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This guide is not only a guide to basic Xenoarcheology, it is also a guide to be an efficient and realist Xenoarcheologist. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciable to work with a tidy coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, those kind of things.
This guide is not only a guide to basic Xenoarcheology, it is also a guide to be an efficient and realist [[Xenoarcheologist]]. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciable to work with a tidy coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, those kind of things.


== Xenoarcheologist, Anomalist: The Difference ==
= Preparing for excavations =
The first thing to know is that a Xenoarcheologist is not an Anomalist. While they tend to work together for obvious reasons, their field of study, method, and RP archetypes are quite different.
So, you are a xenoarchaeologist. Get ready to excavate the asteroid in search of ancient artifacts.
To start excavations, you first need to '''determine their purpose.''' '''There are two types of finds:'''
*'''Fossils''' - These are small finds that can be placed in your backpack. These include: Plant/Animal Fossils, Ancient Weapons, Ancient Household Items, and Devices of Unknown Purpose. In terms of game mechanics, some items may be useless, but you can always find out their age and origin.
*'''Artifacts''' - Large devices that lay under layers of rock for centuries until you found them. Will not fit in a pocket. Attention! They can be extremely dangerous and should be handled with care. More interesting than Fossils, but also much more dangerous.
The methods of finding and excavating them differ from each other, so I advise you to immediately decide on the goal (you can search for both Artifacts and Fossils).


A Xenoarcheologist looks for artifacts. Artifacts are those things most people think are useless, like fossils, alien spoons, bowls, those kinds of things. And, on a gameplay point, they are, indeed, useless: Most of them do not have any function except decoration, and the few that do have a function are not very useful. Xenoarcheology is mainly a RP job, where you give sense to those objects. It also quite different from the other Scientist jobs: You do not work in a laboratory, you work outside, digging through rocks in the cold hard environment of the asteroid. You do not study experimental sciences, your specialization is in human sciences. So Xenoarcheologists are a strange breed amongst the Research team, with a very different state of mind.
===Preparing for Fossil Search===
For Mining, we need the following equipment:
{| class="wikitable sortable mw-collapsible mw-collapsed" | border="1" cellspacing="0" cellpadding="2" align="center"
! style="background-color:purple;color:white;" |Name
! style="background-color:purple;color:white;" |Used
! style="background-color:purple;color:white;" |Where to find?
! style="background-color:purple;color:white;" |Optional
|-
! Alden-Saraspova Counter
| A tool that is vitally important for tracking down the location of exotic and small anomalous energies.
| Found in the xenoarchaeologist's locker.
| Pixel shifting can help you find the locations of exotics easier, as it physically moves you closer, don't bet on it working 100% of the time though.
|-
! Hand Pickaxe
| Needed to dig holes in the rock. Digs up to 30cm, doesn't fit your xenoarchaeologist belt, so put in your backpack.
| Found in the xenoarchaeologist's locker.
|
|-
! Brush
| Reliably brushes away the dirt and debris from the surface of “strange rocks”, Can be stored behind the ear, in the Pickset, or in the Excavation Toolbelt.
| Can be found in the Excavation Pickset in the Xenoarcheology locker
|
|-
! Optical Meson Scanner
| Needed to find dig sites. Put it in the glasses slot.    Found in the xenoarchaeologist's locker.    Used to see through walls, however it cannot see creatures or items without a light.
| Found in the xenoarchaeologist's locker.
| Used to see through walls, however it cannot see creatures or items without a light.
|-
! Lantern
| Needed to illuminate the area, since the asteroid is a rather dark place.
| Found in the xenoarchaeologist's locker.
| I advise you to take two and put them in both pockets - this way you increase the chance of spotting xenos before they hit you.
|-
! Fossil Satchel
| Used to store "Strange Stones" and plant/animal fossils
| Found in the xenoarchaeologist's locker.
| Use this bag to transport your fossils as they are very fragile.
|-
! Drilling accessories (Kinetic Accelerator, Mining Drill or others)
| You will often have to move deeper into the asteroid, so Drilling Supplies are a must.
| The Kinetic and Drill can be found on a table in the Excavation Preparation Room.
| In the west of the asteroid there is a large amount of aggressive fauna, so I strongly advise you to take the Kinetic - it is a fairly strong weapon in vacuum.
|-
! Excavation Suit, Hood, Mask, Air Tank, Suitcooler (Synth) 
| You work in space, so these things are required to be equipped. Don't forget to turn on the air supply or suit cooler when you go outside. You will find everything you need in the preparation for excavation section.
| You will find everything you need in the preparation for excavation section.
| An ugly yellow hardsuit that is immune to radiation, at least it’ll keep you safe.
|-
! Excavation gear-belt (Xenoarchaeologist's Belt)
| It is necessary for the convenience of storing your tools. Put it on your belt.
| Found in the xenoarchaeologist's locker.
|
|-
! Excavation Pick Set
| A set of incisors is necessary for a thorough examination and deepening into a section of rock containing Fossils. Put it in your belt.
| Found in the xenoarchaeologist's locker.
|
|-
! Core Sampler (Probe for collecting rock samples)
| With it, you can take rock samples that you need for "Spectrometric Analysis". Put it in your belt.
| Found in the xenoarchaeologist's locker.
|
|-
! Measuring Tape
| Measures how far you've gone in excavating a particular piece of rock. Put it in your belt.
| Found in the xenoarchaeologist's locker.
|
|-
! Wrench
| Be sure to grab a wrench! It is necessary to set the Field Generator into working position. Put it in your belt.
| Can be found on the table insection of preparation for excavations.
|
|-
! Depth Analysis Scanner
| This device detects ancient formations and will be one of your most used devices. The analyzer gives you the information you need to calibrate your Field Generator, calculate the depth you'll be digging to, and even the GPS coordinates of your dig. Put it in your belt.
| Found in the xenoarchaeologist's locker.
|
|-
! Suspension Field Generator
| The field generator is needed to carefully extract from the rock the area in which the ancient Fossil is located.
| It is located in the compartment for preparation for excavations in one copy.
| Do not forget to turn it off, otherwise it will quickly run out of battery. To replace it, use a screwdriver and a crowbar on the generator, remove the used battery, and put in a new one, closing the panel in the same sequence.
|-
|}


An Anomalist studies the anomalies Xenoarcheologists bring to them. They are much more of a normal scientist, do not spend much time outside, do experimental sciences, etc. This job is less of a RP one, and much more closer to the rest of the station, with actual gameplay to fiddle with. However, that does not mean you should not try to put some RP in it: How was your anomaly used by the people who made it? How does it relate to the artifacts the Xenoarcheologist found with it? You are not a Xenoarcheologist, but that does not mean you should totally ignore them.
=== Preparing to search for Artifacts ===
For the extraction of Artifacts, we need the following equipment:
{| class="wikitable sortable mw-collapsible mw-collapsed" | border="1" cellspacing="0" cellpadding="2" align="center"
! style="background-color:purple;color:white;" |Name
! style="background-color:purple;color:white;" |Used
! style="background-color:purple;color:white;" |Where to find?
! style="background-color:purple;color:white;" |Optional
|-
! Alden-Saraspova Counter
| A tool that is vitally important for tracking down the location of exotic and small anomalous energies.
| Found in the xenoarchaeologist's locker.
| Pixel shifting can help you find the locations of exotics easier, as it physically moves you closer, don't bet on it working 100% of the time though.
|-
! Hand Pickaxe
| Needed to dig holes in the rock. Digs up to 30cm, doesn't fit your xenoarchaeologist belt, so put in your backpack.
| Found in the xenoarchaeologist's locker.
|
|-
! Optical Meson Scanner
| Needed to find dig sites. Put it in the glasses slot. Found in the xenoarchaeologist's locker. Used to see through walls, however it cannot see creatures or items without a light.
| Found in the xenoarchaeologist's locker.
| Used to see through walls, however it cannot see creatures or items without a light.
|-
! Lantern
| Needed to illuminate the area, since the asteroid is a rather dark place.
| Found in the xenoarchaeologist's locker.
| I advise you to take two and put them in both pockets - this way you increase the chance of spotting xenos before they hit you.
|-
! Drilling accessories (Kinetic Accelerator, Mining Drill or others)
| You will often have to move deeper into the asteroid, so Drilling Supplies are a must.
| The Kinetic and Drill can be found on a table in the Excavation Preparation Room.
| In the west of the asteroid there is a large amount of aggressive fauna, so I strongly advise you to take the Kinetic - it is a fairly strong weapon in vacuum.
|-
! Excavation Suit, Hood, Mask, Air Tank, Suitcooler (Synth)
| Description: You work in space, so these things are required to be equipped. Don't forget to turn on the air supply or suit cooler when you go outside. You will find everything you need in the preparation for excavation section.
| You will find everything you need in the preparation for excavation section.
| An ugly yellow hardsuit that is immune to radiation, at least it’ll keep you safe.
|-
|}
Optional equipment:
*'''Locator Device (Direction Finder) and Locator Device (Beacon).''' Needed so that you can find your way to where you left the beacon. Tune the DF to the same frequency as the Beacon and restart the device. After a while, it will show an arrow indicating the general direction to the Beacon. Unfortunately, the device itself does not restart, so this has to be done manually each time.
*'''A GPS locator that shows your location.''' Sometimes it's very important not to get lost in the immense space.
*'''Universal Excavation Drill''' is a very useful thing that allows you to forget about a set of brushes, it has a trimmer length from 1 to 30 cm. Be sure to ask the scientists.


So, know the difference between the two jobs, and act accordingly. For now, Anomalists are quite dependent on Xenoarcheologists in that they need them to find anomalies, but I do hope that, in the future, the Research Outpost will start with pre-generated anomalies so that they can do their job without problem.
= Excavation process =
You are fully equipped, and now it's time to go to the open spaces of an unfriendly asteroid in search of ancient relics!
=== Fossil Excavations===
'''Step one. Find rock.'''


== Preparation: Before the Shuttle ==
Now that you're on the surface, you should look around for suitable rock formations. Explore the area near the Science Outpost with the Mining Goggles, looking for an anomalous rock type. It's best to explore the various tunnels in the center of the asteroids or mountains first. If you did not find anything there, or dug up all the possible Fossils, then begin working your way deeper into the rock. Use drilling tools, dig your own tunnels.
'''This section is largely moot at this point. Read below if you wish for more of an explanation.'''


You spawn in the Research department. In the past to properly RP this job you would have to gather a bunch of materials to set up a base camp on the asteroid. Thankfully the developers have seen fit to make your job much easier on you than it was in the past. To the West of the research outpost a camp has already been set up; it includes a workbench, locker, crate, racks with drills, and even some extra metal should you wish to expand your camp. In addition a hand labeler is inside of your locker with all of your other equipment on the research outpost.
'''Step two. Scan the rock.'''


If you wish, you may still be creative: What do you think a Xenoarcheologist would use on an excavation ? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like.
Finally, you have found a suitable piece of rock. Now you'll need to make preparations to dig into it. To begin, clear the area immediately around the rock area on all sides. First of all, you need to figure out what you are dealing with. Take out the Depth Scanner and scan the area of ​​the rock with an anomaly, then open the panel with the readings. Having opened the newest entry, you will see several informative points:
* 1. The depth of the anomaly: - how much we need to dig in order to pull it out.
* 2. The thickness of the rock layer above the anomaly: This is useful information about how deep to dig.
* 3. Dissonance: Describes the overall dimensions of the anomaly, this is not particularly useful.
* 4. Anomaly Material: Shows which field to use.


When you are done, go starboard/east of the Research department, after R&D, and board on the shuttle. Be sure the airlocks are closed before sending the shuttle, or [[Atmospherics]] will curse your name for the next ten generations.
'''Step three. Remove the top layer.'''


== Preparation: After the Shuttle ==
Now it's time to remove the rock layer above the Fossil. You need to calculate the distance that you need to go deep into the rock using this formula:
Now, you are on the Outpost. Given you are a Xenoarcheologist, you will mainly use the west part of it, which I will describe more precisely in the next chapters. For now, here’s a basic summary.


You arrive in the Research Dock. When you get out, you will see a small Medbay in front of you. South is the Expedition Prep room, which you will use very soon to get out of the Outpost. North is the break room, which leads to the rest of the Outpost. North of it are your two labs : The Spectrometer room, and the very badly named Sample Preparation room, which is not used for this anymore, but rather for making coolant when you run out of it. The rest of the building is mainly for the Anomalists, but feel free to explore it.
''Anomaly Depth - Clearance above anomaly depth = Amount [cm] to go deep''


Now, in the break room, you will see a bunch of items, namely, a camera, a clipboard, a folder, and paper. Feel free to take some of them to do a more thorough job, like taking pictures of your findings, writing reports, notes, theories, etc.  
Get out your Pickaxe and Digging Cutter Set. Each tool, be it a brush or a cutter, digs to a different distance.


But what you really need are latex gloves. At the extreme east of the Outpost, just next to the Long Term Storage room, you will see a smaller storage room, with various equipment in it. There is a box of latex gloves in there, take a pair. That way, if you find an anomaly, you will be able to move it without risking its activation and your death in very odd and atrocious sufferings.
[[File:Xenoarch picks.png]]
 
You can go back to the Expedition Prep room. On the right, you will see a door, which leads to two conveyor belts. They are useful to get some of your equipment out, namely, the crate you filled with equipment, the suspension field generator, and the two floodlights.
 
Now, it is time to speak about the proper Xenoarcheology equipment. All of these things are available in the Prep room, so, look in the lockers, the tables, the racks.
 
Now, let’s take a look at this picture. Items 1 to 6 go in the Excavation Belt, while 7 and 8 go into your backpack/satchel.
 
# '''Measuring Tape''': Tells you how deep you already dug into your site. Useful when you lose track of your excavation.
# '''Relay Positioning Device''': Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too.
# '''Excavation Pick Set''': Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.
# '''Tracking Beacon''': When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble, or if you simply lost your suspension field generator.
# '''Core Sampler''': Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.
# '''Wrench''': Needed to set the suspension field generator, which is necessary to collect artifacts.
# '''Hand Pickaxe''': The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.
# '''Locator Device''': Locates Tracking Beacons by tuning to their frequency.
# '''Depth Analysis Scanner''':  Absolute necessity. Tells you if the tile of rock in front of you, contains something, and gives you information about it if it is the case. Detailed later in this guide.
# '''Lantern''':  A very useful light source.
# '''Excavation Gear-Belt''': The belt that will allow you to carry most of your equipment.
# '''Optical Meson Scanner''': Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.
# '''Excavation Suit Hood'''
# '''Excavation Suit''': Both the suit and hood are absolute necessities. Needed to go EVA, protects you against radiations and partially against exotic particles, should you find an activated anomaly.
 
'''Note:''' ''Anomaly Suits are not vacuum proof. Excavation suits are the only suits on the Outpost that allow you to go EVA.''
 
Now, you probably know the rest: An oxygen tank, available in the same room, a breath mask also available there, and the latex gloves you were told to take earlier. You’ll notice we also have a camera, which is generally used to take photos of anomalies, and other rare things like skeletons (a combination of alien fossils) and the like. If you organize your equipment that way, you have enough space in your inventory to carry some equipment of your choice.
 
I, however, advise you to leave 3 free slots in your backpack, to carry the artifacts you find back to your camp.
 
== The Camp ==
Now that you are ready for the expedition, get into the airlock. As soon as you are out, take the equipment you’ve put on the conveyor belts west of the Outpost by crossing the bridge. There is an area large enough to build your camp, which is, as I said, quite a buff to your efficiency.
 
<strike>Once you have brought everything there, take out your metal sheets, and build some tables and racks, with a few chairs so that your character can sit down to study the artifacts.</strike>
As stated above this has changed and the base camp will already be set up for you at round start.
[[File:Research Outpost.png|left|thumb]]
 
The table and the racks at the bottom of the screen are quite self-explanatory, I put the equipment there. The two tables and the three racks on the upper part of the screen, however, have another purpose.
 
You will use those to put your findings. One tile per dig site. Basically, what you are expected to put there are your rock samples, your artifacts, and, when you have done it, your analysis and other paperwork, like photos and notes.
 
It is of the utmost importance you establish a pattern on how you organize your dig sites: Generally, I start from the left table to end on the racks, from bottom to upper part. This is very important, because as you dig out more sites, you will label the sample bags with a number (Dig Site 1, Dig Site 2, etc.) so that, when you go back to the Outpost for your analysis, you know which sample bag and which result belongs to these or those artifacts. So, you need to remember how you placed your various dig sites on your tables. Be simple.
 
== Mining ==
Now that your camp is set, it is time to start looking for the precious dig sites. For now, you only need two items : Your normal pick, and your Depth Analysis Scanner.
 
What you need to do is to dig a grid of 2-tile wide tunnels in the asteroid, with a very defined distance between them : Each time you lose your previous tunnel of sight, start a new one. That way, you will be able to see every tile you dig near to.


'''Note:''' ''If you were told to take your Depth Analysis Scanner, it is because some dig sites are actually invisible. So, every time you dig a tile, scan it first, to be sure you will not destroy precious artifacts. Excavation for invisible dig sites works exactly like for normal ones, so refer to the next chapter for their processing.''
The brush digs 1cm, then the picks dig in 2cm, 4cm, 6cm, 8cm, 10cm, 12cm and 30cm steps respectively.


== Excavation ==
You have excavated the rock down to the anomaly, and now it can be dug up. At this point, you can take a sample of the anomalous rock with the Rock Sampling Probe and perform a Spectrometric Analysis. This is an optional step, and is only really needed for RP (Find out the age of the anomaly, rock type, and so on.)
{{Hatnote|The lists for the different field types for the generator and the different excavation picks are at the end of this chapter.}}


At last, you have found a dig site, or your Depth Analysis Scanner pinged while you were looking for one. It is time to be precise and thorough.
'''Step four. Retrieving the Fossil.'''


If you click on your Depth Analysis Scanner, a screen similar to this one will appear.
Unlock the Suspension Field Generator with your card and position it with a wrench near the digsite so that the Generator is directed towards the anomaly. Now look at what the Deep Analysis Scanner tells you on the fourth point - Anomaly material, and, guided by the table below, set the desired mode on it.
[[File:Xenoarch depth.png|left|thumb]]


'''Time:''' The time at which the scan was made. Only for paperwork purposes.
{| class="wikitable sortable mw-collapsible mw-uncollapsed" | border="1" cellspacing="0" cellpadding="2" align="center"
! style="background-color:purple;color:white;" |Material
! style="background-color:purple;color:white;" |Field
|-
! Trace Organic Cells
| Diffracted Carbon Dioxide Laser
|-
! Long Exposure Particles
| Potassium Refrigerant cloud
|-
! Crystaline Structures
| Nitrogen Tracer Field
|-
! Metallic Derivative
| Mercury Dispersion Wave
|-
! Metallic Composite
| Ion Wafer Conduction
|-
! Unknown
| Nothing
|}


'''Coords:''' Coordinates of the dig site. Paperwork purposes too.


'''Anomaly depth:''' The depth at which your artifact resides.
Now turn on the generator. A sparkling field should appear covering the working surface of the wall, its appearance means that you can safely continue. At this stage, you need to take a brush that digs exactly as much as the thickness of the layer of rock above the anomaly (Clearance above anomaly depth). Every time an object gets into the generator field, it will pick it up. Turn off the generator to inspect what you've found - if you're lucky, your fossil will be there, if not, it will turn out to be a shiny spotted stone ("Strange Rock"). In the latter case, you will need to burn the Fossil out of the remains of the stone. Put the Strange Stone in the Fossil Bag and at the outpost use the burner or the smallest dig brush on it. There is a chance of failure. Of course, you can do this while in space.


'''Clearance above anomaly depth:''' The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.
As a rule, there are several fossils in one section of the rock at once, so scan it again and repeat the whole process. Do not forget to take into account in the calculations that you have already dug a hole of a certain depth here.


'''Dissonance spread:''' Quite useless, a 1 means it is an artifact, other numbers indicate an anomaly, but in this case, the scan is different enough to render this information useless.
=== Artifact Excavation ===
'''Step one. Find an artifact.'''  


'''Anomaly material:''' Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.
With a fully equipped xenoarcheology belt, delve into the dark depths of the many cave systems dotted around the colonies, your task will be to use the Alden Saraspova Counter to scan for any exotic energies radiating from the anomaly. Using the AS Counter in your hands will give you the distance of any exotic artifacts, or any small artifacts located in the area. You will need to keep activating it until you find your nearest dig site;
Note: Not all anomalies have identifying marks, so once you get close, use your Depth Analysis Scanner to ensure you don’t accidentally destroy anything.


Now that you have this information, bring the Suspension Field Generator to the dig site. You need two free tiles around the site, so that you can put your generator on one, and be on the other one. Fix it to the ground, and do not activate it yet. For now, what we need is a rock sample.
'''Step two. Dig up an artifact.'''


For that purpose, you will need to dig just before the cavity starts. It means you need to subtract the Clearance from the anomaly depth, and dig at this distance. In the case of the image below, the artifact is at '''30 cm''' and the clearance is '''6 cm''', so I need to dig '''24 cm'''. Now that you have dug this distance, take your Core Sampler and click on the dig site. The red light will turn green, meaning that a sample was taken.
Artifacts are always below 200 cm of rock, that is, at the very bottom. There are usually a few more Fossils in the rock before the Artifact, and you can dig them out before you get to the Artifact. Grab your pickaxe and start digging into the rock patch. Soon you'll dig it all the way out and "Rocky Derbis" will appear. Dig them up with the Pickaxe and you'll obtain your artifact! Then it's just a matter of bringing it back to the science outpost.


'''Note:''' ''You only need one sample per dig site.''
= Learning process =
Encouraged by a new find, you yourself and the found fossils to the Science Outpost. But... What to do next? Explore! Put on your goggles, lab coat and gloves, then get ready to spend quite some time in the lab.


Now you can focus on the excavation. You will need to strike at the exact anomaly depth if you want to directly collect the artifact. Here, the Depth Analysis Scanner tells me the artifact contains traces of Organic Cells, so I activate a Diffracted Carbon Dioxide Laser, and I dig 6 cm to reach the anomaly. I turn the suspension field generator off, and...
=== Exploring Fossils ===
[[File:Xenoarch suspfield.png|left|thumb]]
Fossils can be studied in a variety of ways.


Here is your artifact, excavated in the most efficient way possible.
'''Primary Analysis:'''  To begin, you should scan your artifact/fossil with the Anomaly Scanner, reading what it gives you and referring to the other charts if it has an activation index. If it is a weapon, you may want to test them on critters which come from dehydrated cubes, unless of course you find a willing crewmate to test it on.


Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging.
'''Spectrometry:''' The proper way to analyse your fossils is by using the Radiocarbon Spectrometer, typically found in the Science Outpost’s Anomaly Lab; during the process of scanning, the spectrometer will give off radiation, so it is suggested that you wear the provided Excavation or Anomaly suits provided.


'''Note:''' ''This example is for a precise excavation. If you dig too far, the artifact breaks. But, if you dig too short, and you end up in the cavity of the artifact, you will get this.''
'''Radiocarbon spectrometer''':
A device which analyses all of the information about a fossil/artefact at once. It looks rather complicated interface, but this is only at first glance, in fact, you’ll find that it’s rather simple.
Listed below are the tabs contained within the device.


[[File:Xenoarch cavity.png]]
[[File:Xenoarch spectroconsole.png|525px|thumb|right]]


''This is a strange rock. While not being a total failure, a strange rock is bad. First, because you need to open it with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.''
1) '''Scanner'''
* Scan progress – How long you’ve left to <s>suffer</s> wait until the scan is complete.
* Vacuum seal integrity – How damaged the device is, typically it will need repairing after a scan, this is done using nanopaste.


When you are done with the excavation, bring your sample and findings back to the Camp, where you will organize them in the way you see fit, like I explained in the Camp chapter.
2) '''MASER'''
* MASER Efficiency – The higher the better.
* Optimal Wavelength – The KHz levels that you wish to achieve for maximum efficiency, highly susceptible to sudden changes
* Current Wavelength – Use the buttons to make this match the optimal.


Now, here are the two lists for the various excavation picks and the different fields of the generator.
3) '''Environment/Internal'''
* Centrifuge Speed
* Internal Temperature (Kelvin) – Keep your eye glued to this, as if it gets too high you will have to restart the scan.


[[File:Xenoarch picks.png]]
4) '''Radiation'''
This will indicate when radiation is emitted; so long as you have an anomalous or excavation suit on, it should not matter. You may have to stifle the amount of radiation in order to preserve your temperatures, however, this step can largely be ignored if you are immune to radiation.


You’ll notice some of the fields are missing: It is because they are useless. The last line, Unknown, is linked to anomalies, which will be talked about in a later chapter.
5) '''Cooling'''
* Coolant Remaining – Vitally important in keeping the temperature low, as mentioned before, if the scan gets too hot it will fail.
* Coolant Flow – How fast it is flowing, try not to use too much.
* Coolant Purity – This can actually make some funky chemicals, such as Hyperzine, Iced Coffee, Milkshake or Cryoxadon, as well as some others.


== Analysis: Spectrometry ==
Short Algorithm:
So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labeled them all according to a memorable pattern. Now, take all the samples, put them in your crate, and head back to the Outpost, for the Spectrometer analysis.
* 1. Put on an anomaly or excavation suit.
[[File:Xenoarch Spectrometer Rack.png|left|thumb]]
* 2. Click "Begin Scan".
* 3. Match the optimal wavelength to the current wavelength whenever possible, or at least close.
* 4. Monitor the temperature, if you see a spike you will need to add more coolant; try not to use too much as you can only add it when the machine isn’t scanning.  
* Coolant can be refilled using the blue canisters found in the Anomaly Lab, alternatively, you can ask Chemistry to make it with equal parts Oxygen Water and Tungsten.


Here is the Spectrometry Laboratory. In the room, you see a coolant tank, a bucket, some nanopaste, and three spectrometers. In order to have an organized analysis, I suggest you only use one, most particularly, the upper one, since it avoids the usual back & forth to provide it with coolant. Once it is filled with coolant, take your first sample, take the rock sample in it, and put it in the spectrometer.
After the scan is completed, the result will appear in the lower field and will be duplicated in the printed version.


'''Note:''' ''Once again, use only one Spectrometer, and start with your Dig Site 1, then 2, etc. The results of the analysis are chronologically numerated, so, that way, you will have correspondence between your samples and your results.''
'''Fossil Types Studied'''
[[File:Xenoarch spectroconsole.png|left|thumb]]


Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.
NanoTrasen probably won't have any information about your findings, but there are short essays on each type of Fossil:


'''Scanner:''' Indicates the progress of the scan, and the "health" of the spectrometer. When it is too low, use nanopaste to fix it.
* '''Plant Fossils''' – Through the power of longevity, plant fossils have found their way into your hands, you can recreate them by putting them into a seed extractor found inside the Xenobotany lab. Once the resulting seeds are collected, you can then use a plant analyser on them to see what effects they may have, and what special atmospheric requirements they may need. These plants can have unique production capabilities, such as generating chemicals, or even materials; the possibilities are endless!
* '''Animal Fossils''' – After dying in a cave a long time ago, these fossils are mostly useless in terms of application, however if you add some bones to a skull you can make a pretty exhibit of an ancient species.
* '''Weapon''' - This can be both a melee weapon and various firearms or energy weapons. For example, you might get a baseball bat, a cult sword, a claymore, a katana.
* '''Ancient household items/Ancient tools''' - Various things used by aliens from other parts of the galaxy. They may be useless, but usually have very weird and incomprehensible properties. Good luck learning them.
* '''Ancient Remains''' - Remains of various creatures, such as: robots, humans, xenomorphs. Try to study their composition, and perhaps you will find something interesting.


'''MASER:''' The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.
=== Exploring Artifacts ===
'''Warning! Research the artifacts at the Science Outpost - many of them are too dangerous to transport to the station, and if other players get hurt in the process, you could get banned!'''


'''Environment / Internal:''' The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.
Studying Artifacts is a more difficult task than studying Fossils.


'''Radiation:''' Sometimes, radiation outbursts happen during the scan. You can enable the Radiation Shielding, but it stops the scan, so I rather suggest you keep your excavation suit on yourself, since it protects you against it. That way, you can totally ignore this factor.
'''Precautions.''' Your lab has protection against the anomalous waves of Artifact exposure, don't forget to wear it when you're doing research.
{| class="wikitable"
! Remedy
! Efficiency(0 to 1)
|-
| Particle protection suit
| 0.6
|-
| Particle protection hood
| 0.3
|-
| Latex gloves
| 0.1
|-
| science googles
| 0.1
|}
'''Scanning the Artifact.''' It is necessary to scan the Artifact in the "Anomaly Scanner". The scanner will give you a sheet of paper with information that you can use to determine the activation algorithms, range, and effects of the Artifact. Do this, and carefully read what the Scanner gave you.


'''Cooling:''' Rather simple to understand. It is what keeps the Internal Temperature low. On this screen, you see I put the flow rate at 2 u/s : It is best to keep it that way, 2 u/s gives you plenty of time before emptying it, and avoids overheat in almost every case.
'''Artifact Effects'''


If you followed these instructions, the only part you need to focus on is the MASER field, since it is the only one that will necessitate you to fiddle with during the scan.
Using this chart and the paper the scanner gives you, you should be able to figure out the approximate range of your Artifact's effects.
{| class="wikitable"
! Analysis text
! Possible effects
|-
| concentrated energy emissions
| nothing.
|-
| intermittent psionic wavefront
| Bad Feelings, Good Mood, Drowsiness, Unconsciousness
|-
| electromagnetic energy
| Battery Charge, Battery Absorption, EMP, Synth Heal, Synth Damage
|-
| high frequency particles
| Radiation, Heal Synths, Damage to Synths, Shielding Field
|-
| organically reactive exotic particles
| Cold, Gene Change, Healing, Heating, Pain, Radiation, Drowsiness, Unconsciousness
|-
| interdimensional/bluespace? phasing
| Cold, CO2, Nitrogen, Oxygen, Phoron, Heat, Teleportation
|-
| atomic synthesis
| Cold, CO2, Nitrogen, Oxygen, Phoron, Heating
|-
| low energy emissions
| The artifact beats like a Tesla. Bring the grounders!
|}'''Effect range'''
Use this to determine the range of the Artifact's effects.


Now, you begin your scan, keep the Wavelength in check, and normally, the scan goes very well without any trouble. The machine pings, ejects your rock sample, and prints the result of the scan.
{| class="wikitable"
[[File:Xenoarch specresults.png|left|thumb]]
! Analysis text
! Range
|-
| interspersed throughout substructure and shell.
| Touch
|-
| emitting in an ambient energy field.
| Aura
|-
| emitting in periodic bursts.
| Pulse
|}'''Activation algorithms'''
This table is divided into "primary" and "secondary" effects. They differ from each other only in their wording.


Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.
{| class="wikitable"
! Primary text of analysis
! Secondary text analysis
! Possible activation algorithms
|-
| Activation index involves physical interaction with artifact surface.
| Activation index involves physical interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering.
| Touch, [[Guide_to_Chemistry#Water|Water]], [[Guide_to_Chemistry#Sulphuric_Acid|Acid]], [[Guide_to_Chemistry#Thermite|Explosives''(Thermite)'']], Toxins''(Toxins, Neurotoxin)'' .
|-
| Activation index involves energetic interaction with artifact surface.
| Activation index involves energetic interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering.
| Hitting an Artifact''(For the Ataklog to spawn)'', Energy''(Energy Sword, Cultist Sword, Cryptographic Sequencer, Multitool or Shock Stick)'', Heat''(Ambient temperature must be above 375. You can try using the burner on Artifact to recognize this activation algorithm)'', Cooling''(Ambient temperature must be below 225)''.
|-
| Activation index involves precise local atmospheric conditions.
| Activation index involves precise local atmospheric conditions, but subsystems indicate anomalous interference with standard attempts at triggering.
| Phorone, Oxygen, Carbon Dioxide, Nitrogen.''(Must be 10 or more moles of suitable gas in air)''
|-
| Unable to determine any data about activation trigger.
| Unable to determine any data about activation trigger.
| No activation found. It is possible that when a person approaches
|}
''To make Neurotoxin you need to mix Pan-Galactic Gargle Blaster (ask at the bartender) and Sleep Toxin in a 1:1 ratio.''


== Analysis: Chemistry ==
Not all Artifacts require an activation, and you may often encounter effects that are not listed in these tables. Be careful. And remember - it's all for the sake of science!
Obviously, the coolant in the tank is not enough to last the entire shift. It is generally empty after three spectrometer scans. You can still use water as a less efficient coolant, but here is a better solution.


Go into the room east of the Spectrometer room. Here is the Chemistry lab, which was once used to prepare the samples for the Spectrometer scans, before the system was reworked to be simpler. But it is still of use: Grab the two large beakers of the room, and make coolant. The formula is quite simple:
= Research Facilities =
Your research station has various workstations designed specifically for the study and use of artifacts, and one for storing them.
Tip: When you start exploring, always keep a crowbar with you! This could save your life.


'''Oxygen + Water + Tungsten'''
=== Anomaly Analyzer ===
A device used to examine the exotic artifacts, and figure out their activation index as well as the effect they may have.


Now, you have an unlimited source of coolant to keep your Spectrometer working!
=== Exotic Particle Collection ===
This is needed for utilizing artifacts. Used alongside 4 anomalous batteries and 2 anomaly power utilizers designed to store artifacts' anomalous powers.
*Small usage algorithm:
  1. Put the anomaly in the frame of the collector.
  2. Put the battery into the collector.
  3. Turn it on for charging.
  4. We take out the charged battery.
  5. We put it in the utilizer.
  6. We have a portable controlled anomaly in our hand! Now you can experiment.


== Study ==
=== Anomaly Testing Chamber ===
Now that you have analyzed all your samples, it is time to bring all of this to the camp. Put your sample bags and reports in the crate, and drag it back there. Then, put them on their respective tables, so that you have every information you need available.
This room has pumps flowing both in and out of the room, used for controlling the temperature of the anomalies which require precise local atmospheric conditions, as well as contain artifacts which generate their own gases. It consists of two parts, the testing chamber itself, and the observation room where you can insert or remove gases from the chamber; as well as fire at your artifact with an emitter. (If it has an energetic activation.)


Now you have organized all your findings… Be RP, be creative! Look at your 800 years old weapons of your Dig Site 4. Maybe they belonged to the species depicted on this 850 years old bowl, in your Dig Site 2? Basically, make logical links between your findings, invent stories, entire civilizations, wars, religions, the possibilities are quite huge. Maybe when you have enough data, you’ll write a book about it? Xenoarcheology may be a very lonely job, but it still gives you plenty of occasions to make great RP, so just go crazy.
To activate the scrubbers or vents, you need to toggle the remote access on the air alarm, and use the Atmopsherics PCU located in, or near the observation room.


== Anomalies ==
* An example of an algorithm using gas:
But, while you have fun with your trinkets and old plant fossils, your buddies in the Anomaly department are still waiting for anomalies to work with.  
1. We transfer the artifact to the test part.
2. We bring from the room opposite the canister with phoron and connect it to the port (connector port) with a wrench.
3. Turn on the gas pump (right) directed to the test room and turn the valve. We are waiting for a couple of minutes.
4. We look at the result.
5. Turn off the right pump and turn on the pump (left) directed into the canister.
6. We wait until the phoron goes back into the canister. Then we turn the valve again to close the pipe.
7. Turn off the pump.


They are found the same way you find artifacts: Scan a tile, if it doesn't ping, nothing, if it pings, excavate it. To make your life a lot easier, the  Alden Saraspova Counter tool can be used to track anomalies. Rather than scanning every tile, this tool will find the closest anomaly and display your distance from it. Every time you change position, you can use it again, getting closer with each scan. Once you're within a few meters, you can begin to scan tiles confident that one of them will ping and contain an anomaly. Generally, anomalies are hidden behind a bunch of artifacts, so finding them is generally a matter of luck. You know you have found an anomaly when your Depth Analysis Scanner tells you this:
* An example of an algorithm using a heating system:
[[File:Xenoarch depthanomaly.png|left|thumb]]
1. We transfer the artifact to the test part.
2. We bring an air canister from the room opposite and connect it with a wrench to the lower port (connector port) in the room with the heating system (to the left of 1 room).
  3. Turn on the pump to full and wait for all the air to go into the pipes.
3. We go into the heating system and set the Target to about 400K and turn it on.
4. We wait until the air heats up to the desired temperature.
5. Drag the canister to the upper port (connector port) and connect it, turning the pump on full.
6. Using a PDA with the gas analysis function enabled, check the temperature of the canister. We wait until the temperature of the canister becomes more than 375K degrees (or below 225K, if the artifact is activated from the cold) and wait until the air returns back to the canister ..
7. We carry the canister to the 3rd room and connect it to the port.
8. Turn on the right pump to full and turn the valve. Waiting for a couple of minutes
9. We look at the result.
10. Turn off the right pump and turn on the pump (left) directed into the canister. We are waiting for the air to go back.
11. We turn the valve to close the pipe and turn off the pump.
* '''Caution!''' Do not set fire to the phoron in the test section, in most cases the glass will crack and you will suffer profuse burns if you survive at all


At this point, it means you need to dig at a depth of 200 cm. Once you are there, the external rock collapses, leaving a rocky debris. Scan it once again, and you’ll get another bunch of results, which are quite erratic, so don’t focus on them. For the excavation, you do not need your field generator, so just grab a small pick, smaller than 8 cm, and start digging. At one moment or another, the rocky debris will collapse too, leaving you with the anomaly. At this point, you might want to take a photo or something else, to add to your own paperwork.


Then, simply bring back the anomaly to the conveyor belts of the Outpost, tell your coworkers that the anomaly is ready to be brought inside, and let them handle the reception and analysis, so that you can go back to your own work.
{{Gameplay guides}}
[[Category:Research Locations]]
[[Category:Game Resources]]
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 16:48, 14 October 2022

This guide is not only a guide to basic Xenoarcheology, it is also a guide to be an efficient and realist Xenoarcheologist. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciable to work with a tidy coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, those kind of things.

Preparing for excavations

So, you are a xenoarchaeologist. Get ready to excavate the asteroid in search of ancient artifacts. To start excavations, you first need to determine their purpose. There are two types of finds:

  • Fossils - These are small finds that can be placed in your backpack. These include: Plant/Animal Fossils, Ancient Weapons, Ancient Household Items, and Devices of Unknown Purpose. In terms of game mechanics, some items may be useless, but you can always find out their age and origin.
  • Artifacts - Large devices that lay under layers of rock for centuries until you found them. Will not fit in a pocket. Attention! They can be extremely dangerous and should be handled with care. More interesting than Fossils, but also much more dangerous.

The methods of finding and excavating them differ from each other, so I advise you to immediately decide on the goal (you can search for both Artifacts and Fossils).

Preparing for Fossil Search

For Mining, we need the following equipment:

Name Used Where to find? Optional
Alden-Saraspova Counter A tool that is vitally important for tracking down the location of exotic and small anomalous energies. Found in the xenoarchaeologist's locker. Pixel shifting can help you find the locations of exotics easier, as it physically moves you closer, don't bet on it working 100% of the time though.
Hand Pickaxe Needed to dig holes in the rock. Digs up to 30cm, doesn't fit your xenoarchaeologist belt, so put in your backpack. Found in the xenoarchaeologist's locker.
Brush Reliably brushes away the dirt and debris from the surface of “strange rocks”, Can be stored behind the ear, in the Pickset, or in the Excavation Toolbelt. Can be found in the Excavation Pickset in the Xenoarcheology locker
Optical Meson Scanner Needed to find dig sites. Put it in the glasses slot. Found in the xenoarchaeologist's locker. Used to see through walls, however it cannot see creatures or items without a light. Found in the xenoarchaeologist's locker. Used to see through walls, however it cannot see creatures or items without a light.
Lantern Needed to illuminate the area, since the asteroid is a rather dark place. Found in the xenoarchaeologist's locker. I advise you to take two and put them in both pockets - this way you increase the chance of spotting xenos before they hit you.
Fossil Satchel Used to store "Strange Stones" and plant/animal fossils Found in the xenoarchaeologist's locker. Use this bag to transport your fossils as they are very fragile.
Drilling accessories (Kinetic Accelerator, Mining Drill or others) You will often have to move deeper into the asteroid, so Drilling Supplies are a must. The Kinetic and Drill can be found on a table in the Excavation Preparation Room. In the west of the asteroid there is a large amount of aggressive fauna, so I strongly advise you to take the Kinetic - it is a fairly strong weapon in vacuum.
Excavation Suit, Hood, Mask, Air Tank, Suitcooler (Synth) You work in space, so these things are required to be equipped. Don't forget to turn on the air supply or suit cooler when you go outside. You will find everything you need in the preparation for excavation section. You will find everything you need in the preparation for excavation section. An ugly yellow hardsuit that is immune to radiation, at least it’ll keep you safe.
Excavation gear-belt (Xenoarchaeologist's Belt) It is necessary for the convenience of storing your tools. Put it on your belt. Found in the xenoarchaeologist's locker.
Excavation Pick Set A set of incisors is necessary for a thorough examination and deepening into a section of rock containing Fossils. Put it in your belt. Found in the xenoarchaeologist's locker.
Core Sampler (Probe for collecting rock samples) With it, you can take rock samples that you need for "Spectrometric Analysis". Put it in your belt. Found in the xenoarchaeologist's locker.
Measuring Tape Measures how far you've gone in excavating a particular piece of rock. Put it in your belt. Found in the xenoarchaeologist's locker.
Wrench Be sure to grab a wrench! It is necessary to set the Field Generator into working position. Put it in your belt. Can be found on the table insection of preparation for excavations.
Depth Analysis Scanner This device detects ancient formations and will be one of your most used devices. The analyzer gives you the information you need to calibrate your Field Generator, calculate the depth you'll be digging to, and even the GPS coordinates of your dig. Put it in your belt. Found in the xenoarchaeologist's locker.
Suspension Field Generator The field generator is needed to carefully extract from the rock the area in which the ancient Fossil is located. It is located in the compartment for preparation for excavations in one copy. Do not forget to turn it off, otherwise it will quickly run out of battery. To replace it, use a screwdriver and a crowbar on the generator, remove the used battery, and put in a new one, closing the panel in the same sequence.

Preparing to search for Artifacts

For the extraction of Artifacts, we need the following equipment:

Name Used Where to find? Optional
Alden-Saraspova Counter A tool that is vitally important for tracking down the location of exotic and small anomalous energies. Found in the xenoarchaeologist's locker. Pixel shifting can help you find the locations of exotics easier, as it physically moves you closer, don't bet on it working 100% of the time though.
Hand Pickaxe Needed to dig holes in the rock. Digs up to 30cm, doesn't fit your xenoarchaeologist belt, so put in your backpack. Found in the xenoarchaeologist's locker.
Optical Meson Scanner Needed to find dig sites. Put it in the glasses slot. Found in the xenoarchaeologist's locker. Used to see through walls, however it cannot see creatures or items without a light. Found in the xenoarchaeologist's locker. Used to see through walls, however it cannot see creatures or items without a light.
Lantern Needed to illuminate the area, since the asteroid is a rather dark place. Found in the xenoarchaeologist's locker. I advise you to take two and put them in both pockets - this way you increase the chance of spotting xenos before they hit you.
Drilling accessories (Kinetic Accelerator, Mining Drill or others) You will often have to move deeper into the asteroid, so Drilling Supplies are a must. The Kinetic and Drill can be found on a table in the Excavation Preparation Room. In the west of the asteroid there is a large amount of aggressive fauna, so I strongly advise you to take the Kinetic - it is a fairly strong weapon in vacuum.
Excavation Suit, Hood, Mask, Air Tank, Suitcooler (Synth) Description: You work in space, so these things are required to be equipped. Don't forget to turn on the air supply or suit cooler when you go outside. You will find everything you need in the preparation for excavation section. You will find everything you need in the preparation for excavation section. An ugly yellow hardsuit that is immune to radiation, at least it’ll keep you safe.

Optional equipment:

  • Locator Device (Direction Finder) and Locator Device (Beacon). Needed so that you can find your way to where you left the beacon. Tune the DF to the same frequency as the Beacon and restart the device. After a while, it will show an arrow indicating the general direction to the Beacon. Unfortunately, the device itself does not restart, so this has to be done manually each time.
  • A GPS locator that shows your location. Sometimes it's very important not to get lost in the immense space.
  • Universal Excavation Drill is a very useful thing that allows you to forget about a set of brushes, it has a trimmer length from 1 to 30 cm. Be sure to ask the scientists.

Excavation process

You are fully equipped, and now it's time to go to the open spaces of an unfriendly asteroid in search of ancient relics!

Fossil Excavations

Step one. Find rock.

Now that you're on the surface, you should look around for suitable rock formations. Explore the area near the Science Outpost with the Mining Goggles, looking for an anomalous rock type. It's best to explore the various tunnels in the center of the asteroids or mountains first. If you did not find anything there, or dug up all the possible Fossils, then begin working your way deeper into the rock. Use drilling tools, dig your own tunnels.

Step two. Scan the rock.

Finally, you have found a suitable piece of rock. Now you'll need to make preparations to dig into it. To begin, clear the area immediately around the rock area on all sides. First of all, you need to figure out what you are dealing with. Take out the Depth Scanner and scan the area of ​​the rock with an anomaly, then open the panel with the readings. Having opened the newest entry, you will see several informative points:

  • 1. The depth of the anomaly: - how much we need to dig in order to pull it out.
  • 2. The thickness of the rock layer above the anomaly: This is useful information about how deep to dig.
  • 3. Dissonance: Describes the overall dimensions of the anomaly, this is not particularly useful.
  • 4. Anomaly Material: Shows which field to use.

Step three. Remove the top layer.

Now it's time to remove the rock layer above the Fossil. You need to calculate the distance that you need to go deep into the rock using this formula:

Anomaly Depth - Clearance above anomaly depth = Amount [cm] to go deep

Get out your Pickaxe and Digging Cutter Set. Each tool, be it a brush or a cutter, digs to a different distance.

Xenoarch picks.png

The brush digs 1cm, then the picks dig in 2cm, 4cm, 6cm, 8cm, 10cm, 12cm and 30cm steps respectively.

You have excavated the rock down to the anomaly, and now it can be dug up. At this point, you can take a sample of the anomalous rock with the Rock Sampling Probe and perform a Spectrometric Analysis. This is an optional step, and is only really needed for RP (Find out the age of the anomaly, rock type, and so on.)

Step four. Retrieving the Fossil.

Unlock the Suspension Field Generator with your card and position it with a wrench near the digsite so that the Generator is directed towards the anomaly. Now look at what the Deep Analysis Scanner tells you on the fourth point - Anomaly material, and, guided by the table below, set the desired mode on it.

Material Field
Trace Organic Cells Diffracted Carbon Dioxide Laser
Long Exposure Particles Potassium Refrigerant cloud
Crystaline Structures Nitrogen Tracer Field
Metallic Derivative Mercury Dispersion Wave
Metallic Composite Ion Wafer Conduction
Unknown Nothing


Now turn on the generator. A sparkling field should appear covering the working surface of the wall, its appearance means that you can safely continue. At this stage, you need to take a brush that digs exactly as much as the thickness of the layer of rock above the anomaly (Clearance above anomaly depth). Every time an object gets into the generator field, it will pick it up. Turn off the generator to inspect what you've found - if you're lucky, your fossil will be there, if not, it will turn out to be a shiny spotted stone ("Strange Rock"). In the latter case, you will need to burn the Fossil out of the remains of the stone. Put the Strange Stone in the Fossil Bag and at the outpost use the burner or the smallest dig brush on it. There is a chance of failure. Of course, you can do this while in space.

As a rule, there are several fossils in one section of the rock at once, so scan it again and repeat the whole process. Do not forget to take into account in the calculations that you have already dug a hole of a certain depth here.

Artifact Excavation

Step one. Find an artifact.

With a fully equipped xenoarcheology belt, delve into the dark depths of the many cave systems dotted around the colonies, your task will be to use the Alden Saraspova Counter to scan for any exotic energies radiating from the anomaly. Using the AS Counter in your hands will give you the distance of any exotic artifacts, or any small artifacts located in the area. You will need to keep activating it until you find your nearest dig site; Note: Not all anomalies have identifying marks, so once you get close, use your Depth Analysis Scanner to ensure you don’t accidentally destroy anything.

Step two. Dig up an artifact.

Artifacts are always below 200 cm of rock, that is, at the very bottom. There are usually a few more Fossils in the rock before the Artifact, and you can dig them out before you get to the Artifact. Grab your pickaxe and start digging into the rock patch. Soon you'll dig it all the way out and "Rocky Derbis" will appear. Dig them up with the Pickaxe and you'll obtain your artifact! Then it's just a matter of bringing it back to the science outpost.

Learning process

Encouraged by a new find, you yourself and the found fossils to the Science Outpost. But... What to do next? Explore! Put on your goggles, lab coat and gloves, then get ready to spend quite some time in the lab.

Exploring Fossils

Fossils can be studied in a variety of ways.

Primary Analysis: To begin, you should scan your artifact/fossil with the Anomaly Scanner, reading what it gives you and referring to the other charts if it has an activation index. If it is a weapon, you may want to test them on critters which come from dehydrated cubes, unless of course you find a willing crewmate to test it on.

Spectrometry: The proper way to analyse your fossils is by using the Radiocarbon Spectrometer, typically found in the Science Outpost’s Anomaly Lab; during the process of scanning, the spectrometer will give off radiation, so it is suggested that you wear the provided Excavation or Anomaly suits provided.

Radiocarbon spectrometer: A device which analyses all of the information about a fossil/artefact at once. It looks rather complicated interface, but this is only at first glance, in fact, you’ll find that it’s rather simple. Listed below are the tabs contained within the device.

Xenoarch spectroconsole.png

1) Scanner

  • Scan progress – How long you’ve left to suffer wait until the scan is complete.
  • Vacuum seal integrity – How damaged the device is, typically it will need repairing after a scan, this is done using nanopaste.

2) MASER

  • MASER Efficiency – The higher the better.
  • Optimal Wavelength – The KHz levels that you wish to achieve for maximum efficiency, highly susceptible to sudden changes
  • Current Wavelength – Use the buttons to make this match the optimal.

3) Environment/Internal

  • Centrifuge Speed
  • Internal Temperature (Kelvin) – Keep your eye glued to this, as if it gets too high you will have to restart the scan.

4) Radiation This will indicate when radiation is emitted; so long as you have an anomalous or excavation suit on, it should not matter. You may have to stifle the amount of radiation in order to preserve your temperatures, however, this step can largely be ignored if you are immune to radiation.

5) Cooling

  • Coolant Remaining – Vitally important in keeping the temperature low, as mentioned before, if the scan gets too hot it will fail.
  • Coolant Flow – How fast it is flowing, try not to use too much.
  • Coolant Purity – This can actually make some funky chemicals, such as Hyperzine, Iced Coffee, Milkshake or Cryoxadon, as well as some others.

Short Algorithm:

  • 1. Put on an anomaly or excavation suit.
  • 2. Click "Begin Scan".
  • 3. Match the optimal wavelength to the current wavelength whenever possible, or at least close.
  • 4. Monitor the temperature, if you see a spike you will need to add more coolant; try not to use too much as you can only add it when the machine isn’t scanning.
  • Coolant can be refilled using the blue canisters found in the Anomaly Lab, alternatively, you can ask Chemistry to make it with equal parts Oxygen Water and Tungsten.

After the scan is completed, the result will appear in the lower field and will be duplicated in the printed version.

Fossil Types Studied

NanoTrasen probably won't have any information about your findings, but there are short essays on each type of Fossil:

  • Plant Fossils – Through the power of longevity, plant fossils have found their way into your hands, you can recreate them by putting them into a seed extractor found inside the Xenobotany lab. Once the resulting seeds are collected, you can then use a plant analyser on them to see what effects they may have, and what special atmospheric requirements they may need. These plants can have unique production capabilities, such as generating chemicals, or even materials; the possibilities are endless!
  • Animal Fossils – After dying in a cave a long time ago, these fossils are mostly useless in terms of application, however if you add some bones to a skull you can make a pretty exhibit of an ancient species.
  • Weapon - This can be both a melee weapon and various firearms or energy weapons. For example, you might get a baseball bat, a cult sword, a claymore, a katana.
  • Ancient household items/Ancient tools - Various things used by aliens from other parts of the galaxy. They may be useless, but usually have very weird and incomprehensible properties. Good luck learning them.
  • Ancient Remains - Remains of various creatures, such as: robots, humans, xenomorphs. Try to study their composition, and perhaps you will find something interesting.

Exploring Artifacts

Warning! Research the artifacts at the Science Outpost - many of them are too dangerous to transport to the station, and if other players get hurt in the process, you could get banned!

Studying Artifacts is a more difficult task than studying Fossils.

Precautions. Your lab has protection against the anomalous waves of Artifact exposure, don't forget to wear it when you're doing research.

Remedy Efficiency(0 to 1)
Particle protection suit 0.6
Particle protection hood 0.3
Latex gloves 0.1
science googles 0.1

Scanning the Artifact. It is necessary to scan the Artifact in the "Anomaly Scanner". The scanner will give you a sheet of paper with information that you can use to determine the activation algorithms, range, and effects of the Artifact. Do this, and carefully read what the Scanner gave you.

Artifact Effects

Using this chart and the paper the scanner gives you, you should be able to figure out the approximate range of your Artifact's effects.

Analysis text Possible effects
concentrated energy emissions nothing.
intermittent psionic wavefront Bad Feelings, Good Mood, Drowsiness, Unconsciousness
electromagnetic energy Battery Charge, Battery Absorption, EMP, Synth Heal, Synth Damage
high frequency particles Radiation, Heal Synths, Damage to Synths, Shielding Field
organically reactive exotic particles Cold, Gene Change, Healing, Heating, Pain, Radiation, Drowsiness, Unconsciousness
interdimensional/bluespace? phasing Cold, CO2, Nitrogen, Oxygen, Phoron, Heat, Teleportation
atomic synthesis Cold, CO2, Nitrogen, Oxygen, Phoron, Heating
low energy emissions The artifact beats like a Tesla. Bring the grounders!

Effect range

Use this to determine the range of the Artifact's effects.

Analysis text Range
interspersed throughout substructure and shell. Touch
emitting in an ambient energy field. Aura
emitting in periodic bursts. Pulse

Activation algorithms

This table is divided into "primary" and "secondary" effects. They differ from each other only in their wording.

Primary text of analysis Secondary text analysis Possible activation algorithms
Activation index involves physical interaction with artifact surface. Activation index involves physical interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering. Touch, Water, Acid, Explosives(Thermite), Toxins(Toxins, Neurotoxin) .
Activation index involves energetic interaction with artifact surface. Activation index involves energetic interaction with artifact surface, but subsystems indicate anomalous interference with standard attempts at triggering. Hitting an Artifact(For the Ataklog to spawn), Energy(Energy Sword, Cultist Sword, Cryptographic Sequencer, Multitool or Shock Stick), Heat(Ambient temperature must be above 375. You can try using the burner on Artifact to recognize this activation algorithm), Cooling(Ambient temperature must be below 225).
Activation index involves precise local atmospheric conditions. Activation index involves precise local atmospheric conditions, but subsystems indicate anomalous interference with standard attempts at triggering. Phorone, Oxygen, Carbon Dioxide, Nitrogen.(Must be 10 or more moles of suitable gas in air)
Unable to determine any data about activation trigger. Unable to determine any data about activation trigger. No activation found. It is possible that when a person approaches

To make Neurotoxin you need to mix Pan-Galactic Gargle Blaster (ask at the bartender) and Sleep Toxin in a 1:1 ratio.

Not all Artifacts require an activation, and you may often encounter effects that are not listed in these tables. Be careful. And remember - it's all for the sake of science!

Research Facilities

Your research station has various workstations designed specifically for the study and use of artifacts, and one for storing them. Tip: When you start exploring, always keep a crowbar with you! This could save your life.

Anomaly Analyzer

A device used to examine the exotic artifacts, and figure out their activation index as well as the effect they may have.

Exotic Particle Collection

This is needed for utilizing artifacts. Used alongside 4 anomalous batteries and 2 anomaly power utilizers designed to store artifacts' anomalous powers.

  • Small usage algorithm:
 1. Put the anomaly in the frame of the collector.
 2. Put the battery into the collector.
 3. Turn it on for charging.
 4. We take out the charged battery.
 5. We put it in the utilizer.
 6. We have a portable controlled anomaly in our hand! Now you can experiment.

Anomaly Testing Chamber

This room has pumps flowing both in and out of the room, used for controlling the temperature of the anomalies which require precise local atmospheric conditions, as well as contain artifacts which generate their own gases. It consists of two parts, the testing chamber itself, and the observation room where you can insert or remove gases from the chamber; as well as fire at your artifact with an emitter. (If it has an energetic activation.)

To activate the scrubbers or vents, you need to toggle the remote access on the air alarm, and use the Atmopsherics PCU located in, or near the observation room.

  • An example of an algorithm using gas:
1. We transfer the artifact to the test part.
2. We bring from the room opposite the canister with phoron and connect it to the port (connector port) with a wrench.
3. Turn on the gas pump (right) directed to the test room and turn the valve. We are waiting for a couple of minutes.
4. We look at the result.
5. Turn off the right pump and turn on the pump (left) directed into the canister.
6. We wait until the phoron goes back into the canister. Then we turn the valve again to close the pipe.
7. Turn off the pump.
  • An example of an algorithm using a heating system:
1. We transfer the artifact to the test part.
2. We bring an air canister from the room opposite and connect it with a wrench to the lower port (connector port) in the room with the heating system (to the left of 1 room).
3. Turn on the pump to full and wait for all the air to go into the pipes.
3. We go into the heating system and set the Target to about 400K and turn it on.
4. We wait until the air heats up to the desired temperature.
5. Drag the canister to the upper port (connector port) and connect it, turning the pump on full.
6. Using a PDA with the gas analysis function enabled, check the temperature of the canister. We wait until the temperature of the canister becomes more than 375K degrees (or below 225K, if the artifact is activated from the cold) and wait until the air returns back to the canister ..
7. We carry the canister to the 3rd room and connect it to the port.
8. Turn on the right pump to full and turn the valve. Waiting for a couple of minutes
9. We look at the result.
10. Turn off the right pump and turn on the pump (left) directed into the canister. We are waiting for the air to go back.
11. We turn the valve to close the pipe and turn off the pump.

  • Caution! Do not set fire to the phoron in the test section, in most cases the glass will crack and you will suffer profuse burns if you survive at all


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