![]() The Scout is immune to damage while it is glowing and while it is stunned. Once alerted, a Scout will emit a blue glow, screaming and stunning itself for a brief period. When alerted through contact made with the tendrils, they will glow red and the Scout will retract them after short duration. Other actions that would hard alert a sleeper, will also alert the Scout. Scouts also will not be alerted by other sleepers dying around them, unless that sleeper is within close aggro range of the Scout (roughly 3 meters). Note that sprinting also causes the Scout to extend its tendrils instead of alerting it. Any action that would soft alert a sleeper or cause it to glow, forces the Scout to extend its tendrils. Unlike other enemies, Scouts do not have multiple alert phases (glowing, pulsing, etc ). This makes the Scout difficult to approach for a silent melee kill. It periodically extends its long tendrils in all directions, and when it makes contact with any player it is alerted of the player's presence. It does this by patrolling rooms in a random pattern, making it difficult to foresee its movements. The Scout's primary purpose is to detect the players while they are in stealth. This sound is audible through doors, letting players know in advance of their presence. They make a sound similar to that of loud, bare footsteps as they walk. Although, some zones in certain expeditions have a chance to spawn scouts, instead of having guaranteed spawns. Scouts are guaranteed to spawn within certain zones in certain expeditions, most of which are generally critical to the completion of an objective. ![]() Unlike sleepers, which glow bright red, Scouts will glow a distinct light blue color when alerted. These only appear when the Scout is patrolling and not alarmed. While they share a similar appearance to Shooters, they house a large amount of tendrils used to look for threats. Scouts closely resemble a slightly taller Shooter with distinct oval sacs on its head. ![]()
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