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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.