to use your eyes as a scope, increasing your viewing range. |
Internal Nanite Application | 40 | 40 | Slowly repair damage done to your organs. Upgrade doubles the repair rate. |
Active Abilities
As a Mindflayer, you have two specialization paths with their own abilities. You are not restricted to one path, and are able to purchase abilities from both paths if you have the required swarms, with the only exceptions to this being the final abilities for each path. Below is a table of the active abilities and the relevant information.
Intruder | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Destroyer | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Containing Mindflayers
Now you've got to figure out how to contain one, should you ever need to. Your first step should either to be to either order the 'Mindflayer Pacification Kit' from a Supply Shuttle Console, or to head over to Robotics to see if the relevant 'Nanite pacificer' implant is printable.
When you obtain the implant, you'll need Robotics to perform surgery on them for the implant to be put in. Afterwards, they'll still be a Mindflayer at heart, but most of their abilities are pacified and they are now containable. When the pacification implant is in, Mindflayers retain their passive abilities, but lose all of their active abilities. After the implant is put into them, move them to permanent imprisonment as if you were handling a normal Enemy of the Corporation (EoC).
Mindflayers still remain antagonists after the implant is put in, and they should be treated as such. The implant can be removed by any other bad actors aboard the station, allowing them to regain their lost abilities.