Guide to Xenoarchaeology: Difference between revisions

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{{Room
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.
| Image= xenobiology2.png
| Connects= [[Miscellaneous Research]], [[Maintenance]], [[Research Division|rest of research]]
| Name= Xenobiology
| Location= Starboard, aft of the rest of the [[Research Division]]
| Profession= [[Scientist]]
| Access= Scientist
}}


Xenobiology is the breeding and harvesting of slimes and their extracts for scientific purposes. This all takes place in the xenobiology lab below toxins mixing where you spawn, and is <strike>arguably</strike> more dangerous than making bombs if you don't know what you are doing. Which is a good reason to read this!
= 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:
{| 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.
|-
|}


== Familiarize Yourself ==
=== Preparing to search for Artifacts ===
First, get familiar with your new home.
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.


In the center is a table with four monkey cube boxes, a grinder for plasma, some plasma, and boxes of syringes and beakers. To the west of the center table there is a closet with a bio suit in it.
= 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.'''


The extracting area to the east has a operating table for extracting from slimes, some operating tools, and a smartfridge modified to hold slime extracts. On the wall there is also a medikit in case of accidents. Note: Be careful when dumping things down the disposal in the slime extracting area. It leads directly to space!
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.


In a semicircle around the center there are six slime pens, two of which start with a baby grey slime in them. You can lock any of them down by pressing the button on the table. The pen to the very bottom east can also be flushed out to space.
'''Step two. Scan the rock.'''


==Get equipped==
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:
Before you start breeding the slimes, make sure you have a fire extinguisher in your backpack or hand and a water-tank ready nearby. Both of which are luckily available right here in Xenobiology! (If you are having trouble finding the extinguisher, it is in a case on the wall to the north.)
* 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.


In addition, you also want a supply of monkeys, available through the monkey-cubes on the table. Simply unwrap them, spray with water and shove into the disposal tube into the pen.
'''Step three. Remove the top layer.'''


Xenobiology also includes:
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:
* Slime Analyzers, which when used on a slime will tell you some useful information about the slime
* A grinder and five sheets of phoron, which you may grind up and inject into slime cores
* Operating table, scalpel, and circular saw for getting extracts out of slimes
* Smart Fridge to store slime extracts in
* A bottle of space cleaner to clean up the inevitable spills
* Syringes and beakers for your slime-related experiments
* A cloning tube and related console (coordinate with Xenoarcheology to use this)


==Gotta catch em' all!==
''Anomaly Depth - Clearance above anomaly depth = Amount [cm] to go deep''
There are several different types of slime. You begin with two 'grey slimes', but, you can breed them to catch all the <strike>pokèmon!</strike> slimes! Each kind of slime has its own powers from its extract.


When well fed, an adult slime will split into 4 slimes with a 25-35% chance of mutating each (the exact chance can be read with the Slime Analyzer). In theory, this means a 68%-82% chance of at least one mutation (depending on the particular slime's genetic mutability), but this is not something you should count on. This flowchart shows the results of each slime's mutations when splitting, with options labeled "2x" having twice the chance of occurring.
Get out your Pickaxe and Digging Cutter Set. Each tool, be it a brush or a cutter, digs to a different distance.


[[File:Slime_geneology2.png]]
[[File:Xenoarch picks.png]]


===Recommended Slimes===
The brush digs 1cm, then the picks dig in 2cm, 4cm, 6cm, 8cm, 10cm, 12cm and 30cm steps respectively.
While this part is purely optional to follow, it is HIGHLY recommended to breed at least one or two dark purple slimes as fast as you can for additional plasma (or you can yell at the miners).


Keeping at least one pen producing grey slimes is a very good idea in order to have a sustainable monkey flow.
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.)


Purple slimes are a likely by-product of trying to get Dark Purple slimes and have the added benefit that feeding the slime steroids to the Greys and the Dark Purples before killing and harvesting will significantly increase plasma/monkey amounts gained. Try out harvesting one baby purple and then using the steroids from it on a second baby purple! Repeat as necessary.
'''Step four. Retrieving the Fossil.'''


A slightly harder but very much worth it alternative to Purple slimes is Cerulean slimes. They have two primary benefits:
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.
* They do not evolve further, meaning you are assured without using steroids or enhancers three cerulean extracts and one breeding slime.
* The result of injecting their extract with plasma is extract enhancer, which allows three uses of any given extract. The benefit of this is that you do not need to decide ahead of time which extracts you want more uses of. And combined WITH Steroids, a single slime can give nine uses.


== Population Control ==
{| class="wikitable sortable mw-collapsible mw-uncollapsed" | border="1" cellspacing="0" cellpadding="2" align="center"
'''THIS [[File:Extinguisher.png]]IS GOING TO BE YOUR BEST FRIEND, HAVE ONE AT ALL TIMES'''
! 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
|}


You should always have 1-6 slimes, depending on how many pens you are using. More and you can't control them properly. Less and your job is over.


Decide how many you can handle at once, keeping in mind the adults split into four when sated.
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.


=== All slimes dead ===
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.
<strike>Job's over, man. Job's over!</strike> Hope you have a grey slime extract, if not, then your job's over, man. Job's over!


=== 1-6 baby slimes ===
=== Artifact Excavation ===
If you need more extracts put one monkey in the disposal and wait for the slime(s) to grow, then another and wait for the slime(s) to split.
'''Step one. Find an artifact.'''
As tempting as it may be, do not send in two monkeys at once. The slime might decide the second is a friend and refuse to eat it!
You might want to make sure to stay in sight of the slimes to keep an eye on when they grow and split.


[[File:Slimecontrol.png|thumb|Slime Crowd Control]]
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;
=== Adult slimes have split ===
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.
Time to kill one (or more). '''Warning:''' This is the part of the job that's most likely to get you killed.


Ideally, you want to do this the EXACT moment after the slime in the pen (You ARE keeping only one adult slime per pen, right?) has split.
'''Step two. Dig up an artifact.'''


Select which slime(s) you want to breed (If multiple, put in a empty pen or make room in a occupied one) and proceed to drag the ones you want to cull into the tiny 'airlock' of the pen with you.
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.


Do not worry, as long as you are regarded as a 'friend' (Which you should be, if you feed it and kept in sight) and they are not extremely hungry, the slimes should not feed on you. They might still cause some brute damage if you take too long though.
= 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.


Once you have them there, simply spray with water. Once the ones you don't want are dead, feed the remaining slimes, harvesting extracts as needed.
=== Exploring Fossils ===
Fossils can be studied in a variety of ways.


===A slime wants to be your special friend===
'''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.
So you managed to piss it off, eh? Your safest bet here is to push it off (Help or Disarm Intent on the Slime) you and leg it, quite simply. Hide in a locker and yell for help if you can't get out of xenobiology itself.


== Extract Harvesting ==
'''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.
Drag the dead slime over to the operating table and set your intent to grab.<br>
Get a grab on it and click on the table to lay it down. Then use a scalpel on the slime twice, and after that use your circular saw until the slime is out of extracts. (There is only one extract unless you used a slime steroid on the slime before killing it.)


== Formulas ==
'''Radiocarbon spectrometer''':
'''Grey Slime'''
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.  
[[File:Greybabyslime.gif|32px]]
Listed below are the tabs contained within the device.
* Inject the extract with:
** Blood: Creates three monkey cubes.
** Phoron: Creates a grey slime. Could be useful if you have extra grey slimes, but want to make sure you don't run out of them, or if you want to be sure to have a grey slime to start over with. When entering late in the round when the initial slimes have starved, cutting out their cores and injecting them with plasma will let you continue.
* Potential Children: Grey, Orange, Purple, Blue, Metal.
* Potential Parents: Grey.


'''Orange Slime'''
[[File:Xenoarch spectroconsole.png|525px|thumb|right]]
[[File:Orangebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: When injected with phoron, after a short delay the extract will create a fire. It also increases the air pressure a fair amount, which can conceivably slam you against a wall and kill you.
** Blood: Extract creates capsaicin (pepper spray/hot sauce) when injected with blood. Usable as a 'ghetto stun' if you can find a good way to apply it to to your <strike>victim</strike> test subject.
* Potential Children: Orange, Dark Purple, Yellow, Red
* Potential Parents: Grey, Orange, Yellow, Dark Purple, Red


'''Purple Slime'''
1) '''Scanner'''
[[File:Purplebabyslime.gif|32px]]
* Scan progress – How long you’ve left to <s>suffer</s> wait until the scan is complete.
* Inject the extract with:
* Vacuum seal integrity – How damaged the device is, typically it will need repairing after a scan, this is done using nanopaste.
** Phoron:  Extract creates a bottle of slime steroid when injected with phoron. Slime steroid is a potent chemical mix that will cause a slime to generate more extract. Useful when used on dark purple slimes for phoron, grey slimes for monkeys, or just about any slime you want to research thoroughly. Apply it to a baby slime before killing it, and it will have three cores.
** Sugar: Inject extract with sugar to create slime jelly, a highly toxic substance. Useful if you need to frame the cook.
* Potential Children: Purple, Dark Purple, Dark Blue, Green
* Potential Parents: Grey, Purple, Dark Purple, Dark Blue


'''Blue Slime'''
2) '''MASER'''
[[File:Bluebabyslime.gif|32px]]
* MASER Efficiency – The higher the better.  
* Inject the extract with:
* Optimal Wavelength – The KHz levels that you wish to achieve for maximum efficiency, highly susceptible to sudden changes
** Phoron: Extract creates 10 units of frost oil. This is created inside the extract and can be drawn out with a syringe.
* Current Wavelength – Use the buttons to make this match the optimal.
* Potential Children: Blue, Dark Blue, Silver, Pink
* Potential Parents: Grey, Blue, Dark Blue, Silver


'''Metal Slime'''
3) '''Environment/Internal'''
[[File:Metalbabyslime.gif|32px]]
* Centrifuge Speed
* Inject the extract with:
* Internal Temperature (Kelvin) – Keep your eye glued to this, as if it gets too high you will have to restart the scan.
** Phoron: Creates 15 sheets of metal and 5 sheets of plasteel. Expect the roboticist to want the products.
* Potential Children: Metal, Yellow, Silver, Gold
* Potential Parents: Grey, Metal, Silver, Yellow


'''Dark Purple Slime'''
4) '''Radiation'''
[[File:Darkpurplebabyslime.gif|32px]]
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.
* Inject the extract with:
** Phoron: Creates several sheets of phoron. Yessir, NT can link anything to the production of phoron. Also useful to keep up your supply of phoron for further experiments.
* Potential Children: Dark Purple, Orange, Purple, Sepia
* Potential Parents: Dark Purple, Orange, Purple


'''Dark Blue Slime'''
5) '''Cooling'''
[[File:Darkbluebabyslime.gif|32px]]
* Coolant Remaining – Vitally important in keeping the temperature low, as mentioned before, if the scan gets too hot it will fail.
* Inject the extract with:
* Coolant Flow – How fast it is flowing, try not to use too much.
** Phoron: Creates a burst of cold after a short time. This would be useful for killing slimes in an area around you, for example if you had incautiously activated a red slime extract. However, the burst is not strong enough to kill even a baby slime.
* Coolant Purity – This can actually make some funky chemicals, such as Hyperzine, Iced Coffee, Milkshake or Cryoxadon, as well as some others.
* Potential Children: Dark Blue, Purple, Blue, Cerulean
* Potential Parents: Dark Blue, Purple, Blue


'''Silver Slime'''
Short Algorithm:
[[File:Silverbabyslime.gif|32px]]
* 1. Put on an anomaly or excavation suit.
* Inject the extract with:
* 2. Click "Begin Scan".
** Phoron: Creates a brief flash of light (does not stun, but does white out the interface for you and others nearby). When the flash ends, it leaves behind a small number of random food items which can be literally anything edible, from the mundane to the exotic--including things like brain burgers, death berries, or even an appendix.
* 3. Match the optimal wavelength to the current wavelength whenever possible, or at least close.  
* Potential Children: Silver, Blue, Metal, Pyrite
* 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.
* Potential Parents: Silver, Blue, Metal
* 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.


'''Yellow Slime'''
After the scan is completed, the result will appear in the lower field and will be duplicated in the printed version.
[[File:Yellowbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Extracts become charged slime cores, the equivalent of 10k charge power cells.
** Blood: Extract creates an EMP. It's a quite big blast as well, useful if that AI is onto your [[traitor|tricks]].
** Water: Extract creates a glowing slime extract that emits light like a flashlight.
* Potential Children: Yellow, Orange, Metal, Bluespace
* Potential Parents: Yellow, Orange, Metal


'''Red Slime'''
'''Fossil Types Studied'''
[[File:Redbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates Slime Glycerol.
** Blood: Makes nearby slimes rabid. Has some [[traitor|fun]] uses. Slimes will still pay attention to "friend" designations, and will not attack you if they consider you one.
* Potential Children: Red, Oil
* Potential Parents: Red, Orange


'''Green Slime'''
NanoTrasen probably won't have any information about your findings, but there are short essays on each type of Fossil:
[[File:Greenbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates one unit of mutation toxin, which can be drawn back out of the used extract with a syringe. Make sure to isolate this toxin with the help of a chemist friend - the syringe will also draw out slime jelly, another toxin that will gib you in a matter of minutes! Injecting yourself with the mutation toxin (alone, as you isolated it, right?) will turn you into a slime-(wo)man, and slimes will see you as one of their own and never attack you. Keep in mind though that you are no longer technically human (though not necessarily a threat) as far as the AI and Cyborgs are concerned.
* Potential Children: Green, Black
* Potential Parents: Green, Purple


'''Pink Slime'''
* '''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!
[[File:Pinkbabyslime.gif|32px]]
* '''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.
* Inject the extract with:
* '''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.
** Phoron: Creates a bottle of docility potion, a potent chemical mix that will nullify a baby slime's powers, causing it to become docile and tame and letting you name it. You too can have your own pet, just like the HoP!
* '''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.
* Potential Children: Pink, Light Pink
* '''Ancient Remains''' - Remains of various creatures, such as: robots, humans, xenomorphs. Try to study their composition, and perhaps you will find something interesting.
* Potential Parents: Blue, Pink


'''Gold Slime'''
=== Exploring Artifacts ===
[[File:Goldbabyslime.gif|32px]]
'''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!'''
* Inject the extract with:
** Phoron: The gold slime core reaction code has been commented out by a pull request. Injecting one with phoron will give a, "The slime core fizzles disappointingly," message. Before the pull request, they used to create xenomorphs.
* Potential Children: Gold, Adamantine
* Potential Parents: Metal, Gold


'''Bluespace Slime'''
Studying Artifacts is a more difficult task than studying Fossils.
[[File:Bluespacebabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Will teleport anything in the room not nailed down to a random beacon in the world.
* Potential Children: Bluespace
* Potential Parents: Yellow, Bluespace


'''Sepia Slime'''
'''Precautions.''' Your lab has protection against the anomalous waves of Artifact exposure, don't forget to wear it when you're doing research.
[[File:Sepiababyslime.gif|32px]]
{| class="wikitable"
* Inject the extract with:
! Remedy
** Phoron: Creates a camera. How? Slime Magic!
! Efficiency(0 to 1)
** Blood: Creates some film for a camera. How? More Slime Magic!
|-
* Potential Children: Sepia
| Particle protection suit
* Potential Parents: Sepia, Dark Purple
| 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.


'''Cerulean Slime'''
'''Artifact Effects'''
[[File:Ceruleanbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a bottle of extract enhancer. When used on a extract it triples the amount of uses it has. You can start laughing madly now.
* Potential Children: Cerulean
* Potential Parents: Cerulean, Dark Blue


'''Pyrite Slime'''
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.
[[File:Pyritebabyslime.gif|32px]]
{| class="wikitable"
* Inject the extract with:
! Analysis text
** Phoron: Creates some paint. <strike>For the love of all that is holy, don't give it to the clown!</strike> There are no clowns. Moving on.
! Possible effects
* Potential Children: Pyrite
|-
* Potential Parents: Silver, Pyrite
| 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.


'''Oil Slime'''
{| class="wikitable"
[[File:Oilbabyslime.gif|32px]]
! Analysis text
* Inject the extract with:
! Range
** Phoron: Creates an explosion after a moment.
|-
* Potential Children: Oil
| interspersed throughout substructure and shell.
* Potential parents: Oil, Red
| 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.


'''Black Slime'''
{| class="wikitable"
[[File:Blackbabyslime.gif|32px]]
! Primary text of analysis
* Inject the extract with:
! Secondary text analysis
** Phoron: Creates one unit of advanced mutation toxin, which can be drawn back out of the used extract with a syringe. The toxin turns you into [[Slime|a baby slime]].
! Possible activation algorithms
* Potential Children: Black
|-
* Potential Parents: Black, Green
| 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.''


'''Light Pink Slime'''
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!
[[File:Lightpinkbabyslime.gif|32px]]
* Inject the extract with:
** Phoron: Creates a bottle of docility potion. Docility potion is a potent chemical mix that will nullify an adult slime's powers, causing it to become docile and tame. Your pet is bigger than the HoP's!
* Potential Children: Light Pink
* Potential Parents: Light Pink, Pink


'''Adamantine Slime'''
= Research Facilities =
[[File:Adamantinebabyslime.gif|32px]]
Your research station has various workstations designed specifically for the study and use of artifacts, and one for storing them.
* Inject the extract with:
Tip: When you start exploring, always keep a crowbar with you! This could save your life.
** Phoron: Creates a rune that can summon an adamantine golem, a player-controlled construct that will follow its creator's orders. If no player is available for the golem, the rune will fizzle, but can be re-used.
* Potential Children: Adamantine
* Potential Parents: Adamantine, Gold


== How to make an efficient slime farm ==
=== Anomaly Analyzer ===
* First of all: Get that extinguisher and kill one of the two baby grey slimes. This ensures that in the case your slimes die, or if they mutate into colors you don't like, you are assured to have a backup grey slime extract available to start over.
A device used to examine the exotic artifacts, and figure out their activation index as well as the effect they may have.


* Soak a monkey cube in water and feed it to the slime by putting the monkey in the disposal. Engage the disposal and maintain line of sight to the slime while it eats the monkey. This will ensure the slime and further ones that come from it will not try to eat you, as you will be in their "friend" list (this list is also copied down to slimes that are born from it).
=== 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.


* Keep your slimes well-fed. If they are hungry enough, they can and will start destroying their enclosure windows, and may even escape. Each enclosure includes shutters that can be closed if your slimes get fractious.
=== 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.)


* Don't run out of monkey cubes. For long-term experiments, this means maintaining a line of grey slimes in addition to whatever experimental breeding you are doing.
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.


* Be prepared for injuries. Even slimes that see you as a "friend" may still glomp you, causing physical damage and possibly breaking bones, and if they are hungry enough or don't see you as a friend, they will attempt to eat you, causing genetic damage. It's advisable to keep your suit sensors on full (tracking beacon included) so that Medical personnel can find you if you are unconscious. Genetic damage is not visible on the sensors, but physical damage is, and if Medical is paying attention they will see you getting hurt. If you are too hurt to get to Medical, yell over comms. It will take them a while to get to you, since Xenobiology is behind several locked doors, but it's better than dying while your slimes smugly watch you bleed out. Xenobiology includes a simple first-aid vendor, which can help you treat minor injuries or stay alive longer after major ones.
* 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.


== So You're a Traitor ==
* An example of an algorithm using a heating system:
Sadly, what you can get here that can't be gotten easier elsewhere is an EMP and random hostile animals, including a few very deadly ones. Releasing the slimes is somewhat viable, but you will likely get caught doing so and baby slimes are rather tame (unless you have red slime essence to make them rabid).
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


You do have access to some of the science wing, including xenobotany, and can probably talk your way into other parts. You also have disposal chute that goes directly to space--pretty handy for disposing of evidence, and also for throwing in anyone who has been stuck with a parapen. Xenobiology is also pretty isolated, and you may be able to get away with, say, abducting assistants as test subjects. As a traitor, your xenobiologist makes a great mad scientist.
Your slime cores give you access to fire, explosions, EMPs, a whole lot of monkeys (cultists may find them handy), phoron to bribe people with, and slime jelly (a potent poison) to kill people with, as well as some unusual effects like the silver slime's random food generation. If the chef is also a traitor, or if you can frame the chef, you may be able to really do some interesting damage with slime jelly and boiled slime cores slipped into the crew's food supply.
If all else fails, your traitor xenobiologist may decide they're tired of being human and decide to become a [[slime]] instead... and if people get eaten along the way, well, they shouldn't have looked so delicious!
Bluespace Slime Cores (currently inactive due to a bug, but will teleport you when fixed) can be used for a quick getaway, as long as you don't mind taking half of the room you're in with you.


{{Gameplay guides}}
[[Category:Game Resources]]
[[Category:Guides]]
[[Category:Guides]]
[[Category:Research Locations]]
{{Gameplay Guides}}

Latest revision as of 17:48, 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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