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Abiotic Factor

AchievementsLoading progressPC · reviewed 2026-10-11
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Peer-Reviewed Panic

The experiment has escaped. Please document your concerns.

Start walkthrough
AI-generated game-inspired artwork · not a screenshot
Guide toolsPlans, chapters, reading help & progress
World settings & team preferencesOptional · decide as you play · outcome spoilers stay closed
YOUR RUN, YOUR DECISIONS

Set your own direction

Build, difficulty and story goals are separate. Optional notes and ending preferences may stay blank.

Go to playstyles ↓

Game settings

Optional record of your actual game settings. Leaving this blank is fine; the guide uses ordinary survival assumptions and does not change your game.

Leave this blank if undecided. The guide does not choose the hardest preset.

These controls record your game and guide preferences. Change actual game settings in the game.

What would you like to emphasize?

Choose any goals. Equipment and base advice stays beside the step that unlocks it.

Combine these priorities freely. They record your priorities. Story decisions remain available at their quests; these notes do not mark achievements earned.

Choose desired outcomes · story spoilersNothing chosen · open only if you want to plan ahead

Choose now or decide at the quest. Some outcomes conflict or need separate campaigns. Your planned choices also appear at the corresponding walkthrough steps.

Compare starting jobs and their tradeoffsUndecided
Compare starting jobs and their tradeoffs
Help Grayson before leaving the Office hubUndecided
Help Grayson before leaving the Office hub
Finish all Flathill cells now or return after the firstUndecided
Finish all Flathill cells now or return after the first
Use or postpone the IS-0017 job changeUndecided
Use or postpone the IS-0017 job change
Scout the Furniture Store before the first buttonUndecided
Scout the Furniture Store before the first button
Spend the first Antethermite on progression or RiseUndecided
Spend the first Antethermite on progression or Rise
Sit in the Red Chair now or prepare firstUndecided
Sit in the Red Chair now or prepare first
Fight Niketas now or return laterUndecided
Fight Niketas now or return later
Kylie’s future · equipment or a restored bodyUndecided
Kylie’s future · equipment or a restored body
Rules, recommendations and what is still uncertain

Checked 10 October 2026. These notes review selected claims that affect a run; they do not certify every walkthrough step or your save.

Eligibility limit

A difficulty preference is not an achievement guarantee

The 53-entry PC roster does not require a named difficulty, a co-op-only run or an active seasonal event. Custom-world and mod combinations have not all been tested.

Check Steam after completing each trigger. Do not assume a host award also proves client credit.

Steam roster · World settings reference

Changes save with this playthrough and travel in its progress backup.

Choose a scientist & survival roleSuggested plan: Solo Generalist

Find a style that fits your priorities

Pick how you want to contribute, or start playing and decide later. Learn by doing: weapon practice, crafting, cooking and other activities develop their own skills. Every role can follow the campaign and craft essential survival equipment.

Reorder the comparison without changing your game settings or story preferences.

Solo exploration and a flexible extra hand in co-op.

Solo Generalist

A flexible first scientist with useful learning, carrying and climate traits; choose equipment around the next expedition.

Learning curveApproachable

A small, reliable kit and repeated return trips matter more than maintaining a specialized damage combination.

Choose this when you wantA first complete solo campaign · Learning every survival system · Recovering from imperfect equipment

Reconsider if: No job-specific starting skill or XP advantage.; Broad progression is slower than specializing every action.; Needs both ranged and melee practice..

What you actually do

A practical rhythm, from preparation to payoff.

1
Make one useful expedition

Leave with one objective and room for its materials. Learn the return path before filling your bag with decoration.

2
Repair, store, then unlock

Back at the refuge, repair the tools you actually use and reserve the next progression recipe's parts before spending on optional projects.

Illustrative play example
Your first robot CPU expedition

You prepare the fight near a known retreat route, bring repair materials and a fallback weapon, and return with the CPU before taking a second risk. The first objective is the hacker's next component. You can develop a specialized combat style after your base reliably supports another trip.

FROM A REALISTIC START TO THE PAYOFF

Your progression path

Read in order. Each stage explains what makes the next step practical.

1First refuge
Make the first refuge usable before exploring farther.

Place a powered Crafting Bench, bed and water container. Use a Desk Leg for fighting and a Shiv or Kitchen Knife for harvesting; fry the meat you collect. Equipment at this stage: Desk Leg; Shiv or Kitchen Knife; Frying Pan; Bed. Repair the route and supplies you already have; this checkpoint does not require a finished specialist loadout.

2First hacker
Replace improvised tools with a dependable Office kit.

Discover the Makeshift Spear from a Standing Lamp; add Makeshift Crossbow and Plastic Shield. Collect the Office anvil for a Repair and Salvage Station; recharge before the robot/hacker work. At Crafting 2, inspect the first bench upgrades. At Cooking 3, add known soups. Equipment at this stage: Makeshift Spear replaces Shiv as primary weapon; Makeshift Crossbow; Plastic Shield; Repair and Salvage Station. Keep the sharp harvesting tool and repair material. One basic battery alone falls short of a default full night for one appliance.

3Manufacturing
Prepare for soldiers and longer material runs.

Replace the weakest Office weapon with a crafted Manufacturing option: Thermal Mallet for melee or Grinder for ranged fighting. Practice cover, brief attacks and retreating to repair; keep a weapon of the other type. Inspect the Blacksmith's solder pot if Cooking remains below 3. Equipment at this stage: Thermal Mallet or Grinder; Repaired Makeshift armor; Forge armor only when its materials are ready; Repair reserves. Heavy weapons handle poorly below Strength 8; do not replace a comfortable one-handed weapon solely because a heavy tool has higher listed damage.

4Labs
Set up for Labs without discarding useful Manufacturing gear.

Keep the repaired combat kit while learning the new area. After discovering Refined Carbon, replace repeated water-boiling trips with a Water Filter. Unlock the chemistry benches if you want prepared consumables; follow discovered mixtures. Equipment at this stage: Water Filter; Current Manufacturing weapon; Distillation Bench and Chemistry Bench (optional). A character reset here sets every skill to 3. It is a rebuild decision, not a routine upgrade.

5Security
Fit the kit to the next dark-sector expedition.

After the Mycofields material run, replace the old armor with Carapace if following the lighter armor route. With Security materials, add Magbow for deliberate ranged shots; keep a close-range weapon. Keep lighting charged and practice firing from cover before committing to a reload. Equipment at this stage: Carapace armor replaces earlier armor; Magbow replaces basic crossbow; Charged light. A scoped weapon's reload creates an opening; a shield must be holstered when you need its alternate aiming action.

6Hydroplant
Upgrade the equipment supported by Hydroplant resources.

Turn Carapace pieces into Scarab after collecting Murkweed and electrical components. Keep the Magbow and a close-range fallback; replenish ammunition before another wing. Use the Moisture Teleporter when unlocked to shorten water-supply trips. Equipment at this stage: Scarab replaces Carapace; Magbow; Moisture Teleporter. The Scarab recipe consumes the preceding armor pieces. Bring enough supplies to return without relying on new loot.

7Reactors
Choose a late weapon upgrade that fits practiced skills.

Upgrade Magbow into Hypercross when its recipe and materials are available. Retain Scarab until its next actual upgrade materials appear. If using heavy armor, Strength 13 now removes the heaviest armor-class penalty. Equipment at this stage: Hypercross Magbow replaces Magbow; Repaired Scarab or established heavy armor; Second damage type. Strength 13 is a handling perk, not a requirement to abandon a lighter set. Do not buy a new combat style with your last repair stock.

8Residence and beyond
Finish the armor line and prepare a sustainable final kit.

Use Residence's Frozen Essence, Yeti Fur and tactical materials to upgrade Scarab to Anteplate. Check cold protection, ammunition and medical reserves before the next excursion. Keep the weapon family you have practiced; add optional upgrades during cleanup. Equipment at this stage: Anteplate replaces Scarab; Hypercross Magbow or established melee choice; Destination-appropriate supplies. Anteplate belongs here because its new materials come from Residence; it is not an earlier Hydroplant craft.

Guide progression diagram — an authored explanation, not an official skill tree or measured ranking.

Strengths, tradeoffs & requirements

Strengths
  • No compulsory drawback.
  • Can adopt every ordinary equipment role later.
  • Carries supplies without committing to a single weapon.
Tradeoffs
  • No job-specific starting skill or XP advantage.
  • Broad progression is slower than specializing every action.
  • Needs both ranged and melee practice.
Plan around these requirements
  • A powered refuge and repair access
  • One practiced melee weapon and a ranged fallback
  • Food, water, healing and a clear return route

Solo support without a full team

The supporting roles that make this style work.

Workshop and storage

Keep replacement equipment and quest ingredients together.

Portable healing and ranged fallback

Recover and handle threats that make a close approach unsafe.

Optional pet companion

Adds company and a specialist role when the relevant taming and care systems unlock; it does not replace your escape plan.

CARRIED INTO YOUR WALKTHROUGH

What to prioritize

  1. Build a practical refuge before long portal excursions
  2. Balance weapon practice with shared survival skills
  3. Keep late specialists' equipment as optional upgrades

Can you change your mind? Equipment and skill practice can change without a new character. A later IS-0017 respecialization changes job and traits but resets learned skills to level 3 and does not grant a replacement starting kit; read that local warning before committing.

Current mechanics, practical role

Source-based recommendations rather than a measured universal best build. No full-run combat benchmark is claimed.

Version context: PC Steam 1.4.0.28206; current skill gates and released update content reviewed 2026-10-10. Old early-access jetpack, immutable-job and pre-1.4 perk advice is not used.

Research and recommendation basis · 34 references

Six useful goals supported by documented mechanics. They are adaptable playstyles, not locked classes, guaranteed optimal damage rankings or a promise to trivialize Apocalyptic.

  1. officialDeep Field Games — Community Update 4 and July 27 hotfixCurrent Steam version and revised skill gates, pets and sandbox options.Checked 2026-10-10
  2. officialSteam — Abiotic Factor global achievementsPC achievement names and count.Checked 2026-10-10
  3. officialDeep Field developer — dedicated-server sandbox configurationHardcore and AllowIronMode configuration gates.Checked 2026-10-10
  4. officialSteam Community — Abiotic Factor: A General, Spoilertastic GuideSelected Flathill entry, public-toilet/playground approach, Library shelf traversal and shortcut landmarks.Checked 2026-10-10
  5. officialHotfix v1.4.0.28206 — Deep Field GamesLatest confirmed released version.Checked 2026-10-10
  6. officialEntropic Break Development Update — official Steam newsSeptember 16 delay to Q1 2027; Community Update 5 upcoming.Checked 2026-10-10
  7. officialCanaan church exit — firsthand player discussionBelfry portal repair; priest can be bypassed.Checked 2026-10-10
  8. officialTransmission interference — player troubleshootingLaser Emitter feeds Neutrino Emitter at transmitter.Checked 2026-10-10
  9. officialA General, Spoilertastic Guide — Blackfaction99Fusion electrical route, library bypass, Fragments generators.Checked 2026-10-10
  10. officialCold Fusion 1.0 — official patch notesJetpack and Long Jump Pack recipe swap.Checked 2026-10-10
  11. officialAbiotic Factor Complete Guide — GlovemanFour Hydro objectives and released update timeline.Checked 2026-10-10
  12. officialAbe and Janet in Mist — player discussionMushroom location and temporary sector appearance.Checked 2026-10-10
  13. officialGale controls and encounter — player reportsTwo initial buttons, rune/Reaper, friendly turrets and final button.Checked 2026-10-10
  14. officialSteam — Abiotic Factor global achievementsNative 53-entry PC roster and public descriptions.Checked 2026-10-10
  15. referenceOfficial Wiki — SkillsUse-based skill progression and later flexibility.Checked 2026-10-10
  16. officialDeep Field — Community Update #4 and hotfixesSteam version 1.4.0.28206, July 27 hotfix; ovens, gardens, skill changes and coatings.Checked 2026-10-10
  17. referenceOfficial Wiki — GATE-101First-base survival loop and bed/respawn orientation.Checked 2026-10-10
  18. referenceOfficial Wiki — Progression GuideAnvil, Water Filter, moisture supply, portal resets and defenses.Checked 2026-10-10
  19. officialDeep Field — Cosmic Companions updateChemistry begins in Labs; companion collar protection; milk processing; weapon additions.Checked 2026-10-10
  20. referenceOfficial Wiki — Weapons and AmmoWeapon categories, progression examples and heavy-weapon handling.Checked 2026-10-10
  21. referenceOfficial Wiki — MagbowScoped ranged progression and single-shot operation.Checked 2026-10-10
  22. referenceOfficial Wiki — Hypercross MagbowTwo-shot Magbow upgrade.Checked 2026-10-10
  23. referenceOfficial Wiki — Armor SetsArmor upgrade families and set roles.Checked 2026-10-10
  24. referenceOfficial Wiki — Carapace Armor SetLabs armor, thorns and resource plan.Checked 2026-10-10
  25. referenceOfficial Wiki — Scarab Armor SetHydroplant upgrade and resource plan.Checked 2026-10-10
  26. referenceOfficial Wiki — Anteplate Armor SetResidence upgrade and cold protection.Checked 2026-10-10
  27. officialSteam discussion — RagnarokPlayer corroboration of Gatekeeper kill requirement.Checked 2026-10-10
  28. officialDeep Field — Sandbox Settings explanationDeveloper-authorized sandbox customization and existing-save modification.Checked 2026-10-10
  29. referenceOfficial Wiki — Makeshift SpearStanding Lamp discovery and early sharp weapon.Checked 2026-10-10
  30. officialDeep Field — dedicated-server default settingsPrimary defaults, Iron Mode requires Hardcore, separate abilities and spawn controls.Checked 2026-10-10
  31. referenceOfficial Wiki — Charging StationPowered portable recharging.Checked 2026-10-10
  32. officialSteam player walkthrough — A General, Spoilertastic GuideFirsthand route corroboration for Hydroplant outfit corpse, ruined tutorial dummy and Kylie transfer.Checked 2026-10-10
  33. officialSteam — Engineering Success developer-selected answerReturning to the engineer corpse unlocks the outfit; forklift-hangar lift location.Checked 2026-10-10
  34. officialSteam native achievement display — public completed rosterNative hidden achievement flavor text and full 53-entry roster, corroborating broad sector-completion meanings.Checked 2026-10-10

Compare playstyles

Compare suitability, early demands and later payoff. These are recommendations, not measured power rankings.

Reading help & find my place Full walkthrough

Extra guidance adds smaller actions and local checks where available. Compact reduces spacing and cover size; it keeps the full instructions, warnings and choices. Quiet backgrounds reduce decoration. These options change the guide, not the game’s difficulty.

Dotted item names have quick details. Hover with a mouse, tap, or focus the name and press Enter. Stats stay in a small pop-up.

New to guides? Six useful terms
Build or play style
The skills, equipment or management priorities you choose to work together. Use the guide’s selection to get the matching advice.
Prerequisite
Something you must already have or finish before an instruction works. Read these before spending resources or travelling.
Missable
A reward or event that can become unavailable after a choice or deadline. The local note explains the particular restriction.
Checkpoint
A pause to check your result. A guide checkbox records your observation; it does not save the game or award an achievement.
Optional branch
A different outcome or side activity. You do not have to complete mutually exclusive paths in one playthrough.
Guide backup
An exported copy of your guide progress. Keep any game saves separately using the options available in that game and difficulty.
Returning player: find your section · titles may contain spoilers

Jumping changes your bookmark; it never marks earlier steps complete. Build and outcome choices stay in your current playthrough.

Browse the full guide

Search instructions, selected-build advice, choices and achievements. Outcome details stay collapsed.

Research, equipment & sector records
About this guide · version, coverage and sources

Released campaign, six roles and 53 PC achievement targets

A scientist’s route from the first office refuge through the released campaign and postgame, with six equipment and skill plans, portal expeditions, base development, optional stories and all 53 Steam achievement targets placed along the way.

Version context: PC Steam 1.4.0.28206; Community Update 4 and its current hotfix. Optional released portal worlds are included; future expansion content is excluded.

Builds & playstyles · 6 plans reviewed

Checked 2026-10-10: PC Steam 1.4.0.28206.

All six roles use current documented skill progression and staged equipment gates. They can change weapons and share crafting responsibilities; no universal strongest loadout is claimed.

Community sources and official changes were compared; complete Apocalyptic runs, numerical damage tests and all co-op/settings combinations were not performed.

Reviewed plans and corrections
  • Solo Generalist · Retained. Current source-based progression; match equipment availability and skill gates to the local walkthrough step.
  • Melee and Shield · Retained. Current source-based progression; match equipment availability and skill gates to the local walkthrough step.
  • Ranged Scientist · Retained. Current source-based progression; match equipment availability and skill gates to the local walkthrough step.
  • Builder and Chemist · Retained. Current source-based progression; match equipment availability and skill gates to the local walkthrough step.
  • Field Medic · Retained. Current source-based progression; match equipment availability and skill gates to the local walkthrough step.
  • Cook and Grower · Retained. Current source-based progression; match equipment availability and skill gates to the local walkthrough step.
Outdated or unsupported advice excluded
  • Old advice that starting job and traits can never change.
  • Old early jetpack timing, pre-1.4 skill thresholds and patched duplication tricks.
  • Unreleased Entropic Break or Update 5 mechanics.
Version and mechanics references
Walkthrough fact checks · 2026-10-10

Current PC route, major crafting dependencies, role progression, 53 Steam achievement targets and selected story consequences researched from current references. This is not a claim-by-claim in-game certification.

Source-based audit with documented gaps. Section screening is not individual fact verification, and no complete current-version playthrough is claimed.

Remaining verification
  • No complete current-patch playthrough or independent combat benchmark has been performed.
  • All co-op credit, mod and custom-world combinations have not been tested. Confirm awards on the intended Steam account.
  • Some branching mine turns, Rise room-by-room directions and current Helmholtz enemy placements need a hands-on check; the relevant steps identify the limits.
  • References disagree about the first fog/Symphonist progression trigger and the Mushroom Helmet achievement prerequisite. Both are qualified locally.
  • Final-boss replay and reversal of Kylie’s upload are not established; post-finale Electric Dreams recovery is supported by an Xbox report, not a tested PC recovery.
  • Every movable prop, lore terminal and chest is not individually catalogued. Source dates do not mean every underlying mechanic was retested.
Sources and what they support
  • Deep Field — Community Update #4 and hotfixes — Steam version 1.4.0.28206, July 27 hotfix; ovens, gardens, skill changes and coatings.

    Client build 24343447; do not confuse with dedicated-server build 24343458. Latest documented version found, not local-install inspection.

  • Steam — Abiotic Factor global achievements — PC achievement names and count.

    The roster does not independently prove every trigger.

  • Abiotic Factor Wiki — Energy — Powered equipment and battery placement.

    Community-maintained mechanics reference.

  • Official Wiki — Crafting Bench — Powered spawn suppression, upgrades and portal suppression limits.

    Spawn suppression does not prevent every scripted assault.

  • Official Wiki — Sandbox Settings — Normal/Hard/Apocalyptic; dynamic scaling; Hardcore and reset controls.

    Do not claim exact health/damage multipliers solely from difficulty names.

  • Deep Field — dedicated-server default settings — Primary defaults, Iron Mode requires Hardcore, separate abilities and spawn controls.

    File explains controls; no achievement eligibility promise.

  • Abiotic Factor Wiki — Jobs — Starting role advantages; IS-0017 job change and skill reset.

    Current community page. Character-build recommendations are editorial; it does not establish a universally best role.

  • Abiotic Factor Wiki — Main Quest — Objective dependency order, one-cell forklift requirement, pump objectives, Vacuum Chamber transition.

    Objective summary rather than a detailed map; older redirects may use a prior quest name.

  • Abiotic Factor Wiki — Achievements — Achievement names and early opportunity hooks: tutorial, crafting, Pest kill, hacking, gardening, Dummy, Coreverse, sector completion, Pool Room.

    Platform/version triggers should be confirmed by the player's actual unlock. Listed opportunities are not a claim that every trigger was exercised.

  • Abiotic Factor Wiki — GATE Cascade Research Facility — Arrival/training route and facility overview.

    Overview does not verify every current room layout or enemy placement.

  • Prima Games — How to Open the Cafeteria Door — Far-right storage vent, kitchen route, bench and Energy Brick door solution.

    Older walkthrough used for corroborated onboarding navigation; not evidence for current endgame or later recipes.

  • PC Gamer — Energy Brick guide — Energy Brick's four ingredients and early computer-material acquisition.

    Older specialist guide; recipe used only where corroborated.

  • Official Wiki — Progression Guide — Anvil, Water Filter, moisture supply, portal resets and defenses.

    Route advice is community-maintained; exact recipes omitted where image labels were unavailable.

  • Abiotic Factor Wiki — Anvil — Nighttime initial-vent maintenance pickup and later Office Anvils.

    Item-location guide, not a live check of the player's world state.

  • Abiotic Factor Wiki — Office Sector — Office landmarks, Data Farm/Bio Lab D, Silo 2 and Silo 3, scientist and shortcut context.

    Redirects to Office coverage; floor terminology differs from older walkthroughs. The guide follows signed landmarks.

  • Email Terminal — Wakeman room emails and Kylie context.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Abiotic Factor Wiki — Grayson Isling — Bandage interaction and later traveling-trader role.

    Current behavior supersedes old claims that the scientist is inevitably doomed; no precise unhealed deadline was established.

  • Abiotic Factor Wiki — Far Garden — Ambient radiation, wheat/plants, Exor Monks, traversal and completion context.

    Portal environment page; not a verified every-turn navigation track.

  • Abiotic Factor Wiki — Compendium — Selected expedition landmarks, Mycofields activation/exit, and laser-puzzle solution context.

    Used selectively. Old missed-log warnings are not automatically treated as hard current-version missables.

  • Abiotic Factor Wiki — Keypad Hacker — Tier 1 discovery/access role and continuing upgrade chain.

    Ingredient details are cross-checked with the build-stamped extraction rather than inferred from image-only tables.

  • PC Gamer — Keypad Hacker guide — Early CPU acquisition and environmental robot tactic.

    Older specialist guide; used narrowly, within its 100-word tool allowance.

  • Abiotic Factor Wiki — Security Robot — Patrol activation, weak point, attacks, and CPU loot.

    Combat advice is adapted to these mechanics; no fixed grenade count or guaranteed damage breakpoint is claimed.

  • Abiotic Factor Tools — Recipe database — Selected exact recipes: Computation Brick, Tier 2/3 hackers, Tram Station Key, Quantum Glass, Memory Brick, Projection Matrix, X-Ray Tower, Antethermite.

    Data extraction v1.4.0.28206 / build 24343458 dated 2026-09-05. Does not encode every scripted puzzle or prove later hotfix parity.

  • Abiotic Factor Tools — Keypad Hacker — Tier 1 components and the three-Computation-Brick chain.

    Same dated build extraction as A117; in-game recipes take precedence if a later patch differs.

  • Abiotic Factor Wiki — Flathill — Three-cell structure, Composer navigation behavior, radiation distinction, shortcuts and return/reset context.

    Contains a redirect spelling; used for broad mechanics, not fixed enemy timing or an assertion that every shortcut persists through reset.

  • Abiotic Factor Wiki — Flathill Items — Grocery/cooking loot, server-room collectible, optional town pickups.

    Pickup list rather than a promise that every random container yields the same item.

  • Full story quests walkthrough — VGTimes — Tier 4 quantities; Mist repair sequence; pool and Wakeman approach.

    Indexed full-section text read; direct fetch intermittent. Translation has item-name errors, normalized against wiki; under 200 words derived.

  • Abiotic Factor Wiki — Symphonist — Post-Flathill encounter context, sound-based behavior, electrical immunity, Porcelain Key.

    The page's introduction and location section describe different progression gates. Exact first-spawn trigger is unresolved.

  • Abiotic Factor Wiki — The Blacksmith — Manufacturing introduction, research/trades, Solder exchange context.

    Exchange inventory should be checked in-game; does not establish every route turn from Office to F.O.R.G.E.

  • Abiotic Factor Wiki — Keypad Hacker Tier 2 — Tier 2 discovery and material acquisition context.

    Exact totals independently cross-checked with extracted recipe data.

  • Abiotic Factor Tools — Reinforced Hose — One Hose, one Screws, one Steel Cable per Reinforced Hose.

    Dated version 1.4.0.28206 recipe extraction.

  • Abiotic Factor Wiki — Manufacturing West — Surface Tunnel, mines, Digsite and Manufacturing area relationships.

    Area overview does not resolve every junction through the branching mines.

  • Abiotic Factor Wiki — Military Pack — Mapping Center fixed pickup and soldier-drop alternatives.

    Random drops are alternatives, not guaranteed rewards.

  • Abiotic Factor Wiki — The Blacksmith Bobblehead — Tier 2-accessible collectible above the Blacksmith.

    Location description may require recognizing the room rather than following a fixed map coordinate.

  • Abiotic Factor Guide — Manufacturing West Route — Manufacturing route corroboration, Staff Processing detour, pump-route context.

    Secondary aggregation of community material; colored pipes and item prompts should govern if prose differs from the installed version.

  • Abiotic Factor Wiki — Tram Station Key — Frake-before-Blacksmith prerequisite, one-use key, station access.

    Specific current prerequisite is preferred over old accounts that omit Frake.

  • Abiotic Factor Wiki — The Train — Linear portal world, silver/Axle Grease, Hammond, research cars, roof and return context.

    No claim of a fixed enemy count or a fully verified car-by-car loot checklist.

  • Abiotic Factor Wiki — Train Replica — GATE research-car desk/ladder collectible location.

    Descriptions count cars differently; the guide uses radiation barrels and the lower ladder as landmarks.

  • Abiotic Factor Wiki — Solder Soup — Water/silver/metal cooking mixture and distinction from its material output.

    Must be cooked and collected correctly; the soup interface is not an instruction to drink it.

  • Abiotic Factor Wiki — Solder Material — Four-material yield and use in the Blacksmith exchange chain.

    Current material page used together with the cooking-state page.

  • PC Gamer — Optic Lens guide — Blacksmith exchange route for Optic Lens and related pump materials.

    Older specialist source used narrowly within its 100-word allowance.

  • Abiotic Factor Wiki — Uncooked Solder — Cooking completion distinction and collection troubleshooting.

    Interface state can differ visually between versions; inspect the actual item state.

  • Abiotic Factor Wiki — The Synchrotron — Accelerator completion and connection toward Collider Access/Labs.

    Transition outline, not hands-on tunnel navigation.

  • Abiotic Factor Wiki — Encroachment — Optional mine branch, slime, Core/power and progression context.

    Optional area's resource behavior differs from ordinary resetting portal worlds; no blanket reset claim is made.

  • Abiotic Factor Wiki — Nyth — Patrol path, head-core target, mine-trigger limitation, health reset, Core Fragment reward.

    No exact damage breakpoint, invulnerability exploit, or permanent-kill guarantee is asserted.

  • Abiotic Factor Wiki — Sarah Frake — Digsite Control Tower objective and repair dialogue.

    Does not independently document every mine junction.

  • Official Wiki — Cooking guide — Soup gate, water volume, boiling yield and oven gate.

    Use current journal recipes; ingredient changes can invalidate old food lists.

  • Abiotic Factor Wiki — Labs — Wildlife Pens, Particle Lab, Adjustment/Containment relationships and optional cell context.

    Area summary. Detailed room turns and new shortcuts require local sign checks.

  • Abiotic Factor Wiki — Leyak — Trigger region, observation behavior, X-Ray control, recurring encounter and portal-world exceptions.

    Source uses a redirect spelling. Later containment options mean the early recurring threat is not described as permanently unavoidable.

  • Abiotic Factor Wiki — X-Ray Tower — Damaged-equipment research route, powered control and Essence production.

    Exact ingredient count cross-checked separately; placement advice is editorial.

  • Abiotic Factor Wiki — Refined Carbon — Labs acquisition and research context.

    Sources disagree on casual floor names; guide uses named lab areas instead of asserting an unverified floor.

  • Abiotic Factor Wiki — Jailbroken CPU — Containment Bot source of the advanced CPU.

    Distinct from the ordinary Office Security Bot CPU.

  • Abiotic Factor Wiki — Containment Bot — Activation boundary, close-attack danger, weak point and electrical vulnerability.

    Enemy behavior source, not a guarantee that one trap layout works in every corridor.

  • Abiotic Factor Wiki — Keypad Hacker Tier 3 — Particle Lab terminal/attachment and Tier 3 progression role.

    Typo redirect is the retrieved source. Recipe totals use A117.

  • Abiotic Factor Wiki — Trading — Labs exchange alternatives for gems, liquid crystal, and carbon.

    Inspect offer ratios in-game; guide does not invent unverified exchange quantities.

  • Abiotic Factor Wiki — Furniture Store — Five randomized buttons across three floors, rising enemy pressure, elevator exit, puzzle reset.

    Random button coordinates cannot be prescribed. New North Pole branch is delegated to the later-route research.

  • Abiotic Factor Wiki — Present — Selected fixed Furniture Store presents and their contents.

    Not an exhaustive cosmetic/collectible inventory.

  • Dot Esports — Reset the Security System — Bridge approach, four-Essence barrier, elevator/cover/luggage path and reset terminal.

    Published for an earlier version. Major landmarks corroborated; micro-navigation and enemy positions need current in-game confirmation.

  • Abiotic Factor Guide — Containment Block and Helmholtz — Furniture Store return, shortcut, Essence barrier, portable X-Ray planning and reset progression.

    Secondary guide used as corroboration rather than independent hands-on proof.

  • Abiotic Factor Wiki — Tarasque — Anning encounter, exposed targets, health reset, Ichor harvest.

    No fixed shot count or exact kill time is promised.

  • Abiotic Factor Wiki — Mycofields — Ichor gate, heat/Airtight preparation, biome resources, traversal and achievement conditions.

    Portal mechanics and named landmarks; not a measured path or exact all-collectibles route.

  • Abiotic Factor Wiki — Fire Proximity Suit — Blacksmith exchange: 1 Air Compressor for 1 Fire Proximity Suit; +3 heat protection.

    Trade acquisition only; it is not a player-crafted suit.

  • Abiotic Factor Wiki — Antethermite — Webbing removal, Vacuum Chamber and optional Laser Lab progression.

    Special quest interaction is distinguished from ordinary incendiary weapons.

  • Abiotic Factor Wiki — Anteverse Gel — Mycofields resource and use in Antethermite.

    Twenty-Gel recommendation is guide arithmetic for two charges, not a mandatory game requirement.

  • Abiotic Factor Wiki — The Red Chair — Helmholtz interaction and immediate Pool Room transition.

    Prepare before sitting; no confirmation screen is assumed.

  • Abiotic Factor Wiki — The Pool Room — Invisible threat, variable button, arch exit, Labs returns, curse and Leyak exception.

    Button coordinates and exact return cell are not fixed promises.

  • Abiotic Factor Wiki — Laser Reflector — Laser Lab research and reflector portal solution.

    Documented arrangement is one working layout, not proof of a unique solution.

  • Abiotic Factor Wiki — Rise — Newman context, office/roof enemy landmarks, supplies and rooftop exit.

    Current research did not establish a fully reliable door-by-door path. Guide flags that limitation locally.

  • Abiotic Factor Wiki — Personal Teleporter — Bench synchronization, destination power distinction and invalidation when moving a bench.

    Test locally before a dangerous trip; multiplayer/world settings and patches may affect practical behavior.

  • Portal Toilet — Crafted toilet's rear laser receiver.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Some Distant Shore — Continence threshold, chance, safe return shoreline.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Abiotic Factor Wiki — Manufacturing Wood Crate — Industrial loot acquisition context.

    Random contents are not represented as guaranteed quantities.

  • Security Sector — Security layout, Cahn, outlets, Reaper and Tier 4 email.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Abiotic Factor Tools — Infrared Emitter — Emitter ingredients in the Tier 1 hacker chain.

    Dated version 1.4.0.28206 extraction.

  • Abiotic Factor Tools — Projection Matrix — Exact Projection Matrix ingredients and quantities.

    Extracted v1.4.0.28206 data, build 24343458, dated 2026-09-05.

  • Steam player walkthrough — A General, Spoilertastic Guide — Firsthand route corroboration for Hydroplant outfit corpse, ruined tutorial dummy and Kylie transfer.

    Player-authored 1.0-era route; use current wiki and patch notes for changed systems.

  • Hotfix v1.4.0.28206 — Deep Field Games — Latest confirmed released version.

    Official announcement title; details corroborated by current patch index and patch mirror; not an installed-client check.

  • Entropic Break Development Update — official Steam news — September 16 delay to Q1 2027; Community Update 5 upcoming.

    Official English announcement text read through localized Steam news listing; older store snapshots still say Q4 2026.

  • Cosmic Companions update — publisher patch notes — Released May 4 2026; Dunkeltaler and pet/chemistry systems.

    SteamDB reproduction of publisher communication, checked against official Steam news listing.

  • Winter Cabin — Home portal unlock and lethal exterior snow.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • The Night Realm — Nightspheres remove barriers; essence/seed; exit terminal and throne.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Night Essence — Reaper irradiation and Canaan progression use.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Canaan — Tier 3 access, repair supplies, combat weaknesses and priest drops.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Lodestone — Riggs's hut source; preserve whole stones for other uses.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Canaan church exit — firsthand player discussion — Belfry portal repair; priest can be bypassed.

    August 2025 player reports, consistent with current wiki progression; not patch notes.

  • Keypad Hacker Tier 4 — Recipe unlock and mandatory Lodestone Fragment change.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Objectives — Security progression, Sun Disk requirement, final objective conversations.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Isaiah Deal — Hydro controls; compendium unavailable after Reactors access.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • David Hoff — Apartment balcony and Diving Suit unlock.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Hydroplant — Electrical Station, detector entrance, Robotics, western portal approach.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Voidpack — Gym-side hologram recipe discovery.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Keypad Hacker Tier 5 — Photon Receptors email attachment unlock.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Voussoir — Cold preparation, Mapper source, exit and equipment calibration.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Yeti — Spawn alternatives, fire panic, cave exit and harvest rewards.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Official Wiki — Kylie Muir — Neural chip rescue, bot upload and Albatross role.

    Upload consumes the carried Kylie form; route consequence should be disclosed before interaction.

  • Neutrino Emitter — Tang blueprint; laser-powered radiation suppression.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Transmission interference — player troubleshooting — Laser Emitter feeds Neutrino Emitter at transmitter.

    Firsthand community troubleshooting; geometry may vary with placement.

  • Laser Katana — Crafting source; laser charging; shield restriction.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Crafting and unlock recipe index — Sword component for Laser Katana.

    Secondary recipe compilation; not used for current progression timing.

  • Royal Range — Stomp rules, crowns, placed coins and Sunglasses secret.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • The World in the Mirror — Tier 5 entrance, hatch, grass and lack of hostiles.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Village Den da'ko Yeer — Village landmarks, gelatin, Transcendium and red exit.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Kin Haak Jaal da — Pre-gelatin dialogue cutoff and Exor Armor conversations.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Anti-Fungal Gelatin — Power Services blocker and optional Flathill use.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Reactors — Tram structure, Mist overgrowth, Cloud hazards, Gale battlefield.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Transcendium Analysis Machine — Advanced-material salvage source.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Traders — Dusk Quantum Exchanger's carapace-to-blood trade.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Transuranic Superalloy materials — Superalloy ingredient quantities.

    Secondary guide; recipe only, not its broader route claims.

  • Corrupted Bot — Heart source, shield, electrical immunity and low-health rush.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Gatekey Tier 6 — Final Hacker tier and clearance coverage.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Dusk Reactor activation — Tram approach, material enemies, repair then activation.

    Secondary guide; only specific corroborated repair/resource facts used.

  • Cloud Reactor repair access — player reports — Two repairs; building or movement gear for access.

    Player discussion; route uses robust construction advice, not disputed shortcut claims.

  • Null Grenade — Shield/barrier purpose.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Shadowgate — Minimum grenades, forest approaches, five containment devices.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Praetorium — Entry shortcut, garage/library/control route, IFV, Sun Disk.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Inquisitor Crate — Sun Disk room chest, Legate set and loot.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Inquisitor's Key — Upgraded key required by Inquisitor Crate.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Residence Sector — Sun-Touched, extra cold protection, equipment restriction.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Hasta Tria — Scripted death on Residence arrival.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Abiotic Factor 1.0 story objectives — Storm-device materials and Flamethrower component set.

    Secondary August 2025 guide; narrow recipe/sequence corroboration.

  • Thermocell — Wakeman specimen unlock; radioactive crafted component.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • OX Lamp — Enhanced X-Ray counter for Krasue.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Krasue — Unobstructed staring and freezing-environment behavior.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Fragments — Newman, time shifts, helix workshop, modules and Eyes.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • GATE Arch Defense Facility — Scripted capture/release and pod recipes.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Motion Module — Recipe from Arch suit pod; progression crafting.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Guardian of the Fallow — Named Fallow enemy verification.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Mother of the Fallow — Shielded shotgun threat.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Patriarch of the Fallow — Shielded gunman and explosive threat.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Albatross — Island landmarks, return portal, final trigger and epilogue positions.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • The Wayseeker enemy — Fight phases, tentacles, cover and allied healing.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Post-ending world continuation — player discussion — Same-world continuation after story.

    Firsthand 1.0 discussion; not evidence of repeatable final boss or alternate ending.

  • North Pole — Snowglobe access, wishing shelf, bell exit and Cabin unlock.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • The Snowman enemy — Hat/crystal phases, rewards and repeatability.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Dunkeltaler Forest — Hydro access, wisps, hostile entities and unique Microwave.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Dr. Hud — Dish M/F/D investigation order and abduction.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Dunkeltaler Forest mission — GamerHour — Base, hammer substation, Sun office, scrambler and basement.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • STOLAS Hard Drive — ASO crate source and two mission uses.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Dunkeltaler Backpack — Dish F upper-door collectible.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Cold Fusion 1.0 — official patch notes — Jetpack and Long Jump Pack recipe swap.

    Publisher patch notes; specific progression correction.

  • Achievements — Late-story and optional achievement triggers.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Ru Tang — Roof dialogue and death after Reactors access.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Official Wiki — Damage Types — Enemy resistances, plasma versus personal shields, holy damage.

    Damage effectiveness is target-specific, not a global weapon ranking.

  • Journal Entries — Riggs, village anvil and church objective.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Jetpack — Battery/heat behavior and first-clear restriction.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Backpacks — Alpine Pack source and carrying/cold advantages.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Abiotic Factor Complete Guide — Gloveman — Four Hydro objectives and released update timeline.

    Updated September 9 2026; broad sequence only, not every description accepted.

  • Photon Receptor locations — Submerged detector approach and orange-domed receptors.

    Secondary guide contains outdated early-Jetpack claim, expressly not used.

  • Kylie Shield Generator — XP loss, shield benefit, upgrade does not block story.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • TrueAchievements — Electric Dreams solution — Firsthand report: upload then visit Albatross; possible post-finale unlock.

    Xbox player report, not independently tested on current Steam. Avoid permanent-missable claim.

  • Mist Reactor activation — Destroy reactor growths and return to control button.

    Secondary guide has vague/conflicting other content; only corroborated growth/control step used.

  • Abe and Janet in Mist — player discussion — Mushroom location and temporary sector appearance.

    Older firsthand community reports; dialogue placement warning marked as such.

  • Entropic Portal Fish — Some Distant Shore and required Portal Fish Bait.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Gale controls and encounter — player reports — Two initial buttons, rune/Reaper, friendly turrets and final button.

    Early-access issue thread cross-checked with later walkthrough; bug anecdotes not treated as current guarantees.

  • Community Update 4 — official patch notes reproduction — July 13 2026 released digital crops, pets, powerup drops.

    Publisher changelog reproduced by wiki; separate current item pages verify mechanics.

  • Waterbot — Power Services location, fungal blocker and Kylie speech.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Bigfoot — Fire panic as combat counter.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Kylie robot transfer — firsthand discussion — Transfer consumes shield item; both forms used.

    Comments also propose replacement-copy trading; that is a wish, not a verified feature and is excluded.

  • Digital Garden Plot — Arcade-machine crafting, power, no water, fertilizer.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Temple of Stone — Paid optional home world and secret reward sequence.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Torii — Supporter home world and shrine secret.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Plant Rope — Grow from Rope Plant Seed, drop from ledges, package for reuse.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Temple of Stone — secret puzzle — Six button areas, activation sounds, eighteen stone birds, Tier 4 final gate.

    Text supplies the sequence; exact button and bird positions are mostly images, not fully transcribed here.

  • Jotun — First live Cloud Jotun landmark, shield, cannon/grenade attacks, vulnerable damage types and Sjaund opportunity.

    Community wiki includes a contradictory stealth/shield statement; only the consistent shield-break strategy is used.

  • Sword — Furniture Store fireplace-wall source for the Laser Katana ingredient.

    Community-maintained wiki; indexed page text read on 2026-10-10, not tested in a running game.

  • Steam — Abiotic Factor global achievements — Native 53-entry PC roster and public descriptions.

    Hidden descriptions are not exposed here. Names are exact identifiers; guide descriptions are original action summaries.

  • Official Abiotic Factor Wiki — Achievements — Trigger table, portal shortcuts and PS5-only platinum distinction.

    Community-maintained documentation; not a live unlock test. Skippable does not establish permanent missability.

  • Official Wiki — Jobs — Nine normal jobs, Hardcore-only Iron Mode, starting bonuses and budgets.

    Bonuses are increments, not claims that every displayed skill starts at that absolute level.

  • Official Wiki — Traits — Trait effects, incompatibilities and negative-trait consequences.

    Fear of Violence point value conflicts with extracted current data; not used in recommended budgets.

  • Official Wiki — IS-0017 — Cascade Labs character reset, skill reset and retained discoveries.

    Specific reset article supersedes stale Character Creation overview saying choices are permanent.

  • Official Wiki — Skills — Use-based skill progression and later flexibility.

    Individual perk thresholds can change; current developer notes take precedence.

  • Abiotic Factor Tools — extracted trait data — Trait point costs from DT_Traits for 1.4.0.28206.

    Community extraction, not publisher API. Includes internal/acquired traits; its row count is not the creation-menu count.

  • Official Wiki — Mechanics — Default night hours, battery drain, repair, armor and butchering.

    Sandbox settings can change defaults.

  • Official Wiki — Repair and Salvage Station — Repair versus salvage and nearby storage upgrade integration.

    Image-only ingredient labels were not reconstructed.

  • Official Wiki — GATE-101 — First-base survival loop and bed/respawn orientation.

    Beginner recommendations, not evidence of an invulnerable base location.

  • Official Wiki — Assault Events — Afternoon warning and night raids.

    Ending notice does not mean every attacker is dead.

  • Official Wiki — Portal Storm — Portal storms and suppression upgrade scope.

    Other raid types remain possible.

  • Official Wiki — Sleeping Minigame — Fatigue recovery and bed quality.

    No universal multiplayer sleep-quorum claim made.

  • Official Wiki — Chemistry — Distillations, flask/tincture/coating workflow.

    Specific ratios should be checked in the current journal; wrong mixtures have consequences.

  • Official Wiki — Chemistry Bench — Three inputs, maximum eight units per input and output interaction.

    Image-based station ingredient lists not guessed.

  • Deep Field — Cosmic Companions update — Chemistry begins in Labs; companion collar protection; milk processing; weapon additions.

    May 2026 update, superseded where July changes apply.

  • Official Wiki — Offhand — Shield classes, blocking and holstering.

    Energy attacks and heavier damage classes can defeat simple blocking assumptions.

  • Official Wiki — Weapons and Ammo — Weapon categories, progression examples and heavy-weapon handling.

    Listed base damage is not measured DPS; recipes and ammunition changed in 1.4.

  • Official Wiki — Hardlight Saber — Late plasma sword and its handling.

    Do not conflate a sword's passive deflection with a universally usable shield loadout.

  • Official Wiki — Grinder — Recoverable ammunition and dangerous ricochets.

    Not every shot or disc is recoverable.

  • Official Wiki — Magbow — Scoped ranged progression and single-shot operation.

    Stabilizing aim costs stamina.

  • Official Wiki — Hypercross Magbow — Two-shot Magbow upgrade.

    Ingredient labels were images; exact recipe quantities omitted.

  • Official Wiki — Electro-Thrower — Close-range electrical utility; does not award Accuracy XP.

    Old rate-of-fire or infinite-stunlock advice is not assumed current.

  • Official Wiki — Bio-Metric Armwraps — Accuracy 7 gate for crafting/equipping armwraps and linked firearms.

    Receiving another player's crafted wraps does not bypass the equip gate.

  • Official Wiki — Armor Sets — Armor upgrade families and set roles.

    Mixed sets can sacrifice set bonuses; appearance alone does not prove equipped stats.

  • Official Wiki — Carapace Armor Set — Labs armor, thorns and resource plan.

    Full set resources include creature parts; do not expect all materials upon first entering Labs.

  • Official Wiki — Scarab Armor Set — Hydroplant upgrade and resource plan.

    Upgrade assumes existing Carapace components.

  • Official Wiki — Anteplate Armor Set — Residence upgrade and cold protection.

    Upgrade assumes existing Scarab components.

  • Official Wiki — Lab Rat — Rat Pack kill condition and Rat Suit harvest chance.

    Suit is random; the condition for guaranteed Pack does not guarantee Suit.

  • Official Wiki — Kylie trinket — Experience bonus and alternate Kylie equipment form.

    Not an early-game starting item.

  • Official Wiki — Fishing — Bait, rare fish, hotspots and fishing gear.

    Hotspots guarantee fish rather than junk, not rare variants.

  • Steam discussion — Ragnarok — Player corroboration of Gatekeeper kill requirement.

    Cross-world counter and multiplayer credit assertions are not verified implementation facts.

  • Deep Field — Sandbox Settings explanation — Developer-authorized sandbox customization and existing-save modification.

    Does not expressly guarantee every achievement under every setting.

  • TrueAchievements — sandbox achievement discussion — Firsthand unlocking with reduced survival requirements and increased XP.

    Community evidence on Xbox; not a blanket Steam/mod guarantee.

  • Official Wiki — Crystalline Armor Set — Camouflage condition and materials.

    Intro relative-armor claim conflicts with table; guide avoids that comparison.

  • Official Wiki — Lucent Armor Set — Reactors stealth armor upgrade.

    Stillness/slow movement condition matters.

  • Official Wiki — Medic Helmet — Obtaining helmet from Order Medic and low armor value.

    Revival bonus corroborated separately; cosmetic transmog should not be treated as the functional buff.

  • Official Wiki — Healing Briefcase — Deployable healing and battery consumption.

    1.3 includes reliability fixes; not an excuse to stand in incoming fire.

  • Official Wiki — Makeshift Spear — Standing Lamp discovery and early sharp weapon.

    Recipe ingredient labels were images; exact quantities not inferred.

  • TrueAchievements — Mycelium about the Consilium — Firsthand Mushroom Helmet unlock without asserted Mycofields completion.

    Conflicts with wiki's additional exit requirement; conservative route does both.

  • Official Wiki — Health and Medical — Medical tools and First Aid progression.

    No claim that medic job is mandatory for healing teammates.

  • Official Wiki — Security Armor Set — Block stamina set bonus, loot source and high weight.

    Four-piece stamina benefit does not stop energy damage or remove all block limits.

  • Official Wiki — Makeshift Battery — Default-night runtime and serial-battery calculations.

    Only valid for stated number of downstream appliances and default clock speed.

  • Official Wiki — Charge Shield — Medium shield; exhausted battery disables shock rather than blocking.

    Chance-based stun cannot be treated as guaranteed control.

  • Official Wiki — Pipe Club — Early blunt weapon and wide swing.

    Wide arcs require care near teammates.

  • Official Wiki — Buffs and Debuffs — Medic Helmet revival modifier.

    Only functional equipped gear grants its effect.

  • Official Wiki — Charging Station — Powered portable recharging.

    Wall sockets follow night-power rules.

  • Official Wiki — Laser Katana — Shield-incompatible sword example.

    Being outside the Heavy category does not imply shield compatibility.

  • Steam — Engineering Success developer-selected answer — Returning to the engineer corpse unlocks the outfit; forklift-hangar lift location.

    2024 player report selected by a developer; corroboration rather than current live test.

  • TrueAchievements — The Composers solution — Firsthand answer links completion to obtaining all three Flathill cells at the final return portal.

    Xbox report; wiki independently specifies final Power Cell.

  • Steam native achievement display — public completed roster — Native hidden achievement flavor text and full 53-entry roster, corroborating broad sector-completion meanings.

    Public player's display is used only for Steam text, not as proof of that player's method or play settings.

  • Containment Unit: 91 — upkeep and capture — Unit power and Greyeb upkeep.

    Source-researched acquisition and behavior; not a guarantee of random drops.

  • Leyak — containment method — Lure near the unit and use X-Ray equipment.

    Source-researched acquisition and behavior; not a guarantee of random drops.

  • GATE Security Crate — fixed examples — Key requirement and Office/Manufacturing locations.

    Source-researched acquisition and behavior; not a guarantee of random drops.

  • Ornate Crate — rewards and locations — Ornate-key chest examples and Sigil reward.

    Source-researched acquisition and behavior; not a guarantee of random drops.

  • Ornate Key — acquisition — Listed Order-enemy drop sources.

    Source-researched acquisition and behavior; not a guarantee of random drops.

  • Cacophonous Crate — locations — Known crate behind the Flathill portal.

    Source-researched acquisition and behavior; not a guarantee of random drops.

  • Storage — key-to-crate correspondence — Porcelain Key and GATE Defense Rune match their respective containers.

    Source-researched acquisition and behavior; not a guarantee of random drops.

  • Runic Crate — fixed examples — Power Services and reactor crate examples.

    Source-researched acquisition and behavior; not a guarantee of random drops.

Before you commit: Source-researched; the entire route has not been completed in-game on this patch.

Coverage limits, evidence dates & corrections
  • Released seasonal and update areas are included; the announced Entropic Break expansion and future Update 5 content are not treated as playable.
  • Every loose resource, decorative collectible and possible base location is not catalogued. Compendium completion uses a final cross-check and linked current directory.
  • Co-op credit and arbitrary mods/custom settings are not guaranteed. Check actual Steam unlocks before marking an achievement earned.

Source-researched · no complete playthrough validation. Source sample checked 2026-10-10; roster checked 2026-10-10. Route dependencies, Steam roster, current jobs, skill gates and selected irreversible story details. Not every claim or drop rate is independently playtested.

Choice comparisons start closed. The surrounding walkthrough, chapter titles and search results can contain spoilers.

Report an error or missing step · Sources & media credits

A scientist’s route from the first office refuge through the released campaign and postgame, with six equipment and skill plans, portal expeditions, base development, optional stories and all 53 Steam achievement targets placed along the way. Outcome comparisons contain spoilers and start closed.

Campaign records, inventory & recovery tools
YOUR PLAYTHROUGH

Continue playing

First playthrough · Solo Generalist

Download interactive guides
YOUR BOOKMARK

Create a game, prepare your scientist, then take the tutorial

Next small tasks

  1. From the main menu, choose Enter the Facility → Start New Game. Name the save/world so you can recognize it later. For a first solo run, keep the ordinary sandbox rules; for co-op, agree who hosts and join t…
  2. At character creation, choose the job for your preferred activities. Jobs give starting advantages rather than permanent weapon classes. If you have not chosen a plan, use the Solo Generalist suggestion belo…
  3. Play the tutorial rather than skipping it if you want its achievement. After leaving the vehicle, enter the shack, speak to Tracy, equip the hard hat, and use the elevator. At the next controlled demonstrati…
Playthrough profiles and portable progress

Each profile keeps its own build, actual outcomes, equipment and checklists. Up to eight profiles per game.

Use the guide’s progress backup to transfer all profiles between the website and offline copies. The website stores signed-in progress. Downloads keep a separate browser record.

Your actual character, equipment or settlement

Record only information that affects your next decision. Blank fields mean unknown. These entries describe your game and never change it.

Record only what you know from your current game. Blank fields do not invent skill levels, supplies or unlocks.

These notes support your chosen role and next expedition. They do not read or modify your game save.

Equipment and resources for this plan

Keeps the refuge functional and suppresses ordinary local spawns while powered. Assaults still need a response.

Alternative and sources

Keep the first refuge small and repair the bench before expanding.

Source reference

Overnight battery supply

Keep critical devices running when facility outlets turn off. Extra appliances change the load.

Alternative and sources

Split loads or add suitable capacity; observe a full night before relying on the setup.

Source reference

The component chain opens the next Office route.

Alternative and sources

Return to the robot CPU/material steps instead of trying a later-tier locked door.

Source reference

Source reference

Source reference

Source reference

Maintains your practiced weapons and preserves the resources already spent on equipment.

Alternative and sources

Bring a usable backup and repair materials; reserve progression ingredients before salvaging.

Source reference

Source reference

Source reference

Source reference

and named return bench

Gives the expedition a clear return destination once its recipe is available.

Alternative and sources

Unlock the tram/shortcut and walk the cleared route home; do not rely on a teleporter you have not bound.

Source reference

Destination-specific protection

Cold, heat, radiation and underwater routes need different preparation.

Alternative and sources

Use the local hazard checklist before crossing; step back and equip the appropriate protection.

Source reference

Source reference

Source reference

Source reference

Readiness and recovery checks

Use these checks before moving to harder content or expanding. They are manual observations, separate from platform achievements.

An expedition went wrong

Return with a replacement weapon, food and the protection for that area. Recover the route before trying to recover every dropped item. In Hardcore, death follows different rules; this is not a promise of revival.

The selected role no longer fits

Change your guide role and equipment first. A later job/trait reset has a real skill cost; read the local IS-0017 warning before using it.

Evidence, coverage and changes in this edition

Manual expedition notes and source-based reminders. No live save inspection or tested universal build ranking.

Coaching review: 2026-10-10 · Synthesis of cited guide sources. Guide checks do not claim a personal completion playthrough.

  • Actual outcomes are separate from intended outcomes.
  • Named profiles preserve separate campaigns.
  • Stable task checkpoints preserve existing completion records.
  • Online and offline editions share the same interface.

Deep Field — Community Update #4 and hotfixes

Steam — Abiotic Factor global achievements

Abiotic Factor Wiki — Energy

Official Wiki — Crafting Bench

Official Wiki — Sandbox Settings

Deep Field — dedicated-server default settings

Abiotic Factor Wiki — Jobs

Abiotic Factor Wiki — Main Quest

Abiotic Factor Wiki — Achievements

Abiotic Factor Wiki — GATE Cascade Research Facility

Prima Games — How to Open the Cafeteria Door

PC Gamer — Energy Brick guide

YOUR PLAN · EQUIPMENT · ACHIEVEMENTS

Your scientist role

Choose equipment, skill practice and team responsibilities. The same campaign supports every role.

Progression plan

Solo Generalist

A flexible first scientist with useful learning, carrying and climate traits; choose equipment around the next expedition.

Start with this setup
  • Choose Summer Intern. 12 trait points before custom bonuses; this package spends 11 and leaves 1. Wrinkly Brainmeat (4): 20% more skill XP. Weathered (3): +1 heat and +1 cold resistance. Buff Brainiac (4): 15% higher carry limit; +1 Strength. No negative trait is required. For hotbar comfort, Fanny Pack (10) plus Hobbyist Chef (2) uses all 12 instead.
  • No compulsory drawback.
  • Can adopt every ordinary equipment role later.
  • Carries supplies without committing to a single weapon.
  • No job-specific starting skill or XP advantage.
  • Broad progression is slower than specializing every action.
  • Needs both ranged and melee practice.
Preview this plan from the beginning to the endgame · 8 stages
    • Place a , bed and water container.
    • Use a Desk Leg for fighting and a Shiv or Kitchen Knife for harvesting; fry the meat you collect.
    • Equipment at this stage: Desk Leg; Shiv or Kitchen Knife; Frying Pan; Bed.
    • Repair the route and supplies you already have; this checkpoint does not require a finished specialist loadout.
    • Discover the Makeshift Spear from a Standing Lamp; add Makeshift Crossbow and Plastic Shield.
    • Collect the Office anvil for a ; recharge before the robot/hacker work.
    • At Crafting 2, inspect the first bench upgrades. At Cooking 3, add known soups.
    • Equipment at this stage: Makeshift Spear replaces Shiv as primary weapon; Makeshift Crossbow; Plastic Shield; .
    • Keep the sharp harvesting tool and repair material. One basic battery alone falls short of a default full night for one appliance.
    • Replace the weakest Office weapon with a crafted Manufacturing option: Thermal Mallet for melee or Grinder for ranged fighting.
    • Practice cover, brief attacks and retreating to repair; keep a weapon of the other type.
    • Inspect the Blacksmith's solder pot if Cooking remains below 3.
    • Equipment at this stage: Thermal Mallet or Grinder; Repaired Makeshift armor; Forge armor only when its materials are ready; Repair reserves.
    • Heavy weapons handle poorly below Strength 8; do not replace a comfortable one-handed weapon solely because a heavy tool has higher listed damage.
    • Keep the repaired combat kit while learning the new area.
    • After discovering Refined Carbon, replace repeated water-boiling trips with a Water Filter.
    • Unlock the chemistry benches if you want prepared consumables; follow discovered mixtures.
    • Equipment at this stage: Water Filter; Current Manufacturing weapon; Distillation Bench and Chemistry Bench (optional).
    • A character reset here sets every skill to 3. It is a rebuild decision, not a routine upgrade.
    • After the Mycofields material run, replace the old armor with Carapace if following the lighter armor route.
    • With Security materials, add Magbow for deliberate ranged shots; keep a close-range weapon.
    • Keep lighting charged and practice firing from cover before committing to a reload.
    • Equipment at this stage: Carapace armor replaces earlier armor; Magbow replaces basic crossbow; Charged light.
    • A scoped weapon's reload creates an opening; a shield must be holstered when you need its alternate aiming action.
    • Turn Carapace pieces into Scarab after collecting Murkweed and electrical components.
    • Keep the Magbow and a close-range fallback; replenish ammunition before another wing.
    • Use the Moisture Teleporter when unlocked to shorten water-supply trips.
    • Equipment at this stage: Scarab replaces Carapace; Magbow; Moisture Teleporter.
    • The Scarab recipe consumes the preceding armor pieces. Bring enough supplies to return without relying on new loot.
    • Upgrade Magbow into Hypercross when its recipe and materials are available.
    • Retain Scarab until its next actual upgrade materials appear.
    • If using heavy armor, Strength 13 now removes the heaviest armor-class penalty.
    • Equipment at this stage: Hypercross Magbow replaces Magbow; Repaired Scarab or established heavy armor; Second damage type.
    • Strength 13 is a handling perk, not a requirement to abandon a lighter set. Do not buy a new combat style with your last repair stock.
    • Use Residence's Frozen Essence, Yeti Fur and tactical materials to upgrade Scarab to Anteplate.
    • Check cold protection, ammunition and medical reserves before the next excursion.
    • Keep the weapon family you have practiced; add optional upgrades during cleanup.
    • Equipment at this stage: Anteplate replaces Scarab; Hypercross Magbow or established melee choice; Destination-appropriate supplies.
    • Anteplate belongs here because its new materials come from Residence; it is not an earlier Hydroplant craft.

Your completion route: Complete the released campaign, then explore remaining worlds and optional achievement projects.

Changing your plan keeps your saved achievements, quest choices and checklists. Required respecs, unlocks and later equipment are explained at their route steps.

Browse picture and diagram checkpoints 6 references

Open the matching walkthrough section. Its choices, build advice and checklists stay together.

0 / 53 route sections complete · 0 / 53 achievements earned
Story outcomes, achievements and reference notes

PC Steam 1.4.0.28206 · source review 2026-10-10.

Skills improve through use. Jobs and traits shape the opening; these guide roles do not create locked character classes.

Story consequences and optional evidence start collapsed.

Check achievements already earned · 53 available

Check confirmed platform unlocks. Untick a target to defer it. Finishing a walkthrough step never checks an achievement automatically.

Down Under

Finish the tutorial. Skipping the tutorial bypasses this trigger; complete it on a new world if needed.

Crafty Creations

Make an item at a .

One Down, One Million To Go

Defeat a Pest.

Office: Managed

Finish Office progression.

Green Thumb

Grow a crop to maturity.

Hackerman

Operate a successfully. Perform a hack yourself; a teammate opening the route can bypass your trigger.

Synced Up

Finish Manufacturing West.

Fashion Spec

Wear four matching armor pieces. Use a functional armor set; a cosmetic uniform is a different unlock.

Accidents Happen

Lose continence outside a toilet.

Kitted Out

Fill seven equipment slots simultaneously. The wiki documents seven original equipment slots despite the displayed all-slots wording. Added watch/companion slots were not independently tested.

Supremus Ordo Petrae

Defeat 50 Order combatants. Verify the unlock on each account; exact shared-credit rules have not been established.

Regaining Control

Finish Cascade Labs.

Engineering Success

Collect the Manufacturing worker outfit. Interact with the uniformed corpse in Upper Shipping; use the lift near the Garage. Crafting Forge armor does not satisfy this cosmetic unlock.

Mycelium about the Consilium

Wear a Mushroom Helmet. For a conservative route, finish Mycofields and wear the crafted helmet. Xbox firsthand evidence reports helmet alone; the extra exit prerequisite remains disputed.

Lab Rat

Wear Rat Suit and Rat Pack together. Rat Suit is a 7.5% corpse-harvest drop. Net-stun plus a blunt killing blow guarantees the Pack; elemental killing damage can spoil that condition.

It Only Gets Stranger From Here

Reach Far Garden's exit portal. An Office railing shortcut can bypass the proximity trigger.

Survive the Night

Finish Security Sector. The name does not refer to merely surviving an ordinary night.

Catch a Fish

Land any fish.

Sleepwalking

Enter the final Nightsphere room. Shooting from outside then teleporting away can bypass the room trigger.

The Composers

Take Flathill's final Power Cell. Taking only the minimum progression cell can leave this unearned.

All Aboard

Use The Train's final exit. Take the end portal personally rather than an entrance portal or .

Field of Dreams

Use Mycofields' final exit. Take the end portal personally rather than teleporting home.

No More Room In Helmholtz

Leave the Furniture Store.

Go With The Flow

Collect the Hydroplant worker outfit. Interact with the uniformed corpse in the flooded elevator shaft. This is a cosmetic unlock, not an armor craft.

Je Suis Perdu!

Use Voussoir's final exit. Take the end portal personally.

The Big Apple

Use Rise Facility's final exit.

Flat as a Pancake

Touch World in the Mirror grass. Entering a portal alone is not the documented trigger.

The Darkwater

Reactivate Hydroplant spillways.

Dummy

Inspect the ruined tutorial's Pest Dummy. Reach it through the Mines portal. Current patch notes tie its crafting discovery to examining the crushed dummy.

No Running

Leave the Pool Room. The displayed description mentions a red chair; the wiki records the exit trigger.

We Don't Talk About That Place

Enter Some Distant Shore.

Rumble on the Royal Range

Leave Royal Range.

Rare Catch

Land a rare fish variant. Use the appropriate bait or special bait-equivalent gear. A fishing hotspot alone does not guarantee rarity.

A Lode Off My Mind

Defeat Canaan's Priest, Niketas.

Coreverse

Activate the Encroachment Core.

The Village

Use Village Den da'ko Yeer's red exit. The portal appears after obtaining Anti-Fungal Gelatin; use it instead of a shortcut home.

Dark Energy

Finish Reactors.

Dawn Til' Dusk

Restart Dusk Reactor. This particular reactor trigger is distinct from completing the entire sector.

Shadowgate

Finish Shadowgate.

Security Breach

Open a GATE Security Crate.

Nosy Neighbor

Open an Ornate Crate.

Ancient Treasure

Open a Runic Crate.

Music Box

Open a Cacophonous Crate.

Blind Luck

Defeat a Symphonist.

Electric Dreams

Upload Kylie; travel to Albatross. Rescue her using Hyper-Dense Neural Chip in Hydroplant Robotics. Upload her trinket or shield-generator form into the Modified Defense Bot in future Botanical labs. Plan before finale; an Xbox report supports post-finale Albatross revisit, so permanent missability is unproven.

Sjaund

Defeat a Jotun.

Ragnarok

Defeat 100 Gatekeepers. This is not a single boss kill. Cross-save accumulation and tag/last-hit rules are not verified; do not assume a team's total is each account's total.

The Inquisition

Finish the Praetorium.

Apocalypse Now

Reach the story ending.

Coffee in the Coffee Hole

Give Coworker a Mug of Coffee.

The Gardens

Finish Botanical Gardens.

Friendly Presence

Contain Leyak in Containment Unit: 91.

End of the Earth

Finish Residence Sector. Check Steam during the final Residence-to-Albatross transition; the exact award boundary has not been independently verified.

Compare story outcomes · 9 decisions

Each option explains its consequences. Your choice is repeated at the relevant step; alternatives remain available.

Compare starting jobs and their tradeoffs · Undecided
Compare starting jobs and their tradeoffsCompare settings and their effects
Lab Assistant

10 trait points. Sprinting +3; Sneaking +3; Strength +2 Sneaking XP +50% No required job drawback. Starting kit: Lab Gloves. Any ordinary job can develop the shared skill and crafting systems.

Epimedical Bionomicist

9 trait points. First Aid +3; Cooking +1; Agriculture +1 First Aid XP +50% No required job drawback. Starting kit: Surgical Mask. Any ordinary job can develop the shared skill and crafting systems.

Trans-Kinematic Researcher

8 trait points. Blunt Melee +2; Fortitude +2; Sprinting +2; Strength +2 Fortitude XP +75%; Strength XP +50% No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Archotechnic Consultant

7 trait points. Construction +2; Strength +1; Crafting +3 Construction XP +50% No required job drawback. Starting kit: Work Gloves. Any ordinary job can develop the shared skill and crafting systems.

Phytogenetic Botanist

9 trait points. Agriculture +3; Cooking +2; Strength +2 Agriculture XP +50% No required job drawback. Starting kit: Gardening Gloves. Any ordinary job can develop the shared skill and crafting systems.

Somatic Gastrologist

9 trait points. Sharp Melee +2; Fortitude +1; Cooking +4 Cooking XP +50% No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Paratheoretical Physicist

8 trait points. Throwing +3; Crafting +3; Sneaking +1; Reloading +1; Construction +1 Throwing XP +50%; Crafting XP +50% No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Defense Analyst

5 trait points. Fortitude +2; Strength +2; Blunt Melee +1; Reloading +2; Accuracy +2 Accuracy XP +75%; Reloading XP +75% Required traits: Slow Learner. Starting kit: Security Cap, Well-worn Security Vest, Basic Baton. Any ordinary job can develop the shared skill and crafting systems.

Summer Intern

12 trait points. No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Iron Mode

0 trait points. No required job drawback. Only available with Hardcore and the AllowIronMode setting. It belongs to a deliberate one-life challenge, not an ordinary first campaign.

Help Grayson before leaving the Office hub · Undecided
Help Grayson before leaving the Office hubCompare choices, rewards & consequences · spoilers
Give him the requested bandage

Now: Completes the assistance interaction. Later: Enables his later traveling-trader appearances. Rewards: Access to a recurring service; stock should be checked at the visit. Can you change your mind? Giving the bandage consumes that item; this is not a mutually exclusive story ending.

Continue without helping yet

Now: You retain the bandage and can continue your supply route. Later: You have not enabled that service through this interaction. Rewards: No compensating reward was established. Can you change your mind? No current hard deadline or inevitable death timer was established; revisit instead of assuming permanent failure.

Finish all Flathill cells now or return after the first · Undecided
Finish all Flathill cells now or return after the firstCompare choices, rewards & consequences · spoilers
Finish the complete cell circuit

Now: Complete the town route and bring home additional Power Cells. Later: Advances the Flathill containment story and the progression associated with fog/Symphonist encounters; exact encounter gate is disputed. Rewards: Additional cells, town research and collectible opportunities. Can you change your mind? The campaign has no verified undo for this story progression. This is not documented as an alternate ending.

Return with one cell and open Manufacturing

Now: Meets the forklift's one-cell requirement sooner. Later: Leaves the rest of the town available as a return trip. Delaying all three does not establish permanent protection from later fog, because sources disagree about the trigger. Rewards: Earlier Manufacturing access; remaining town rewards deferred. Can you change your mind? You can revisit Flathill. Resettable loot also provides recovery from ordinary resource loss.

Use or postpone the IS-0017 job change · Undecided
Use or postpone the IS-0017 job changeCompare choices, rewards & consequences · spoilers
Choose a new job

Now: Changes the role and resets skills to level 3. Later: You must rebuild skill progression from the reset values. Rewards: Different starting-role advantages; no new starting gear is promised. Can you change your mind? Do not assume the interaction restores your former trained levels if used again.

Keep the current job

Now: Preserves your present role and skills. Later: Main-story access continues without this optional respec. Rewards: Retains accumulated skill investment. Can you change your mind? The optional interaction may be revisited; no story gate requires it here.

Scout the Furniture Store before the first button · Undecided
Scout the Furniture Store before the first buttonCompare choices, rewards & consequences · spoilers
Survey and collect optional loot first

Now: Finds all floors and likely button routes before the escalation begins. Later: Makes the five-button sequence more predictable. Rewards: Safer access to optional presents and equipment. Can you change your mind? You can then start the same puzzle.

Activate buttons as you find them

Now: Starts and increases zombie pressure during exploration. Later: Searching the remaining floors happens under greater pressure. Rewards: No distinct bonus for starting earlier was established. Can you change your mind? Leaving and reentering resets and relocates the puzzle; it does not retain partial button progress.

Spend the first Antethermite on progression or Rise · Undecided
Spend the first Antethermite on progression or RiseCompare choices, rewards & consequences · spoilers
Open the Vacuum Chamber first

Now: Advances the route into Security. Later: Rise remains an optional return after gathering more Gel. Rewards: Main-story access. Can you change your mind? Another charge can open the other route; there is no demonstrated exclusive reward.

Open the Laser Lab first

Now: Allows the reflector puzzle and optional Rise portal. Later: You must acquire another ten Gel for the main door if you have no reserve. Rewards: Optional supplies, research and exploration. Can you change your mind? Resource gathering resolves the delay; this is not a permanent campaign failure.

Sit in the Red Chair now or prepare first · Undecided
Sit in the Red Chair now or prepare firstCompare choices, rewards & consequences · spoilers
Sit with supplies ready

Now: Transfers you into the Pool Room. Later: You must find its exit route and orient yourself at the Labs return. Rewards: Optional exploration and the exit-related achievement opportunity. Can you change your mind? Return is through the portal world's exit mechanism; sitting is not a reversible furniture pose.

Leave it until later

Now: Avoids an unplanned excursion. Later: You can return equipped for the invisible threat and variable button search. Rewards: No reward is forfeited merely by preparing first. Can you change your mind? No current timed lockout was established.

Fight Niketas now or return later · Undecided
Fight Niketas now or return laterCompare choices, rewards & consequences · spoilers
Defeat Niketas

Earn A Lode Off My Mind and collect his drops. The fight is optional for repairing the belfry portal; prepare your equipment and a retreat rather than treating it as a required first-visit duel.

Repair the portal and leave the fight for later

Continue the campaign without this achievement or the fight’s loot yet. No alternate main ending or alliance was established. Revisit the world when better prepared; the exact NPC reset interval is not guaranteed here.

Kylie’s future · equipment or a restored body · Undecided
Kylie’s future · equipment or a restored bodyCompare choices, rewards & consequences · spoilers
Keep the portable trinket

Keep its skill-XP benefit and companionship. The upload and Electric Dreams route remain unfinished. This is a deferral of the body quest, not a different main ending.

Upgrade to the shield-generator form

Trade the trinket’s XP benefit for its protection. This form can still be uploaded later, so the shield does not by itself lock out the body quest.

Upload Kylie into the Modified Defense Bot

In the future Botanical workshop, the upload consumes her trinket or shield form. She later helps at Albatross; reaching Albatross after the transfer is the Electric Dreams route. No verified reverse transfer or replacement copy is promised. Finish before the finale for the researched PC route; post-finale recovery is only corroborated by an Xbox report.

Chapter 1 of 12

First day and a working refuge

IN CAMPAIGN ORDER

Create a game, prepare your scientist, then take the tutorial

Begin here: The main menu, before arriving at the facility.

Compare starting jobs and their tradeoffsCompare settings and their effects
Lab Assistant

10 trait points. Sprinting +3; Sneaking +3; Strength +2 Sneaking XP +50% No required job drawback. Starting kit: Lab Gloves. Any ordinary job can develop the shared skill and crafting systems.

Epimedical Bionomicist

9 trait points. First Aid +3; Cooking +1; Agriculture +1 First Aid XP +50% No required job drawback. Starting kit: Surgical Mask. Any ordinary job can develop the shared skill and crafting systems.

Trans-Kinematic Researcher

8 trait points. Blunt Melee +2; Fortitude +2; Sprinting +2; Strength +2 Fortitude XP +75%; Strength XP +50% No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Archotechnic Consultant

7 trait points. Construction +2; Strength +1; Crafting +3 Construction XP +50% No required job drawback. Starting kit: Work Gloves. Any ordinary job can develop the shared skill and crafting systems.

Phytogenetic Botanist

9 trait points. Agriculture +3; Cooking +2; Strength +2 Agriculture XP +50% No required job drawback. Starting kit: Gardening Gloves. Any ordinary job can develop the shared skill and crafting systems.

Somatic Gastrologist

9 trait points. Sharp Melee +2; Fortitude +1; Cooking +4 Cooking XP +50% No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Paratheoretical Physicist

8 trait points. Throwing +3; Crafting +3; Sneaking +1; Reloading +1; Construction +1 Throwing XP +50%; Crafting XP +50% No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Defense Analyst

5 trait points. Fortitude +2; Strength +2; Blunt Melee +1; Reloading +2; Accuracy +2 Accuracy XP +75%; Reloading XP +75% Required traits: Slow Learner. Starting kit: Security Cap, Well-worn Security Vest, Basic Baton. Any ordinary job can develop the shared skill and crafting systems.

Summer Intern

12 trait points. No required job drawback. Any ordinary job can develop the shared skill and crafting systems.

Iron Mode

0 trait points. No required job drawback. Only available with Hardcore and the AllowIronMode setting. It belongs to a deliberate one-life challenge, not an ordinary first campaign.

1. From the main menu, choose Enter the Facility → Start New Game. Name the save/world so you can recognize it later. For a first solo run, keep the ordinary sandbox rules; for co-op, agree who hosts and join that same world. Review the game’s access/privacy controls before opening it to others.
2. At character creation, choose the job for your preferred activities. Jobs give starting advantages rather than permanent weapon classes. If you have not chosen a plan, use the Solo Generalist suggestion below. Read the actual trait costs and leave severe hunger/thirst penalties out of a first learning run.

At character creation: Summer Intern

Suggested starting plan: Solo Generalist. Choose Summer Intern. 12 trait points before custom bonuses; this package spends 11 and leaves 1. Wrinkly Brainmeat (4): 20% more skill XP. Weathered (3): +1 heat and +1 cold resistance. Buff Brainiac (4): 15% higher carry limit; +1 Strength. No negative trait is required. For hotbar comfort, Fanny Pack (10) plus Hobbyist Chef (2) uses all 12 instead.

3. Play the tutorial rather than skipping it if you want its achievement. After leaving the vehicle, enter the shack, speak to Tracy, equip the hard hat, and use the elevator. At the next controlled demonstration, signal Bruce and follow the vent route. Take the wrench from the supplied crate before continuing.
4. Follow the demonstrations in order: craft the Throw Net, catch and stomp the dummy, make the requested bandage, then pick up and redeploy the heater near a socket. Connect the heater to power; placement alone does not complete the lesson. Use the Residence elevator when the training objectives clear.
Help with the tutorial’s crafting and power lessons

Where to look: Begin at arrival: speak to Tracy in the shack, equip the supplied hard hat and use the elevator. Follow the displayed training objective from there.

What to do: Signal Bruce, follow the vent route and take the supplied wrench. Complete the net and bandage demonstrations in order; at the heater lesson, redeploy it beside a socket and connect power.

What should happen: Each training objective clears in sequence and the powered-heater lesson allows you to continue toward the Residence elevator.

If it does not work: If a lesson stalls, check the current objective’s required item or interaction before advancing. In the heater phase, inspect the cable and power state; simply placing the heater does not finish the demonstration.

Sources for this explanation
5. In the arrival lobby, use the staffed reception and the stairs indicated by the onboarding route to reach the Cafeteria. Pause to read terminals and finish available dialogue while these rooms are quiet. Keep this habit throughout the guide: several journal entries come from a second conversation rather than an obvious quest marker.
Role changes later

A Labs interaction can change your job, but it also resets skills to level 3. Treat that as a consequential respec, not free starting equipment. We flag the interaction before you encounter it.

Jobs are a starting advantage

Ordinary skills grow through use. Jobs alter starting bonuses, XP and trait budgets; they do not permanently assign a combat class. Pick the role you want to practice, then change equipment as discoveries expand. Traits and item skill requirements can impose real restrictions.

Spend within the selected job's budget

Positive traits spend points; negatives return points. The suggested packages use the standard point budget and require no negative traits. Unused points are allowed. A forced job trait supplies no extra points. Use the traits offered in your character-creation menu; acquired traits are not starting options.

How this guide handles progress

Choose a role only if you want tailored equipment advice. Mark existing Steam achievements in the campaign tools to hide completed targets. Numbered task checks record your route; they never award an achievement or change the game. Story decisions and optional explanations start closed. You can leave settings blank.

Record a choice or pause this section (optional)

Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.

Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.

Choices you made in the game

Record the option you actually chose in the game. Leave decisions you have not reached blank. These records are separate from your planned choices.

Update earned achievements (optional)

Down Under

Finish the tutorial. Skipping the tutorial bypasses this trigger; complete it on a new world if needed.

Need clearer directions? Tell us where you got stuck

Individual tasks and achievements keep their own checkmarks.

IN CAMPAIGN ORDER

Open the Cafeteria and establish your first escape route

From the main menu
1. Speak to Dr. Thule in the Cafeteria and inspect the powered door's objective. Enter the storage closet and look across its three vent openings: the usable route is the far-right vent. Follow it into the adjoining kitchen and service rooms, dealing with the small enemies one at a time. Keep the return path clear before filling your inventory.
2. Collect a screwdriver and dismantle computers for electrical parts. Pin the Energy Brick recipe so the missing component stays visible while you search. Its verified ingredients are 1 Tech Scrap, 1 Power Supply Unit, 1 Circuit Board, and 1 Case Fan. This is a specific door component, so ordinary batteries do not replace it.
3. Open inventory crafting and make a using its displayed recipe. Deploy it within reach of an outlet and finish assembly with the screwdriver. Connect the cable, verify the bench is powered, then craft the Energy Brick. If crafting stays unavailable, check that power state before seeking more materials. Carry the finished brick to the Cafeteria door’s interaction point and install it.
Help powering the bench and installing the Energy Brick

Where to look: From the Cafeteria storage closet, inspect the three vent openings and take the far-right route into the kitchen/service area.

What to do: Craft the bench from inventory, deploy and assemble it with the screwdriver, then connect it to an outlet. Confirm live power, craft the Energy Brick and install the finished component at the Cafeteria door.

What should happen: The bench can craft and the door accepts the Energy Brick. Having the ingredients or an ordinary battery does not complete the door objective.

If it does not work: If crafting is unavailable, check bench power first, then the pinned recipe’s missing components. If the door remains closed, confirm the brick is finished and carried to the correct interaction point.

Sources for this explanation
4. Be ready for the Peccary encounter when the exit opens. Give yourself space beside the doorway, step out of its charge line, and attack during the recovery instead of trading hits in the narrow opening. Bandage bleeding promptly. After the fight, look for a knife and cooking pan before leaving all your food supplies behind.
gear

First useful loadout

Carry one dependable melee tool, a small reserve of healing, a light source, food, and water. Leave a few inventory slots free for the next objective. These are packing recommendations, not a mandatory recipe bundle.

Need to pause this section? (optional)

Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.

Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.

Update earned achievements (optional)

Crafty Creations

Make an item at a .

One Down, One Million To Go

Defeat a Pest.

Need clearer directions? Tell us where you got stuck

Individual tasks and achievements keep their own checkmarks.

IN CAMPAIGN ORDER

Make the Plaza a reliable return point

From the main menu
Crafting & dependencies

A dependable first power circuit

Read left to right. This is a wiring example for one critical device, not a floor map.

  1. 1

    Charge by day

    Wall outlet

    Start from a facility outlet that works during the day.

  2. 2

    Store enough power

    Battery capacity

    A single basic battery falls just short of a standard night for one device. Two in series cover that one load; more appliances change the calculation.

  3. 3

    Keep the refuge running

    Crafting Bench

    Feed the bench from the battery output. Check its operation through the whole night before adding another load.

Guide diagram. Arrows show connection order. Cable routes, room dimensions and outlet locations are not represented. Refer to the battery note for custom day lengths.

1. After the Cafeteria exit opens, explore the Plaza far enough to identify your bench, a powered outlet, the charging station, and the routes you will use to return. Choose a compact base position with room to move around furniture. Place a bed and a storage container, then deposit story components separately from scrap you intend to spend.
2. Recover intact water coolers rather than smashing every fixture. Their clean water is a useful early reserve; it is finite. The swimming pool and other tainted supplies need treatment. With the ordinary boiling method, a full 1,000 mL pot of tainted water yields 250 mL clean water, so begin boiling before everyone is thirsty. A later filter is more efficient.
3. Establish food preparation beside your water routine. Inspect the cooked result before eating it and store a meal and drink for your next return. Leave supplies at base so a difficult expedition does not empty every food reserve.
4. For an early Anvil, return to the initial vent route at night, when the previously running fan stops with facility power. Pass the stationary fan into maintenance, collect the Anvil from storage, and unlock the door that provides an easier way back. Do not attempt to squeeze through an operating fan. More Anvils are available later near the Level 3 Silo 3 area.

Bring the Anvil home for the recipe. At the finished station, choose repair, inspect the material needed for your worn item and repair one useful piece; check that durability rises. Salvage consumes the item, so confirm the selected operation. Until the station works, carrying enables the inventory repair-with-duct-tape option.

PLAY & BUILD COACHING

Base before progression

Repair your equipment, charge your light, and record the bench's location before leaving the Plaza. Keep replacement essentials here so a death does not strand your entire equipment supply in an uncleared room.

PLAY & BUILD COACHING

Night power

The facility's power schedule affects outlets and machinery. A plugged-in device is not proof that its outlet is currently supplying power. Plan nighttime crafting and powered defenses around that limitation.

SUGGESTED PLAN · Solo Generalist

Make the first refuge usable before exploring farther.

  • Place a , bed and water container.
  • Use a Desk Leg for fighting and a Shiv or Kitchen Knife for harvesting; fry the meat you collect.
  • Equipment at this stage: Desk Leg; Shiv or Kitchen Knife; Frying Pan; Bed.
  • Repair the route and supplies you already have; this checkpoint does not require a finished specialist loadout.

Use these choices when the required level, resource or unlock is available. Opening this section does not change your character.

Compare or change your style
Make reliable food and water before long trips

Soup unlocks at Cooking 3. Put a full 1,000 ml of clean water or Antejuice in a pot on a powered stove, then use a known recipe. Boiling 1,000 ml of tainted water produces only 250 ml clean water; four batches fill a soup pot. A sharp tool harvests corpses. Incorrect or hazardous ingredients can produce harmful food. Carry safe drinks; the expensive Lead Belly trait is optional.

Protect the circuit that keeps the base functioning

Default facility outlets lose power at 21:00 and return at 06:00. Battery drain is one charge per five seconds per downstream appliance, including connected idle appliances. A fully charged basic battery powers one device for 250 real seconds; default night lasts 270 seconds. Two basic batteries in series cover one device for about 375 seconds. That example does not power an entire base. Additional fridges, traps or lights change runtime; modified day length changes the requirement.

A powered bench helps but cannot defend itself

A suppresses ordinary nearby spawning. Its area indicator helps identify coverage. Portal Suppression stops portal storms, not every assault. Item Transporter accesses eligible storage within 16 m. Dioxohealer recovers 3 HP/second, gaining 0.5 per nearby plant up to six plants; multiple benches do not stack healing. Do not promise a bench, a particular room or a suppression upgrade makes a base invulnerable.

Treat fatigue and respawn planning separately

Use a bed for fatigue recovery and check that the desired respawn point is assigned. Better beds improve recovery; the sleep activity and night acceleration have their own behavior. Check-in terminals offer an alternative respawn point. No unsupported all-players sleep quorum or exact fatigue arithmetic is assumed.

AFTER FOLLOWING THIS SECTION

Equipment and readiness check

Update these only after collecting the item or checking the result in your game.

Keeps the refuge functional and suppresses ordinary local spawns while powered. Assaults still need a response.

Record it as owned after collecting or preparing it in your game.

Alternative and evidence

Keep the first refuge small and repair the bench before expanding.

Source reference

Overnight battery supply

Keep critical devices running when facility outlets turn off. Extra appliances change the load.

Record it as owned after collecting or preparing it in your game.

Alternative and evidence

Split loads or add suitable capacity; observe a full night before relying on the setup.

Source reference

Need to pause this section? (optional)

Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.

Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.

Need clearer directions? Tell us where you got stuck

Individual tasks and achievements keep their own checkmarks.

IN CAMPAIGN ORDER

Map Level 2 and help the scientist at the forklift

From the main menu
Help Grayson before leaving the Office hubCompare choices, rewards & consequences · spoilers
Give him the requested bandage

Now: Completes the assistance interaction. Later: Enables his later traveling-trader appearances. Rewards: Access to a recurring service; stock should be checked at the visit. Can you change your mind? Giving the bandage consumes that item; this is not a mutually exclusive story ending.

Continue without helping yet

Now: You retain the bandage and can continue your supply route. Later: You have not enabled that service through this interaction. Rewards: No compensating reward was established. Can you change your mind? No current hard deadline or inevitable death timer was established; revisit instead of assuming permanent failure.

1. Use the Reception stairs to reach the Level 2 offices. Make a short loop through the gym and kitchen toward the Data Farm, gathering computer parts rather than stripping the entire floor in one visit. Identify the nearby Security Robot's route while you have room to withdraw. The CPU project comes later; you do not need to provoke it with a full backpack.
2. Read terminal attachments as well as the email text: some research unlocks are attached to the message. Use Reception and the broken central Level 3 lift as orientation points when older maps disagree about a landing's floor number.
3. Visit Bio Lab D for the gardening materials and seeds available there. Bring useful finds back to storage before pushing through another objective door. Growing a small crop now gives this detour a continuing benefit; carrying every decorative object only makes the return slower.
4. Find Grayson Isling at the forklift and blast door. Speak until he explains the Power Cell requirement, and give him a bandage when the interaction offers it. Under the current progression, helping him enables his later traveling-trader appearances. Older accounts in which he simply dies should not be used to tell you that assistance is pointless.
5. For Dr. Roberts, follow the Residence Tram signage near the broken lift into the flooded office route. Use the furniture to stay clear of the dangerous wet floor. If you cannot see the next safe landing, retreat to the dry edge and look again rather than testing the water with your health.
Grayson's outcome

Healing him adds a useful recurring trader. The evidence reviewed does not establish a hard deadline or an irreversible death timer for leaving him unhealed, so this guide does not invent one.

Record a choice or pause this section (optional)

Use this only if you are stuck or want to come back later. Otherwise, leave it on “Continue normally” and use “Mark section complete” below when you finish.

Use this while working through the section. This menu changes your guide’s progress reminders, not anything in your game.

Choices you made in the game

Record the option you actually chose in the game. Leave decisions you have not reached blank. These records are separate from your planned choices.

Need clearer directions? Tell us where you got stuck

Individual tasks and achievements keep their own checkmarks.

Which sections did you finish?

Check only sections you finished in the game. Leave optional content, other endings and unfinished sections unchecked. Achievements and individual tasks keep their own checkmarks.

0 new sections selected. Nothing changes until you save.

Campaign notes & backups

Coverage, version notes and sources

Source-researched; the entire route has not been completed in-game on this patch.

Released seasonal and update areas are included; the announced Entropic Break expansion and future Update 5 content are not treated as playable.

Every loose resource, decorative collectible and possible base location is not catalogued. Compendium completion uses a final cross-check and linked current directory.

Co-op credit and arbitrary mods/custom settings are not guaranteed. Check actual Steam unlocks before marking an achievement earned.

Sources and reference details (235)
  • Deep Field — Community Update #4 and hotfixes

    steamcommunity.com

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  • Steam — Abiotic Factor global achievements

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  • Abiotic Factor Wiki — Energy

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  • Official Wiki — Crafting Bench

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  • Deep Field — dedicated-server default settings

    github.com

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  • Abiotic Factor Wiki — Jobs

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  • Abiotic Factor Wiki — Main Quest

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  • Abiotic Factor Wiki — GATE Cascade Research Facility

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  • Prima Games — How to Open the Cafeteria Door

    primagames.com

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  • PC Gamer — Energy Brick guide

    pcgamer.com

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  • Abiotic Factor wiki: progression and repair (search-indexed; direct retrieval unavailable)

    abioticfactor.wiki.gg

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  • Abiotic Factor Wiki — Anvil

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  • Abiotic Factor Wiki — Grayson Isling

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    abioticfactortools.com

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  • Dot Esports — Reset the Security System

    dotesports.com

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  • Abiotic Factor Guide — Containment Block and Helmholtz

    abioticfactorguide.com

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  • Abiotic Factor Wiki — Manufacturing Wood Crate

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  • Security Sector

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  • Abiotic Factor Tools — Infrared Emitter

    abioticfactortools.com

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  • Abiotic Factor Tools — Projection Matrix

    abioticfactortools.com

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  • Steam player walkthrough — A General, Spoilertastic Guide

    steamcommunity.com

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  • Hotfix v1.4.0.28206 — Deep Field Games

    steamcommunity.com

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  • Entropic Break Development Update — official Steam news

    steamcommunity.com

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  • Cosmic Companions update — publisher patch notes

    steamdb.info

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  • Winter Cabin

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  • Keypad Hacker Tier 4

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  • Crafting and unlock recipe index

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  • Thermocell

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  • OX Lamp

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  • Krasue

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  • Fragments

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  • GATE Arch Defense Facility

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  • Motion Module

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  • Guardian of the Fallow

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  • Mother of the Fallow

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  • Patriarch of the Fallow

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  • Albatross

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  • The Wayseeker enemy

    abioticfactor.wiki.gg

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  • Post-ending world continuation — player discussion

    reddit.com

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  • North Pole

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  • The Snowman enemy

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  • Dunkeltaler Forest

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  • Dr. Hud

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  • Dunkeltaler Forest mission — GamerHour

    gamerhour.net

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  • STOLAS Hard Drive

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  • Dunkeltaler Backpack

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  • Cold Fusion 1.0 — official patch notes

    steamcommunity.com

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  • Achievements

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  • Ru Tang

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  • Official Wiki — Damage Types

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  • Journal Entries

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  • Jetpack

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  • Backpacks

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  • Abiotic Factor Complete Guide — Gloveman

    steamcommunity.com

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  • Photon Receptor locations

    gamever.io

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  • Kylie Shield Generator

    abioticfactor.wiki.gg

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  • TrueAchievements — Electric Dreams solution

    trueachievements.com

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  • Mist Reactor activation

    gamever.io

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  • Abe and Janet in Mist — player discussion

    steamcommunity.com

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  • Entropic Portal Fish

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  • Gale controls and encounter — player reports

    steamcommunity.com

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  • Community Update 4 — official patch notes reproduction

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  • Waterbot

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  • Bigfoot

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  • Kylie robot transfer — firsthand discussion

    reddit.com

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  • Digital Garden Plot

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  • Temple of Stone

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  • Torii

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  • Plant Rope

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  • Temple of Stone — secret puzzle

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  • Jotun

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  • Sword

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  • Steam — Abiotic Factor global achievements

    steamcommunity.com

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  • Official Abiotic Factor Wiki — Achievements

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  • Official Wiki — Jobs

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  • Official Wiki — Traits

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  • Official Wiki — IS-0017

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  • Official Wiki — Skills

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  • Abiotic Factor Tools — extracted trait data

    abioticfactortools.com

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  • Official Wiki — Mechanics

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  • Official Wiki — Repair and Salvage Station

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  • Official Wiki — GATE-101

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  • Official Wiki — Assault Events

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  • Official Wiki — Portal Storm

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  • Official Wiki — Sleeping Minigame

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  • Official Wiki — Chemistry

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  • Official Wiki — Chemistry Bench

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  • Deep Field — Cosmic Companions update

    steamcommunity.com

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  • Official Wiki — Offhand

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  • Official Wiki — Weapons and Ammo

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  • Official Wiki — Hardlight Saber

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  • Official Wiki — Grinder

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  • Official Wiki — Magbow

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  • Official Wiki — Hypercross Magbow

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  • Official Wiki — Electro-Thrower

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  • Official Wiki — Bio-Metric Armwraps

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  • Official Wiki — Armor Sets

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  • Official Wiki — Carapace Armor Set

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  • Official Wiki — Scarab Armor Set

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  • Official Wiki — Anteplate Armor Set

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  • Official Wiki — Lab Rat

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  • Official Wiki — Kylie trinket

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  • Official Wiki — Fishing

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  • Steam discussion — Ragnarok

    steamcommunity.com

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  • Deep Field — Sandbox Settings explanation

    steamcommunity.com

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  • TrueAchievements — sandbox achievement discussion

    trueachievements.com

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  • Official Wiki — Crystalline Armor Set

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  • Official Wiki — Lucent Armor Set

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  • Official Wiki — Medic Helmet

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  • Official Wiki — Healing Briefcase

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  • Official Wiki — Makeshift Spear

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  • TrueAchievements — Mycelium about the Consilium

    trueachievements.com

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  • Official Wiki — Health and Medical

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  • Official Wiki — Security Armor Set

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  • Official Wiki — Makeshift Battery

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  • Official Wiki — Charge Shield

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  • Official Wiki — Pipe Club

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  • Official Wiki — Buffs and Debuffs

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  • Official Wiki — Charging Station

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  • Official Wiki — Laser Katana

    abioticfactor.wiki.gg

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  • Steam — Engineering Success developer-selected answer

    steamcommunity.com

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  • TrueAchievements — The Composers solution

    trueachievements.com

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  • Steam native achievement display — public completed roster

    steamcommunity.com

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  • Containment Unit: 91 — upkeep and capture

    abioticfactor.wiki.gg

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  • Leyak — containment method

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  • GATE Security Crate — fixed examples

    abioticfactor.wiki.gg

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  • Ornate Crate — rewards and locations

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  • Ornate Key — acquisition

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  • Cacophonous Crate — locations

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  • Storage — key-to-crate correspondence

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  • Runic Crate — fixed examples

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  • Official Abiotic Factor Wiki: portal reset conditions

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  • Official Abiotic Factor Wiki: Diving Suit

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  • Official Abiotic Factor Wiki: Hazardous Materials Suit

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  • Official Abiotic Factor Wiki: Flathill

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  • Official Abiotic Factor Wiki: Hyper-Dense Neural Chip

    abioticfactor.wiki.gg

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  • Steam community guide: Enhancement Bench 101

    steamcommunity.com

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  • Official Abiotic Factor Wiki: Reservoir Growth

    abioticfactor.wiki.gg

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  • Official Abiotic Factor Wiki: Ornate Key

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  • Official Abiotic Factor Wiki: Enhancement Bench

    abioticfactor.wiki.gg

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  • Abiotic Factor wiki: bench crafting and power (search-indexed reference)

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  • Official Abiotic Factor Wiki: sandbox menu path

    abioticfactor.wiki.gg

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    Supports: New-game setup and menu flow only.

    Claim checked: 2026-10-11

    Limits: Menu path confirmed in indexed source excerpt; full page access returned 403. No claim that every custom setting preserves achievements.

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Manual planning and checklists. This guide does not read your game save or platform account.

All games · Independent researched guide · 2026-10-11