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Returnal

100% completion · 13 areas · 608 tracked items

This page shows everything, including exact locations. It exists so you can search for one specific collectible and find it. If you are playing blind, use the interactive spoiler-free version instead — it hides locations until you ask for them, one item at a time.

Open the spoiler-free interactive guide

PC Route and Save Safety

You are here when: The Steam library, title screen, account-link prompt, and local Windows save folder.

Fresh native-PC route. Returnal is absent from games.json, and Sami confirmed PC as the chosen platform; no secondary or emulated route applies.

Install the current PC edition

Setup

HintCheck the bundled modes before beginning the profile.
WhereUpdate the Steam release and confirm the Tower and online modes appear on the title screen.
Full detailInstall all current files, launch once online, and verify Suspend Cycle, co-op, Photo Mode, Daily Challenge access when unlocked, and the Tower entry are present; the PC package includes the expansion content.

Create a local profile backup

Save Safety

HintProtect permanent collection progress between long cleanup sessions.
WhereClose the game and copy %LOCALAPPDATA%\Returnal\Steam\Saved\SaveGames.
Full detailExit fully, let Steam Cloud finish, copy the entire SaveGames folder to a dated location outside Returnal, and keep several milestones. Restore only while the game and cloud client are closed so an older sync cannot replace the chosen copy.

ASTRA Model 9 Prototype Suit

Outfit

HintThe PC account-link option adds a wardrobe choice.
WhereLink a PlayStation Network account from the PC version, then inspect the ship wardrobe.
Full detailUse the account-link prompt or the title-screen account option, complete the PlayStation Network link, reload the profile if needed, and select Model 9 at the wardrobe inside the ship.

ASTRA Model 14 Tactical Suit

Outfit

HintA second PC wardrobe choice arrives through the same account link.
WhereAfter linking PlayStation Network, inspect the other unlocked suit in the ship wardrobe.
Full detailConfirm the link remains active, return to the ship, and equip Model 14 once so both PC bonus outfits have been verified on this profile.

Overgrown Ruins

You are here when: A rain-soaked forest of stone platforms, vines, and sealed side paths.

Rooms rearrange between cycles; collectible identities persist, but the room that holds one may require another generated layout.

Region guardian

Major Encounter

HintThe main route eventually closes around a sustained combat test.
WhereFollow the red objective gate at the far end of this region.
Full detailPrepare integrity, healing, and a weapon suited to distance changes; enter the red gate, clear every health phase, then collect and scan all permanent equipment left by the encounter before exiting.

Containment room

Containment

HintA locked challenge branch is part of the region survey.
WhereOpen the gold-star door when this biome generates it.
Full detailEnter the gold-star side room with a complete build, survive every sealed combat wave, and wait for the doors to reopen; leaving the biome without clearing it does not mark this survey condition.

Hidden drop room

Secret Area

HintOne unusual floor transition counts toward full exploration.
WhereStep onto a glowing orb floor trap beside a statue in this biome.
Full detailApproach the lit floor orb until it collapses, land in the mapless bonus room, collect its contents, and use the provided exit. One successful visit records the secret-area survey condition.

All Xenoglyph Ciphers

Cipher Census

HintRed wall marks hide throughout the region's rotating room set.
WhereSweep every main and side room until the Resources entry reports 10 ciphers for Overgrown Ruins.
Full detailInspect every upside-down-triangle map marker and scan each red wall symbol. A cipher belongs to a fixed room archetype, but that room may not generate in a given cycle; after a full sweep, restart and prioritize unseen layouts. Stop only when AST-AR-017 shows 10/10 for this biome.

Sunface Fragment

Permanent Fragment

HintA later cleanup state adds one persistent piece somewhere in this region.
WhereLook for a small optional chamber split by a broad gap, with a Delphic Visor orb suspended between two ruined ledges.
Full detailAfter the house door goes dark, find this room and shoot the orb to form temporary platforms across the gap. Cross to the far ledge for the fragment; if the chamber is absent, finish the sweep and begin another cycle. The pickup persists.

Xeno-Archive Tableau 1

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Overgrown Ruins and reach tableau pedestal 1.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 2

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Overgrown Ruins and reach tableau pedestal 2.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 3

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Overgrown Ruins and reach tableau pedestal 3.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 4

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Overgrown Ruins and reach tableau pedestal 4.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Scout Log AST-AL-001

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-002

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-003

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-004

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-005

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-006

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-007

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-008

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-009

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-010

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded. First activate a Reconstructor and die within that biome; the required room can then place this log.

Scout Log AST-AL-011

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-012

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-013

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-014

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-019

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-062

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-064

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-065

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Xenoglyph AST-AX-001

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-002

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-003

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Datacube: Damage Siphon

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereGround-level breakable wall; climb secret chamber.
Full detailBreak the cracked red-lit wall on the lower level, then climb the concealed chamber to its highest ledge. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Unfed Pod

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WherePost-guardian room; processor beside cube.
Full detailAfter clearing the forest guardian, pick up the cube in the following room and decode it at the adjacent processor before leaving. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Leeching Nanoswarm

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereTimed split-floor choice; take left.
Full detailWhen the choice floor separates, move onto the left section immediately and ride it to the cube; the opposite reward closes this attempt. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Reactive Stabilizers

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereEmpty ledge; visor orb; remote island.
Full detailReturn with the Delphic Visor, shoot the revealed orb above the apparently empty ledge, and cross the temporary platforms to the island. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Shield Disruptor

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereUpper breakable wall; climb hidden room.
Full detailOn an upper floor, smash the unstable red-lit wall and ascend inside the hidden vertical chamber to the cube. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Atropian Weapon Charger

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereScan the weapon module on the early main path to enable alternate fire.
Full detailScan the weapon module on the early main path to enable alternate fire. Verify it remains listed under Permanent Equipment after a new cycle.

Hermetic Transmitter

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereScan the transmitter on the main forest route, then test a matching gate once.
Full detailScan the transmitter on the main forest route, then test a matching gate once. Verify it remains listed under Permanent Equipment after a new cycle.

Atropian Blade

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereTake the blade from its marked stone pedestal and use it to cut a red barrier.
Full detailTake the blade from its marked stone pedestal and use it to cut a red barrier. Verify it remains listed under Permanent Equipment after a new cycle.

House Key

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereOpen the stone chest in the side room bearing the house symbol, then retain the key permanently.
Full detailOpen the stone chest in the side room bearing the house symbol, then retain the key permanently. Verify it remains listed under Permanent Equipment after a new cycle.

Crimson Key

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereCollect the key left after the forest guardian and use it at the red gateway.
Full detailCollect the key left after the forest guardian and use it at the red gateway. Verify it remains listed under Permanent Equipment after a new cycle.

Modified Sidearm SD-M8

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereScan the sidearm during the opening forest route
Full detailScan the sidearm during the opening forest route; later cycles place one at the crash site. Confirm its AST-AW entry is no longer blank before moving on.

Tachyomatic Carbine

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereScan its first pedestal in a generated forest room.
Full detailScan its first pedestal in a generated forest room. Confirm its AST-AW entry is no longer blank before moving on.

Spitmaw Blaster

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereScan its first pedestal in a generated forest room.
Full detailScan its first pedestal in a generated forest room. Confirm its AST-AW entry is no longer blank before moving on.

Rotgland Lobber

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereReturn with the Icarian Grapnel and search grapple-only forest side rooms
Full detailReturn with the Icarian Grapnel and search grapple-only forest side rooms; repeat cycles if the weapon room is absent. Confirm its AST-AW entry is no longer blank before moving on.

Crimson Wastes

You are here when: An open red desert leading into layered mountain passages.

Rooms rearrange between cycles; collectible identities persist, but the room that holds one may require another generated layout.

Region guardian

Major Encounter

HintThe main route eventually closes around a sustained combat test.
WhereFollow the red objective gate at the far end of this region.
Full detailPrepare integrity, healing, and a weapon suited to distance changes; enter the red gate, clear every health phase, then collect and scan all permanent equipment left by the encounter before exiting.

Containment room

Containment

HintA locked challenge branch is part of the region survey.
WhereOpen the gold-star door when this biome generates it.
Full detailEnter the gold-star side room with a complete build, survive every sealed combat wave, and wait for the doors to reopen; leaving the biome without clearing it does not mark this survey condition.

Hidden drop room

Secret Area

HintOne unusual floor transition counts toward full exploration.
WhereStep onto a glowing orb floor trap beside a statue in this biome.
Full detailApproach the lit floor orb until it collapses, land in the mapless bonus room, collect its contents, and use the provided exit. One successful visit records the secret-area survey condition.

All Xenoglyph Ciphers

Cipher Census

HintRed wall marks hide throughout the region's rotating room set.
WhereSweep every main and side room until the Resources entry reports 20 ciphers for Crimson Wastes.
Full detailInspect every upside-down-triangle map marker and scan each red wall symbol. A cipher belongs to a fixed room archetype, but that room may not generate in a given cycle; after a full sweep, restart and prioritize unseen layouts. Stop only when AST-AR-017 shows 20/20 for this biome.

Sunface Fragment

Permanent Fragment

HintA later cleanup state adds one persistent piece somewhere in this region.
WhereEnter an open-triangle side room where dashing is disabled and laser lines weave between tall stone pillars.
Full detailAfter the house door goes dark, cross the no-dash pillar course and use the teleporter beyond it. Ascend the isolated tower to take the fragment at the top; restart only if this room template never appears. The pickup persists.

Xeno-Archive Tableau 1

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Crimson Wastes and reach tableau pedestal 1.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 2

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Crimson Wastes and reach tableau pedestal 2.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 3

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Crimson Wastes and reach tableau pedestal 3.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 4

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Crimson Wastes and reach tableau pedestal 4.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 5

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Crimson Wastes and reach tableau pedestal 5.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Scout Log AST-AL-015

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-016

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-017

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-018

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-020

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-021

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-022

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-023

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-024

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Xenoglyph AST-AX-004

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-005

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-006

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Datacube: Silver Lattice

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereClimbing room; beyond pillars and cipher.
Full detailClimb the room's perimeter, pass the pillars and nearby red cipher mark, and take the cube from the raised end platform. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Icarian Grapnel

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereCollect the grapnel after the desert guardian and test the first orange grapple point.
Full detailCollect the grapnel after the desert guardian and test the first orange grapple point. Verify it remains listed under Permanent Equipment after a new cycle.

Xeno-Tech Prism: second consumable slot

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereScan the guaranteed prism on the desert route
Full detailScan the guaranteed prism on the desert route; confirm a second consumable slot appears. Verify it remains listed under Permanent Equipment after a new cycle.

Hollowseeker

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereScan its first pedestal while crossing the red desert.
Full detailScan its first pedestal while crossing the red desert. Confirm its AST-AW entry is no longer blank before moving on.

Derelict Citadel

You are here when: A machine-filled city of bridges, towers, and vertical transporters.

Rooms rearrange between cycles; collectible identities persist, but the room that holds one may require another generated layout.

Region guardian

Major Encounter

HintThe main route eventually closes around a sustained combat test.
WhereFollow the red objective gate at the far end of this region.
Full detailPrepare integrity, healing, and a weapon suited to distance changes; enter the red gate, clear every health phase, then collect and scan all permanent equipment left by the encounter before exiting.

Containment room

Containment

HintA locked challenge branch is part of the region survey.
WhereOpen the gold-star door when this biome generates it.
Full detailEnter the gold-star side room with a complete build, survive every sealed combat wave, and wait for the doors to reopen; leaving the biome without clearing it does not mark this survey condition.

Hidden drop room

Secret Area

HintOne unusual floor transition counts toward full exploration.
WhereStep onto a glowing orb floor trap beside a statue in this biome.
Full detailApproach the lit floor orb until it collapses, land in the mapless bonus room, collect its contents, and use the provided exit. One successful visit records the secret-area survey condition.

All Xenoglyph Ciphers

Cipher Census

HintRed wall marks hide throughout the region's rotating room set.
WhereSweep every main and side room until the Resources entry reports 15 ciphers for Derelict Citadel.
Full detailInspect every upside-down-triangle map marker and scan each red wall symbol. A cipher belongs to a fixed room archetype, but that room may not generate in a given cycle; after a full sweep, restart and prioritize unseen layouts. Stop only when AST-AR-017 shows 15/15 for this biome.

Sunface Fragment

Permanent Fragment

HintA later cleanup state adds one persistent piece somewhere in this region.
WhereOn the long bridge approach to the far tower, stop at the water pool immediately before entering the structure.
Full detailAfter the house door goes dark, reach the bridge's far end and dive into the pool beside the tower entrance. The fragment rests on the bottom; collect it before continuing. If it is absent, confirm every house visit is complete and return in another cycle.

Xeno-Archive Tableau 1

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Derelict Citadel and reach tableau pedestal 1.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 2

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Derelict Citadel and reach tableau pedestal 2.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 3

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Derelict Citadel and reach tableau pedestal 3.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 4

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Derelict Citadel and reach tableau pedestal 4.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 5

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Derelict Citadel and reach tableau pedestal 5.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Scout Log AST-AL-025

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-026

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-027

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-028

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-029

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-030

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-031

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-032

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-033

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-034

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Xenoglyph AST-AX-007

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-008

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-009

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-020

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Datacube: Adrenaline Fury

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereBridge room; right pool; ballast and grapnel.
Full detailWith Hadal Ballasts, enter the pool beside the bridge, grapple across the underwater gap, climb the stairs, grapple upward, then follow the ledge back toward the bridge. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Emergency Melee

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereVisor orb; two hidden platforms.
Full detailUse the Delphic Visor to expose the orb, shoot it, and cross both appearing platforms; the cube shares the far ledge with a cipher. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Dismantler

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereDash-disabled multilevel room; hidden timer.
Full detailSprint as soon as the no-dash multilevel chamber loads. Climb and grapple to the green-light platform event, jump the side ledges, then reach the central ledge and upper tunnel before the route retracts. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Thermogenic Launcher

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereScan its first pedestal in the machine city.
Full detailScan its first pedestal in the machine city. Confirm its AST-AW entry is no longer blank before moving on.

Echoing Ruins

You are here when: A changed forest with taller growth, water pockets, and branching gateways.

Rooms rearrange between cycles; collectible identities persist, but the room that holds one may require another generated layout.

Region guardian

Major Encounter

HintThe main route eventually closes around a sustained combat test.
WhereFollow the red objective gate at the far end of this region.
Full detailPrepare integrity, healing, and a weapon suited to distance changes; enter the red gate, clear every health phase, then collect and scan all permanent equipment left by the encounter before exiting.

Containment room

Containment

HintA locked challenge branch is part of the region survey.
WhereOpen the gold-star door when this biome generates it.
Full detailEnter the gold-star side room with a complete build, survive every sealed combat wave, and wait for the doors to reopen; leaving the biome without clearing it does not mark this survey condition.

Hidden drop room

Secret Area

HintOne unusual floor transition counts toward full exploration.
WhereStep onto a glowing orb floor trap beside a statue in this biome.
Full detailApproach the lit floor orb until it collapses, land in the mapless bonus room, collect its contents, and use the provided exit. One successful visit records the secret-area survey condition.

All Xenoglyph Ciphers

Cipher Census

HintRed wall marks hide throughout the region's rotating room set.
WhereSweep every main and side room until the Resources entry reports 15 ciphers for Echoing Ruins.
Full detailInspect every upside-down-triangle map marker and scan each red wall symbol. A cipher belongs to a fixed room archetype, but that room may not generate in a given cycle; after a full sweep, restart and prioritize unseen layouts. Stop only when AST-AR-017 shows 15/15 for this biome.

Sunface Fragment

Permanent Fragment

HintA later cleanup state adds one persistent piece somewhere in this region.
WhereFind an open-triangle side room with a hazardous red floor and a locked triangle door at the opposite end.
Full detailAfter the house door goes dark, enter this side room and cross the damaging floor with the permanent protection upgrade. The fragment lies directly before the locked far door, so no key is required. If the room is absent, reroll the biome.

Xeno-Archive Tableau 1

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Echoing Ruins and reach tableau pedestal 1.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 2

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Echoing Ruins and reach tableau pedestal 2.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 3

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Echoing Ruins and reach tableau pedestal 3.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 4

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Echoing Ruins and reach tableau pedestal 4.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 5

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Echoing Ruins and reach tableau pedestal 5.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Scout Log AST-AL-035

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-036

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-037

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-038

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-039

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-040

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-041

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-042

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-043

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-058

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-066

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Xenoglyph AST-AX-010

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-011

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-012

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Datacube: Obolite Seeder

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereEmpty pool room; underwater center.
Full detailUse Hadal Ballasts to enter the pool in the otherwise bare room; the cube rests in the middle of the submerged section. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Projectile Portal

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereGrapple into giant tree; climb above hook.
Full detailGrapple into the hollow tree, continue upward beyond the entry hook, and take the cube between the two pillars on the final side ledge. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Ability Circuit

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereMultilevel grapnel room; top floor.
Full detailUse successive grapple points to reach the highest tier of the multilevel room; the cube is waiting on the top platform. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Sealed Skull

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereSmall pool at bottom of shaft.
Full detailDrop to the base of the shaft and enter the shallow pool; the cube is submerged directly below the waterline. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Fractured Key

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereCollect the permanent gateway key after the forest's main encounter and unlock the frozen route.
Full detailCollect the permanent gateway key after the forest's main encounter and unlock the frozen route. Verify it remains listed under Permanent Equipment after a new cycle.

Xeno-Tech Prism: third consumable slot

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereSearch the changed forest's side rooms and scan the second prism to open the final consumable slot.
Full detailSearch the changed forest's side rooms and scan the second prism to open the final consumable slot. Verify it remains listed under Permanent Equipment after a new cycle.

Electropylon Driver

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereScan its first pedestal in the changed forest.
Full detailScan its first pedestal in the changed forest. Confirm its AST-AW entry is no longer blank before moving on.

Coilspine Shredder

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereAfter obtaining the Delphic Visor, reveal the platform route in the changed forest and repeat until its weapon room appears.
Full detailAfter obtaining the Delphic Visor, reveal the platform route in the changed forest and repeat until its weapon room appears. Confirm its AST-AW entry is no longer blank before moving on.

Fractured Wastes

You are here when: A frozen complex arranged around a central hub and three outward routes.

Rooms rearrange between cycles; collectible identities persist, but the room that holds one may require another generated layout.

Region guardian

Major Encounter

HintThe main route eventually closes around a sustained combat test.
WhereFollow the red objective gate at the far end of this region.
Full detailPrepare integrity, healing, and a weapon suited to distance changes; enter the red gate, clear every health phase, then collect and scan all permanent equipment left by the encounter before exiting.

Containment room

Containment

HintA locked challenge branch is part of the region survey.
WhereOpen the gold-star door when this biome generates it.
Full detailEnter the gold-star side room with a complete build, survive every sealed combat wave, and wait for the doors to reopen; leaving the biome without clearing it does not mark this survey condition.

Hidden drop room

Secret Area

HintOne unusual floor transition counts toward full exploration.
WhereStep onto a glowing orb floor trap beside a statue in this biome.
Full detailApproach the lit floor orb until it collapses, land in the mapless bonus room, collect its contents, and use the provided exit. One successful visit records the secret-area survey condition.

All Xenoglyph Ciphers

Cipher Census

HintRed wall marks hide throughout the region's rotating room set.
WhereSweep every main and side room until the Resources entry reports 10 ciphers for Fractured Wastes.
Full detailInspect every upside-down-triangle map marker and scan each red wall symbol. A cipher belongs to a fixed room archetype, but that room may not generate in a given cycle; after a full sweep, restart and prioritize unseen layouts. Stop only when AST-AR-017 shows 10/10 for this biome.

Sunface Fragment

Permanent Fragment

HintA later cleanup state adds one persistent piece somewhere in this region.
WhereReturn to the upper chamber of the central hub and look above the room for a Delphic Visor orb.
Full detailAfter the house door goes dark, revisit the hub room previously opened through the three-key route. Shoot the overhead orb, cross the appearing platforms, and take the fragment from their destination. The room is fixed even though the route into the hub varies.

Xeno-Archive Tableau 1

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Fractured Wastes and reach tableau pedestal 1.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 2

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Fractured Wastes and reach tableau pedestal 2.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 3

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Fractured Wastes and reach tableau pedestal 3.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 4

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Fractured Wastes and reach tableau pedestal 4.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Scout Log AST-AL-044

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-045

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-046

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-047

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-048

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-049

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-050

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-051

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-059

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-067

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Xenoglyph AST-AX-013

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-014

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-015

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Datacube: Emergency Proficiency

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereRare laser room; enclosed upper pocket.
Full detailClimb through the rare laser-trap layout and enter the enclosed pocket at its upper level, near the stationary statue when that variant appears. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Sub-Zero Pulse

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereLarge central tower; two visor orbs.
Full detailReveal and shoot both Delphic Visor orbs, follow the temporary platforms around the room, and land on top of the central tower. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Weapon Harvester

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereBridge; grapple into enclosed cell.
Full detailClimb to the bridge, face the small enclosed structure, and use the grapple point in front of it to enter the cube's compartment. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Promethean Insulators

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereSpend a key on the red-hazard side room near the hub and scan the suit module inside.
Full detailSpend a key on the red-hazard side room near the hub and scan the suit module inside. Verify it remains listed under Permanent Equipment after a new cycle.

Hadal Ballasts

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereComplete all three hub branches in one cycle, open the central vault, and scan the ballasts before leaving.
Full detailComplete all three hub branches in one cycle, open the central vault, and scan the ballasts before leaving. Verify it remains listed under Permanent Equipment after a new cycle.

Dreadbound

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereClear the frozen containment room for the first time and scan the weapon reward.
Full detailClear the frozen containment room for the first time and scan the weapon reward. Confirm its AST-AW entry is no longer blank before moving on.

Abyssal Scar

You are here when: A submerged depth of broken platforms, dark water, and suspended machinery.

Rooms rearrange between cycles; collectible identities persist, but the room that holds one may require another generated layout.

Region guardian

Major Encounter

HintThe main route eventually closes around a sustained combat test.
WhereFollow the red objective gate at the far end of this region.
Full detailPrepare integrity, healing, and a weapon suited to distance changes; enter the red gate, clear every health phase, then collect and scan all permanent equipment left by the encounter before exiting.

Containment room

Containment

HintA locked challenge branch is part of the region survey.
WhereOpen the gold-star door when this biome generates it.
Full detailEnter the gold-star side room with a complete build, survive every sealed combat wave, and wait for the doors to reopen; leaving the biome without clearing it does not mark this survey condition.

Hidden drop room

Secret Area

HintOne unusual floor transition counts toward full exploration.
WhereStep onto a glowing orb floor trap beside a statue in this biome.
Full detailApproach the lit floor orb until it collapses, land in the mapless bonus room, collect its contents, and use the provided exit. One successful visit records the secret-area survey condition.

All Xenoglyph Ciphers

Cipher Census

HintRed wall marks hide throughout the region's rotating room set.
WhereSweep every main and side room until the Resources entry reports 20 ciphers for Abyssal Scar.
Full detailInspect every upside-down-triangle map marker and scan each red wall symbol. A cipher belongs to a fixed room archetype, but that room may not generate in a given cycle; after a full sweep, restart and prioritize unseen layouts. Stop only when AST-AR-017 shows 20/20 for this biome.

Sunface Fragment

Permanent Fragment

HintA later cleanup state adds one persistent piece somewhere in this region.
WhereWatch for a broad bridge room, then inspect its side ledges for a malignant chest with a Delphic Visor orb just beyond it.
Full detailAfter the house door goes dark, clear enough of the bridge room to search safely. Step onto the chest-side ledge, shoot the nearby orb, and follow the temporary platforms to the fragment. If this bridge template is absent, complete the biome sweep and reroll.

Xeno-Archive Tableau 1

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Abyssal Scar and reach tableau pedestal 1.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 2

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Abyssal Scar and reach tableau pedestal 2.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 3

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Abyssal Scar and reach tableau pedestal 3.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 4

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Abyssal Scar and reach tableau pedestal 4.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Xeno-Archive Tableau 5

Xeno-Archive

HintThe archive side route contains another holographic scene.
WhereEnter the Xeno-Archive in Abyssal Scar and reach tableau pedestal 5.
Full detailScan the dust-figure pedestal until its databank entry registers. If a pedestal is isolated, return with the Icarian Grapnel or Delphic Visor and use the room's grapple point or revealed platform rather than waiting for another layout.

Scout Log AST-AL-052

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-053

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-054

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-055

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-056

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-057

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-060

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-061

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Scout Log AST-AL-063

Scout Log

HintA radio-wave marker in this region records a permanent log.
WhereSearch generated main and side rooms for the radio-wave map icon.
Full detailThis identity is attached to a particular procedural room. Clear every branch, collect each radio-wave marker, then begin a new cycle if the matching room never appeared; previously scanned logs remain recorded.

Xenoglyph AST-AX-016

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-017

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-018

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Xenoglyph AST-AX-021

Xenoglyph

HintA large inscribed tablet waits along one of this region's routes.
WhereUse the tablet-shaped map marker and interact with its red inscription.
Full detailScan the standing stone once to register it, then revisit after the regional cipher census is complete and read it again until the Databank shows the highest translation tier.

Datacube: Alt-Fire Stimulant

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereBefore one-way drop; visor ledge and grapple.
Full detailBefore taking the irreversible drop, use the Delphic Visor orb to reach the concealed outer ledge, then grapple to the higher shelf holding the cube and a log. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Datacube: Disrupting Overload

Datacube

HintA fixed room pattern hides a cube that must survive to a processor.
WhereTimed falling stairs; left route.
Full detailAt the falling-stair event, commit to the left path immediately and climb to the end ledge before it collapses; a cipher is placed along the same route. Carry the cube to a Datacube Processor before dying; only processing permanently adds its item to the loot pool.

Delphic Visor

Permanent Equipment

HintA permanent traversal or inventory upgrade lies on this region's route.
WhereFollow the main submerged route to the visor module, scan it, and shoot the first newly visible orb.
Full detailFollow the main submerged route to the visor module, scan it, and shoot the first newly visible orb. Verify it remains listed under Permanent Equipment after a new cycle.

Pyroshell Caster

Weapon

HintA first scan adds this firearm to future weapon drops.
WhereScan its first pedestal along the submerged route.
Full detailScan its first pedestal along the submerged route. Confirm its AST-AW entry is no longer blank before moving on.

Ship and Recurring House

You are here when: The crash-site ship interior and the isolated house found in the forest regions.

Read terminals and enter the house only when new interaction markers appear; visible hint text withholds all narrative content.

Ship Log Panel #1

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 1 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #2

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 2 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #3

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 3 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #4

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 4 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #5

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 5 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #6

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 6 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #7

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 7 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #8

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 8 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #9

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 9 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #10

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 10 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #11

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 11 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #12

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 12 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #13

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 13 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #14

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 14 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #15

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 15 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #16

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 16 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #17

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 17 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #18

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 18 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #19

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 19 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #20

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 20 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #21

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 21 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #22

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 22 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #23

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 23 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Ship Log Panel #24

Ship Log

HintThe ship terminal updates its records as permanent progress changes.
WhereOpen panel 24 at the ship's main terminal whenever a new cycle state or Tower milestone becomes available.
Full detailRead this numbered panel in both accessible ship states, then check it again after opening the Tower path. Keep cycling the terminal until every available variant has displayed and the panel no longer carries an unread marker.

Xenoglyph AST-AX-019

Xenoglyph

HintAn inscribed tablet sits beside a recurring landmark outside the normal room chain.
WhereCheck the house frontage or Tower approach near the crash-site regions.
Full detailScan the tablet to register it, finish the relevant cipher census, and read it again until its Databank translation reaches the highest tier.

Xenoglyph AST-AX-022

Xenoglyph

HintAn inscribed tablet sits beside a recurring landmark outside the normal room chain.
WhereCheck the house frontage or Tower approach near the crash-site regions.
Full detailScan the tablet to register it, finish the relevant cipher census, and read it again until its Databank translation reaches the highest tier.

House visit: newly opened door

House Sequence

HintRecheck the house whenever its porch light returns.
WhereApproach the house in either forest region after each major permanent milestone.
Full detailEnter when the door accepts interaction, complete the self-contained visit without quitting, and scan the item placed outside afterward. Confirm Astronaut Figurine appears in the artifact catalog before waiting for the next access state.

House visit: post-guardian return

House Sequence

HintRecheck the house whenever its porch light returns.
WhereApproach the house in either forest region after each major permanent milestone.
Full detailEnter when the door accepts interaction, complete the self-contained visit without quitting, and scan the item placed outside afterward. Confirm Music Box appears in the artifact catalog before waiting for the next access state.

House visit: restored access

House Sequence

HintRecheck the house whenever its porch light returns.
WhereApproach the house in either forest region after each major permanent milestone.
Full detailEnter when the door accepts interaction, complete the self-contained visit without quitting, and scan the item placed outside afterward. Confirm Spaceship Model appears in the artifact catalog before waiting for the next access state.

House visit: changed forest access

House Sequence

HintRecheck the house whenever its porch light returns.
WhereApproach the house in either forest region after each major permanent milestone.
Full detailEnter when the door accepts interaction, complete the self-contained visit without quitting, and scan the item placed outside afterward. Confirm Two-Way Radio appears in the artifact catalog before waiting for the next access state.

House visit: deep-route return

House Sequence

HintRecheck the house whenever its porch light returns.
WhereApproach the house in either forest region after each major permanent milestone.
Full detailEnter when the door accepts interaction, complete the self-contained visit without quitting, and scan the item placed outside afterward. Confirm Child's Watch appears in the artifact catalog before waiting for the next access state.

House visit: assembled-fragment access

House Sequence

HintRecheck the house whenever its porch light returns.
WhereApproach the house in either forest region after each major permanent milestone.
Full detailEnter when the door accepts interaction, complete the self-contained visit without quitting, and scan the item placed outside afterward. Confirm Melted Globe appears in the artifact catalog before waiting for the next access state.

Permanent Loadout Catalog

You are here when: The Databank menus, Cthonos beside the ship, fabricators, containers, and weapon drops across all combat regions.

Unlocking an entry and completing its research are separate tasks. Datacube and house records point to their fixed unlock sources; the remaining pool is procedural.

Exhaust the Cthonos unlock pool

Unlock Device

HintThe stone device beside the ship trades persistent currency for permanent catalog additions.
WhereDeposit Ether at Cthonos after each return until its new-item sequence is exhausted.
Full detailFund each activation, scan the produced item, and repeat across both crash-site states. Costs rise with use; when Cthonos stops offering unseen entries, compare the artifact and consumable catalogs against the datacube and house unlocks rather than buying duplicate rolls indefinitely.

Suit Artifact

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-001 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Obolite Extractor

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-002 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Obolite Stabilizer

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-003 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Golden Coil

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-004 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Upgrade Mechanoid

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-005 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Wound Seekers

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-006 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Silver Lattice

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-007 has been discovered.
Full detailTo unlock this entry, Process Datacube #6. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Adrenaline Enhancer

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-008 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Resinous Shield

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-009 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Resin Enhancer

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-010 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Reactive Stabilizers

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-011 has been discovered.
Full detailTo unlock this entry, Process Datacube #4. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Key Retriever

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-012 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Shield Disruptor

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-013 has been discovered.
Full detailTo unlock this entry, Process Datacube #5. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Energy Manipulator

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-014 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Blade Balancer

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-015 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Xeno-Tech Sight

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-016 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Xeno-Tech Prism

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-017 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Pulsating Mass

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-018 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Fractal Nail

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-019 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Progenitor Egg

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-020 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Unfed Pod

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-021 has been discovered.
Full detailTo unlock this entry, Process Datacube #2. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Murmuring Cocoon

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-022 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Sealed Skull

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-023 has been discovered.
Full detailTo unlock this entry, Process Datacube #13. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Visceral Knot

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-024 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Phantom Limb

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-025 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Astronaut Figurine

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-026 has been discovered.
Full detailTo unlock this entry, complete its eligible house visit. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Music Box

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-027 has been discovered.
Full detailTo unlock this entry, complete its eligible house visit. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Spaceship Model

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-028 has been discovered.
Full detailTo unlock this entry, complete its eligible house visit. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Child's Watch

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-029 has been discovered.
Full detailTo unlock this entry, complete its eligible house visit. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Blown Nightlight

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-030 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Two-Way Radio

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-031 has been discovered.
Full detailTo unlock this entry, complete its eligible house visit. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Damaged Robot

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-032 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Charred Piano Key

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-033 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Warped Rubber Ball

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-034 has been discovered.
Full detailTo unlock this entry, scan it from Cthonos, a fabricator, a container, or a combat reward. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Melted Globe

Artifact Catalog

HintAn unscanned artifact still leaves a blank in the permanent catalog.
WhereUse the artifact tab to confirm AST-AA-035 has been discovered.
Full detailTo unlock this entry, complete its eligible house visit. After it is registered, pick it up on later cycles and satisfy its research condition until the Databank reaches 100%. Nothing carried during a single cycle needs to be retained afterward.

Dismantler

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-001 for an undiscovered or incomplete record.
Full detailFirst process Datacube #9. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Anti-Energy Pulse

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-002 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Sub-Zero Pulse

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-003 for an undiscovered or incomplete record.
Full detailFirst process Datacube #15. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Leeching Nanoswarm

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-004 for an undiscovered or incomplete record.
Full detailFirst process Datacube #3. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Ground Surge

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-005 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Kinetic Field

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-006 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Projectile Portal

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-007 for an undiscovered or incomplete record.
Full detailFirst process Datacube #11. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Energy Barricade

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-008 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Large Silphium Vial

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-009 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Silphium Vial

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-010 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Nullification Sphere

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-011 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Weapon Harvester

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-012 for an undiscovered or incomplete record.
Full detailFirst process Datacube #16. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Parasite Harvester

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-013 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Fabricator Shifter

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-014 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Weapon Stimulant

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-015 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Obolite Siphon

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-016 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Extermination Sphere

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-017 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Key Liquifier

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-018 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Translocation Sphere

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-019 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Reflex Stimulant

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-020 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Apex Sphere

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-021 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Residual Sphere

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-022 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Obolite Seeder

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-023 for an undiscovered or incomplete record.
Full detailFirst process Datacube #10. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Interference Sphere

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-024 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Alt-Fire Coolant

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-025 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Damage Siphon

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-026 for an undiscovered or incomplete record.
Full detailFirst process Datacube #1. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Repair Enhancer

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-027 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Kinetic Siphon

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-028 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Alt-Fire Stimulant

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-029 for an undiscovered or incomplete record.
Full detailFirst process Datacube #17. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Shield Vial

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-030 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Shocking Springs

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-031 for an undiscovered or incomplete record.
Full detailFirst scan it from Cthonos, a container, a fabricator, or a reward. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Dire-Beam Disgorger

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-032 for an undiscovered or incomplete record.
Full detailFirst find and fire it in the Tower. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Blight-Wave Disgorger

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-033 for an undiscovered or incomplete record.
Full detailFirst find and fire it in the Tower. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Quad-Swarm Disgorger

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-034 for an undiscovered or incomplete record.
Full detailFirst find and fire it in the Tower. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Absolution Disgorger

Consumable Catalog

HintA single-use device must be scanned before its catalog record can grow.
WhereCheck consumable entry AST-AC-035 for an undiscovered or incomplete record.
Full detailFirst find and fire it in the Tower. On future appearances, use the item in a valid situation rather than discarding it, and repeat until its Databank research reaches 100%.

Modified Sidearm SD-M8: Homing Missile

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Homing Missile appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Ricochet

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Ricochet appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Snubnose Barrel

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Snubnose Barrel appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Piercing

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Piercing appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Burst Fire

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Burst Fire appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Shrapnel

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Shrapnel appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Charging Shot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Charging Shot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Serrated Projectiles

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Serrated Projectiles appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Modified Sidearm SD-M8: Hit Reload

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Modified Sidearm SD-M8 when Hit Reload appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Armor Piercing

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Armor Piercing appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Critical Hit

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Critical Hit appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Hardened

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Hardened appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: High Caliber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when High Caliber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Rising Pitch

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Rising Pitch appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Payload Rounds

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Payload Rounds appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Leech Rounds

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Leech Rounds appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Hyper Accurate

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Hyper Accurate appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Tachyomatic Carbine: Accelerated

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Tachyomatic Carbine when Accelerated appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Wide Maw

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Wide Maw appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Narrow Maw

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Narrow Maw appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Slug Shot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Slug Shot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Explosive Spit

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Explosive Spit appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Rapid Spitter

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Rapid Spitter appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Backsplash

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Backsplash appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Critical Stagger

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Critical Stagger appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Piercing Spit

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Piercing Spit appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Spitmaw Blaster: Acid Clouds

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Spitmaw Blaster when Acid Clouds appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Streamlined Chamber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Streamlined Chamber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Secondary Explosion

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Secondary Explosion appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Bouncy Projectiles

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Bouncy Projectiles appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Sticky Bonus

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Sticky Bonus appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Seeking Flares

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Seeking Flares appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Enlarged Chamber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Enlarged Chamber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Anti-Gravity Projectiles

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Anti-Gravity Projectiles appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Auxiliary Projectiles

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Auxiliary Projectiles appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Pyroshell Caster: Simmering Explosion

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Pyroshell Caster when Simmering Explosion appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Alt-Fire Cooling

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Alt-Fire Cooling appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Shattering Discs

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Shattering Discs appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Adrenaline Discs

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Adrenaline Discs appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Enlarged Chamber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Enlarged Chamber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Twin Discs

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Twin Discs appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Retarget

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Retarget appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Splitting Discs

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Splitting Discs appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Enhanced Charge

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Enhanced Charge appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Coilspine Shredder: Negating Discs

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Coilspine Shredder when Negating Discs appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Easy to Use

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Easy to Use appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Obolite Magnet

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Obolite Magnet appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Critical Rockets

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Critical Rockets appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Enlarged Chamber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Enlarged Chamber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Replicating Hits

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Replicating Hits appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Mega Rocket

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Mega Rocket appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Full Auto

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Full Auto appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Thermite Rockets

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Thermite Rockets appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Thermogenic Launcher: Tail Fire

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Thermogenic Launcher when Tail Fire appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Obolite Extractor

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Obolite Extractor appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Silphium Extractor

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Silphium Extractor appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Pylon Web

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Pylon Web appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Finisher

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Finisher appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Streamlined Chamber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Streamlined Chamber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Enlarged Chamber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Enlarged Chamber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Blade Harmonizer

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Blade Harmonizer appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Blade Pulse

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Blade Pulse appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Electropylon Driver: Protective Pylons

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Electropylon Driver when Protective Pylons appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Durable Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Durable Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Trailing Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Trailing Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Bouncing Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Bouncing Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Enlarged Chamber

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Enlarged Chamber appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Explosive Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Explosive Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Protective Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Protective Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Caustic Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Caustic Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Tendril Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Tendril Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Rotgland Lobber: Portal Rot

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Rotgland Lobber when Portal Rot appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Phasing Rounds

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Phasing Rounds appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Waves

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Waves appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Retarget

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Retarget appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Serrated Projectiles

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Serrated Projectiles appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Shrapnel

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Shrapnel appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Split Stream

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Split Stream appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Portal Beam

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Portal Beam appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Oscillator

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Oscillator appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Hollowseeker: Portal Turret

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Hollowseeker when Portal Turret appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Fourth Shard

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Fourth Shard appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Obolite Magnet

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Obolite Magnet appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Staggering

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Staggering appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Protection Steal

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Protection Steal appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Expanding Shards

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Expanding Shards appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Returning Damage

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Returning Damage appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Explosive Shards

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Explosive Shards appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Damage Steal

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Damage Steal appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Dreadbound: Obolite Generator

Weapon Trait

HintA weapon drop with an unfinished trait offers permanent combat progress.
WhereUse Dreadbound when Obolite Generator appears with an incomplete percentage.
Full detailKill hostiles with that exact weapon until the trait completes, then repeat for tier II and tier III. Progress survives cycle resets and weapon swaps; higher tiers appear only at sufficient proficiency, so late Tower phases are the fastest place to finish the final tier.

Blast Shell

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Blast Shell level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Doombringer

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Doombringer level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Horizontal Barrage

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Horizontal Barrage level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Killsight

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Killsight level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Proximity Mine

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Proximity Mine level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Shieldbreaker

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Shieldbreaker level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Shockstream

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Shockstream level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Tendrilpod

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Tendrilpod level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Trackerswarm

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Trackerswarm level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Vertical Barrage

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Vertical Barrage level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Voidbeam

Alternate Fire

HintAlternate-fire upgrades persist even when the current weapon is lost.
WhereChoose weapon drops carrying an unfinished Voidbeam level.
Full detailDamage or eliminate hostiles with this alternate fire until its meter completes, then repeat at proficiency high enough to offer levels II and III. Verify all three levels in the equipment catalog.

Ability Circuit

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst process Datacube #12. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Adrenaline Coolant

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Adrenaline Fury

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst process Datacube #7. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Adrenaline Leech

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Adrenaline Stimulants

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Alt-Fire Protection

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Dash Blast

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Disrupting Overload

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst process Datacube #18. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Emergency Proficiency

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst process Datacube #14. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Emergency Protection

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Emergency Repairs

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Emergency Stimulants

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Execution Blast

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Execution Bolts

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Execution Coolant

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Execution Rush

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Integrity Circuit

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Melee Response

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Overload Bolts

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Projectile Response

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Recharging Overload

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Recharging Response

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Repair Circuit

Suit Artifact

HintA named suit circuit shares the aggregate AST-AA-001 record but remains a separate item unlock.
WhereInspect fabricators and first-scan pedestals for this exact suit-artifact name.
Full detailFirst scan it from Cthonos, a fabricator, or a procedural reward. Pick it up once so it joins the permanent item pool, then verify its name has appeared in the equipment history even though all suit artifacts share one Databank research entry.

Atrophying

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Atrophying affix appears.
Full detailRead both effects before attaching the parasite, confirm Atrophying is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Barbed

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Barbed affix appears.
Full detailRead both effects before attaching the parasite, confirm Barbed is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Benign

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Benign affix appears.
Full detailRead both effects before attaching the parasite, confirm Benign is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Brittle

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Brittle affix appears.
Full detailRead both effects before attaching the parasite, confirm Brittle is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Caustic

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Caustic affix appears.
Full detailRead both effects before attaching the parasite, confirm Caustic is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Constricting

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Constricting affix appears.
Full detailRead both effects before attaching the parasite, confirm Constricting is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Corrosive

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Corrosive affix appears.
Full detailRead both effects before attaching the parasite, confirm Corrosive is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Destabilizing

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Destabilizing affix appears.
Full detailRead both effects before attaching the parasite, confirm Destabilizing is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Distracting

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Distracting affix appears.
Full detailRead both effects before attaching the parasite, confirm Distracting is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Impairing

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Impairing affix appears.
Full detailRead both effects before attaching the parasite, confirm Impairing is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Latching

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Latching affix appears.
Full detailRead both effects before attaching the parasite, confirm Latching is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Lethargic

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Lethargic affix appears.
Full detailRead both effects before attaching the parasite, confirm Lethargic is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Malicious

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Malicious affix appears.
Full detailRead both effects before attaching the parasite, confirm Malicious is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Oily

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Oily affix appears.
Full detailRead both effects before attaching the parasite, confirm Oily is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Ominous

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Ominous affix appears.
Full detailRead both effects before attaching the parasite, confirm Ominous is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Sedating

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Sedating affix appears.
Full detailRead both effects before attaching the parasite, confirm Sedating is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Silphic

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Silphic affix appears.
Full detailRead both effects before attaching the parasite, confirm Silphic is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Slimy

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Slimy affix appears.
Full detailRead both effects before attaching the parasite, confirm Slimy is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Sluggish

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Sluggish affix appears.
Full detailRead both effects before attaching the parasite, confirm Sluggish is the passive drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Bladespinner

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Bladespinner affix appears.
Full detailRead both effects before attaching the parasite, confirm Bladespinner is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Coldblood

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Coldblood affix appears.
Full detailRead both effects before attaching the parasite, confirm Coldblood is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Deathspinner

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Deathspinner affix appears.
Full detailRead both effects before attaching the parasite, confirm Deathspinner is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Fleshstinger

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Fleshstinger affix appears.
Full detailRead both effects before attaching the parasite, confirm Fleshstinger is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Goldspinner

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Goldspinner affix appears.
Full detailRead both effects before attaching the parasite, confirm Goldspinner is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Goldstalker

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Goldstalker affix appears.
Full detailRead both effects before attaching the parasite, confirm Goldstalker is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Goldtail

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Goldtail affix appears.
Full detailRead both effects before attaching the parasite, confirm Goldtail is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Huskweaver

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Huskweaver affix appears.
Full detailRead both effects before attaching the parasite, confirm Huskweaver is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Needletooth

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Needletooth affix appears.
Full detailRead both effects before attaching the parasite, confirm Needletooth is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Nervestinger

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Nervestinger affix appears.
Full detailRead both effects before attaching the parasite, confirm Nervestinger is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Oddkeeper

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Oddkeeper affix appears.
Full detailRead both effects before attaching the parasite, confirm Oddkeeper is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Rotnose

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Rotnose affix appears.
Full detailRead both effects before attaching the parasite, confirm Rotnose is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Rotstench

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Rotstench affix appears.
Full detailRead both effects before attaching the parasite, confirm Rotstench is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Sagetooth

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Sagetooth affix appears.
Full detailRead both effects before attaching the parasite, confirm Sagetooth is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Scabshell

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Scabshell affix appears.
Full detailRead both effects before attaching the parasite, confirm Scabshell is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Silverscale

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Silverscale affix appears.
Full detailRead both effects before attaching the parasite, confirm Silverscale is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Slowstitch

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Slowstitch affix appears.
Full detailRead both effects before attaching the parasite, confirm Slowstitch is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Wiretail

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Wiretail affix appears.
Full detailRead both effects before attaching the parasite, confirm Wiretail is the passive benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Amnesic

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Amnesic affix appears.
Full detailRead both effects before attaching the parasite, confirm Amnesic is the detach drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Festering

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Festering affix appears.
Full detailRead both effects before attaching the parasite, confirm Festering is the detach drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Jolting

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Jolting affix appears.
Full detailRead both effects before attaching the parasite, confirm Jolting is the detach drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Rupturing

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Rupturing affix appears.
Full detailRead both effects before attaching the parasite, confirm Rupturing is the detach drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Shocking

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Shocking affix appears.
Full detailRead both effects before attaching the parasite, confirm Shocking is the detach drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Sparking

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Sparking affix appears.
Full detailRead both effects before attaching the parasite, confirm Sparking is the detach drawback shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Firespur

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Firespur affix appears.
Full detailRead both effects before attaching the parasite, confirm Firespur is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Firestinger

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Firestinger affix appears.
Full detailRead both effects before attaching the parasite, confirm Firestinger is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Goldhusk

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Goldhusk affix appears.
Full detailRead both effects before attaching the parasite, confirm Goldhusk is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Leadskin

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Leadskin affix appears.
Full detailRead both effects before attaching the parasite, confirm Leadskin is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Lockfeeder

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Lockfeeder affix appears.
Full detailRead both effects before attaching the parasite, confirm Lockfeeder is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Mouldhusk

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Mouldhusk affix appears.
Full detailRead both effects before attaching the parasite, confirm Mouldhusk is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Rotskin

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Rotskin affix appears.
Full detailRead both effects before attaching the parasite, confirm Rotskin is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Sagehusk

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Sagehusk affix appears.
Full detailRead both effects before attaching the parasite, confirm Sagehusk is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Scabspur

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Scabspur affix appears.
Full detailRead both effects before attaching the parasite, confirm Scabspur is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Scrapfeeder

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Scrapfeeder affix appears.
Full detailRead both effects before attaching the parasite, confirm Scrapfeeder is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Shatterskin

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Shatterskin affix appears.
Full detailRead both effects before attaching the parasite, confirm Shatterskin is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Silverskin

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Silverskin affix appears.
Full detailRead both effects before attaching the parasite, confirm Silverskin is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Wireseeker

Parasite Affix

HintA parasite scan can reveal another named effect in the procedural pool.
WhereInspect unscanned parasites until the Wireseeker affix appears.
Full detailRead both effects before attaching the parasite, confirm Wireseeker is the detach benefit shown on its card, then attach it once. Detach-triggered variants must also be removed through a device or consumable so their complete mechanic is observed.

Databank Research

You are here when: The Resources and Hostiles tabs, filled through repeated pickups, uses, scans, and encounters.

This area tracks finite research percentages that remain after the visible item catalog has been discovered.

Parasites

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-001 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Silphium

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-002 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Malignant Silphium

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-003 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Resin

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-004 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Spoiled Resin

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-005 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Malignant Resin

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-006 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Obolite

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-007 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Malignant Obolite

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-008 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Ether

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-009 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Atropian Key

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-010 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Malignant Key

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-011 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Anathema Key

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-012 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Echoing Key

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-013 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Hadal Key

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-014 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Abyssal Key

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-015 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Calibrator

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-016 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Datacube

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-017 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Xenoglyph Cipher

Resource Research

HintRepeated scans or uses fill a persistent research record.
WhereOpen Resources and inspect AST-AR-018 for missing research tiers.
Full detailPick up, spend, cleanse, attach, process, or otherwise use this resource whenever it appears. Continue across cycles until every visible research tier for the entry reads 100%; malignant variants require successful collection as well as cleansing attempts.

Hostile Entry //001

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //001 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //002

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //002 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //003

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //003 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //004

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //004 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //005

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //005 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //006

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //006 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //007

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //007 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //008

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //008 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //009

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereRepeat the major encounter associated with hostile entry //009 in the forest ruins.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //010

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //010 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //011

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //011 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //012

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //012 in the forest ruins and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //013

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereEnable online services and investigate a fallen-scout event in the forest ruins.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //014

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //014 in the red desert and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //015

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //015 in the red desert and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //016

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //016 in the red desert and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //017

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //017 in the red desert and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //018

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //018 in the red desert and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //019

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //019 in the red desert and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //020

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //020 in the red desert and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //021

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereRepeat the major encounter associated with hostile entry //021 in the red desert.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //022

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //022 in the machine citadel and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //023

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //023 in the machine citadel and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //024

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //024 in the machine citadel and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //025

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //025 in the machine citadel and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //026

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //026 in the machine citadel and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //027

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //027 in the machine citadel and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //028

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //028 in the machine citadel and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //029

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereRepeat the major encounter associated with hostile entry //029 in the machine citadel.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //030

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //030 in the changed forest and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //031

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //031 in the changed forest and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //032

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //032 in the changed forest and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //033

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //033 in the changed forest and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //034

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //034 in the changed forest and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //035

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //035 in the changed forest and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //036

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //036 in the changed forest and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //037

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereRepeat the major encounter associated with hostile entry //037 in the changed forest.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //038

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //038 in the frozen complex and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //039

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //039 in the frozen complex and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //040

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //040 in the frozen complex and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //041

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //041 in the frozen complex and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //042

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //042 in the frozen complex and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //043

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //043 in the frozen complex and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //044

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //044 in the frozen complex and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //045

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //045 in the submerged depths and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //046

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //046 in the submerged depths and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //047

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //047 in the submerged depths and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //048

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //048 in the submerged depths and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //049

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //049 in the submerged depths and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //050

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereRepeat the major encounter associated with hostile entry //050 in the submerged depths.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //051

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereFind hostile entry //051 in the Tower and defeat it whenever it appears.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Hostile Entry //052

Hostile Research

HintOne combat record still needs encounters for complete research.
WhereRepeat the major encounter associated with hostile entry //052 in the Tower.
Full detailUse the Hostiles tab to verify the numbered entry, then defeat that exact enemy variant repeatedly until its research meter reaches 100%. Malformed versions count separately; a similarly shaped ordinary enemy will not advance this record.

Simulation and Online Modes

You are here when: The ship's small simulation terminal and Chronosis portals near regional entrances.

Daily seeds rotate and online population varies. These requirements are not permanently missable, but they depend on active services and available sessions.

Daily Simulation: Overgrown Ruins

Daily Simulation

HintThe rotating ship terminal eventually offers this region with fixed modifiers.
WhereWait for the Daily Challenge terminal to select Overgrown Ruins, then enter before its timer resets.
Full detailUse the smaller terminal inside the ship, review the locked weapon and modifiers, clear the generated route, and reach the final gateway alive. Only one scored attempt is available per daily seed; if this region is not offered, check a later rotation.

Daily Simulation: Crimson Wastes

Daily Simulation

HintThe rotating ship terminal eventually offers this region with fixed modifiers.
WhereWait for the Daily Challenge terminal to select Crimson Wastes, then enter before its timer resets.
Full detailUse the smaller terminal inside the ship, review the locked weapon and modifiers, clear the generated route, and reach the final gateway alive. Only one scored attempt is available per daily seed; if this region is not offered, check a later rotation.

Daily Simulation: Derelict Citadel

Daily Simulation

HintThe rotating ship terminal eventually offers this region with fixed modifiers.
WhereWait for the Daily Challenge terminal to select Derelict Citadel, then enter before its timer resets.
Full detailUse the smaller terminal inside the ship, review the locked weapon and modifiers, clear the generated route, and reach the final gateway alive. Only one scored attempt is available per daily seed; if this region is not offered, check a later rotation.

Daily Simulation: Echoing Ruins

Daily Simulation

HintThe rotating ship terminal eventually offers this region with fixed modifiers.
WhereWait for the Daily Challenge terminal to select Echoing Ruins, then enter before its timer resets.
Full detailUse the smaller terminal inside the ship, review the locked weapon and modifiers, clear the generated route, and reach the final gateway alive. Only one scored attempt is available per daily seed; if this region is not offered, check a later rotation.

Daily Simulation: Fractured Wastes

Daily Simulation

HintThe rotating ship terminal eventually offers this region with fixed modifiers.
WhereWait for the Daily Challenge terminal to select Fractured Wastes, then enter before its timer resets.
Full detailUse the smaller terminal inside the ship, review the locked weapon and modifiers, clear the generated route, and reach the final gateway alive. Only one scored attempt is available per daily seed; if this region is not offered, check a later rotation.

Daily Simulation: Abyssal Scar

Daily Simulation

HintThe rotating ship terminal eventually offers this region with fixed modifiers.
WhereWait for the Daily Challenge terminal to select Abyssal Scar, then enter before its timer resets.
Full detailUse the smaller terminal inside the ship, review the locked weapon and modifiers, clear the generated route, and reach the final gateway alive. Only one scored attempt is available per daily seed; if this region is not offered, check a later rotation.

Host a complete shared cycle

Online Co-op

HintThe portal near the crash site can open a two-player route.
WhereUse Chronosis to host a public or private session and clear a region with the guest present.
Full detailChoose Host Cycle, wait for the second scout, remain within tether range, revive when safe, and finish the current region. Host-side permanent equipment and route progress save normally; the Tower, house visits, and Daily Challenge remain solo-only.

Complete a guest assistance cycle

Online Co-op

HintJoining another profile advances a separate online rank.
WhereUse Chronosis to join a public cycle and help the host complete its active objective.
Full detailChoose Join Cycle, stay until the session ends normally, and collect any logs or ciphers the host exposes. Ether, weapon-trait progress, databank records, logs, and ciphers remain on the guest profile; host-only traversal unlocks do not.

Reach Scout Rank 99

Online Rank

HintSuccessful guest assistance fills the profile's co-op rank.
WhereKeep joining through Chronosis and complete objectives as the visiting player.
Full detailEarn guest-session rank progress through combat, revives, and host advancement until the co-op emblem shows rank 99. Hosting does not replace guest progress, and matchmaking availability can make this a long online requirement.

Tower of Sisyphus

You are here when: An elevated gate above the crash site leads to an endless sequence of compact combat rooms and a hospital hub.

The leaderboard ascent has no terminal floor. This checklist covers every finite unlock, collectible, research entry, and conclusion while leaving score chasing open-ended.

Open the Tower route

Tower Access

HintA high gate near the crash site becomes reachable with a permanent traversal tool.
WhereReturn to the crash site after obtaining the Icarian Grapnel and use the elevated grapple route.
Full detailLook above the ship for the Tower gate, grapple across the broken approach, scan the first entry markers, and use the elevator. Tower runs are solo and begin with their own temporary loadout.

Clear the third Tower guardian form

Tower Milestone

HintEach phase ends at room twenty with a stronger version of the same combat test.
WhereReach Phase 3, Room 20 and finish the encounter.
Full detailPreserve a high-damage weapon or Disgorger for room 20, clear all three health phases, then return to the hospital hub after the run. This is the last finite guardian form required by the Tower's conclusion; later phases continue endlessly for score.

Enter Phase 4

Tower Milestone

HintOne more elevator ride verifies the complete finite combat ladder.
WhereAfter clearing Phase 3, Room 20, use the next elevator and enter the following room.
Full detailFinish the third guardian form without ending the run, take the elevator, and survive long enough for Phase 4 to register. Beyond this point the mode has no final floor, so further ascent is an optional score pursuit rather than an omitted ending.

All Tower Xenoglyph Ciphers

Cipher Census

HintRed wall symbols appear across the Tower's rotating room patterns.
WhereScan cipher markers until AST-AR-017 reports 20 for the Tower.
Full detailInspect side platforms before taking each elevator and scan every red inscription. Room layouts repeat across phases, so keep a list of completed patterns and start new runs until the Tower counter reaches 20/20.

Scout Log AST-AL-068

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-069

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-070

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-071

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-072

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-073

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-074

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-075

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-076

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-077

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-078

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-079

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-080

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-081

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-082

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-083

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-084

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-085

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-086

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-087

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-088

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-089

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-090

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-091

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-092

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-093

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-094

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-095

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Scout Log AST-AL-096

Scout Log

HintA Tower room or hospital state holds another radio-wave record.
WhereInspect every radio-wave map marker and revisit the hospital after each permanent Tower milestone.
Full detailThis numbered log is tied to a Tower room pattern or hub state. Sweep side platforms before each elevator, complete available hospital visits, and begin another ascent if its layout did not appear; the scan persists after the run ends.

Xenoglyph AST-AX-023

Xenoglyph

HintA Tower tablet gains clarity as the overall cipher record grows.
WhereScan the large red-inscribed tablet when its Tower room appears.
Full detailRegister the tablet, complete the base-region and Tower cipher censuses, then read it again. Continue until its Databank entry shows the final translation tier rather than merely the first scan.

Xenoglyph AST-AX-024

Xenoglyph

HintA Tower tablet gains clarity as the overall cipher record grows.
WhereScan the large red-inscribed tablet when its Tower room appears.
Full detailRegister the tablet, complete the base-region and Tower cipher censuses, then read it again. Continue until its Databank entry shows the final translation tier rather than merely the first scan.

Xenoglyph AST-AX-025

Xenoglyph

HintA Tower tablet gains clarity as the overall cipher record grows.
WhereScan the large red-inscribed tablet when its Tower room appears.
Full detailRegister the tablet, complete the base-region and Tower cipher censuses, then read it again. Continue until its Databank entry shows the final translation tier rather than merely the first scan.

Xenoglyph AST-AX-026

Xenoglyph

HintA Tower tablet gains clarity as the overall cipher record grows.
WhereScan the large red-inscribed tablet when its Tower room appears.
Full detailRegister the tablet, complete the base-region and Tower cipher censuses, then read it again. Continue until its Databank entry shows the final translation tier rather than merely the first scan.

Tower Xeno-Archive Tableau 1

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 1 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 2

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 2 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 3

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 3 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 4

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 4 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 5

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 5 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 6

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 6 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 7

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 7 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 8

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 8 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 9

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 9 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

Tower Xeno-Archive Tableau 10

Xeno-Archive

HintThe Tower archive changes as permanent milestones accumulate.
WhereEnter the archive from the Tower hub and scan tableau pedestal 10 when active.
Full detailReturn after new poppies, hospital visits, and the third guardian form; scan every illuminated dust figure again because the archive set expands and changes with Tower progress.

White Poppy 1

White Poppy

HintOnly one new flower is active before the next hospital visit.
WherePhase 1 before the first guardian.
Full detailComplete every available house visit in the main cycle first. During a Tower run, search side rooms through the indicated phase, collect the flower, then end the run and use the hospital bed before attempting to spawn the next one.

White Poppy 2

White Poppy

HintOnly one new flower is active before the next hospital visit.
Wherea later Phase 1 side room.
Full detailComplete every available house visit in the main cycle first. During a Tower run, search side rooms through the indicated phase, collect the flower, then end the run and use the hospital bed before attempting to spawn the next one.

White Poppy 3

White Poppy

HintOnly one new flower is active before the next hospital visit.
Wherethe transition into Phase 2.
Full detailComplete every available house visit in the main cycle first. During a Tower run, search side rooms through the indicated phase, collect the flower, then end the run and use the hospital bed before attempting to spawn the next one.

White Poppy 4

White Poppy

HintOnly one new flower is active before the next hospital visit.
WherePhase 2, Room 3.
Full detailComplete every available house visit in the main cycle first. During a Tower run, search side rooms through the indicated phase, collect the flower, then end the run and use the hospital bed before attempting to spawn the next one.

White Poppy 5

White Poppy

HintOnly one new flower is active before the next hospital visit.
Wherea later Phase 2 side room.
Full detailComplete every available house visit in the main cycle first. During a Tower run, search side rooms through the indicated phase, collect the flower, then end the run and use the hospital bed before attempting to spawn the next one.

White Poppy 6

White Poppy

HintOnly one new flower is active before the next hospital visit.
WherePhase 2, Room 20.
Full detailComplete every available house visit in the main cycle first. During a Tower run, search side rooms through the indicated phase, collect the flower, then end the run and use the hospital bed before attempting to spawn the next one.

Complete the six-poppy hospital visit

Tower Sequence

HintThe locked hospital room opens after the flower collection is assembled.
WhereAfter returning from the sixth flower, enter the newly accessible hospital room and finish the visit.
Full detailPlace all six poppies through their return visits, open the hospital's previously locked door, interact with everything required by the room, and use the bed. Do this before repeating the Phase 3 guardian.

Tower conclusion

Cycle Conclusion

HintA final hospital state requires both the flower sequence and a repeated combat milestone.
WhereAfter the six-poppy hospital visit, clear Phase 3, Room 20 again and return to the hospital.
Full detailStart a fresh ascent after the hospital door visit, defeat the guardian at Phase 3, Room 20, allow the run to end or return when possible, then use the hospital bed once more. The resulting sequence is the finite Tower conclusion.

Cycle Conclusions

You are here when: The route beyond the deepest submerged guardian and the persistent equipment shown in the pause menu.

Both conclusions remain obtainable on one profile. No plot outcome, identity, or cinematic content is described here.

Initial full-cycle conclusion

Cycle Conclusion

HintThe complete main route ends beyond the deepest region's guardian.
WhereClear the final submerged encounter and follow the newly opened descent.
Full detailFinish the submerged guardian, drop through the opening, and interact with the object at the bottom to record the first conclusion. After the credits, use the ship device to revisit either region set; no collectibles are permanently lost.

Keyed full-cycle conclusion

Cycle Conclusion

HintPersistent fragments and one last house visit prepare a different final interaction.
WhereAssemble one Sunface Fragment from every biome, complete the newly opened house visit, and retain the Car Keys.
Full detailConfirm all six fragments in Permanent Equipment, enter the house once more to obtain the keys, repeat the submerged guardian, descend through its exit, and use the keys on the vehicle instead of taking the ordinary interaction.

Open the spoiler-free interactive guide

Part of the 100% guide collection at samimirash.com/guides.