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Generic item illustration for Alarm Trap
item

Alarm Trap

alarm traps

A loud trap useful for disrupting sound-sensitive mantids and central to Carl's immediate return plan.

Story so far

Other hunter factions use alarm traps to hold mantids away from crawler kills because the bugs are vulnerable to loud sound. Carl already has one permanently playing a long song but chooses another with a short activation delay.

Although he cannot remove items in the production room, he can initiate the trap inside inventory and place it on his hotlist for rapid deployment after transfer.

Appearance

A compact activatable device capable of producing extremely loud music or alarm noise.

Role

The trap links Carl's panel intelligence to an immediately deployable anti-mantis control tactic.

Relationships

Carl — He pre-activates a short-delay unit before teleporting.
Vrah — Its sound can disrupt her and the other mantids.
Mantis Combat Weaknesses — It exploits their sensitivity to loud noise.

Earlier in this series

Also appears in books you've already read — spoiler-safe to their endings:

Sources — 3 recorded facts, by chapter
Chapter 11
  • Noisemaking traps Carl sets at each of Point Mongo's gates, playing a different song per entrance.
Chapter 16
  • Selectively triggered warning traps sown in a random arc around Point Mongo's bridge.
Chapter 34
  • A loud trap useful for disrupting sound-sensitive mantids and central to Carl's immediate return plan.
Character portrait