Difference between revisions of "Xenoarcheologist"

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This guide is not only a guide to basic Xenoarcheology, it is also a guide to be an efficient and realist Xenoarcheologist. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciable to work with a tidy coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, those kind of things.
{{JobPageHeader
|headerbgcolor = lightblue
|headerfontcolor = black
|stafftype = RESEARCH
|imagebgcolor = #eeeeff
|img = Scientist-nbt.png
|jobtitle = Xenoarcheologist
|access = [[Job_Guides#Research|Research]]
|difficulty = Medium
|qualifications = At least 30 years of age, PhD in Archaeology, Xenoarchaeology or Anomalous Materials.
|employers = [[Zeng-Hu Pharmaceuticals]], [[NanoTrasen]], [[Zavodskoi Interstellar]]
|superior = [[Research Director]]
|duties = Retrieve various artifacts from the asteroid. Figure out their effects and applications. Be chased by spectral eels.
|guides = [[Guide to Piloting]], [[Guide to Away Missions]], this page
}}


== Xenoarcheologist, Anomalist: The Difference ==
You are a '''Xenoarcheologist''', a scientist specialising in researching the remains of alien civilisations. You will unearth artifacts and anomalies, and link them together to form coherent stories. In order to do so, you will use the Intrepid, your trusty scientific shuttle, to fly to various exoplanets, outposts, and asteroids to dig up whatever you detect on your Alden-Saraspova counter. Once you've retrieved these objects, you can fly back to the Horizon, sit down in your lab, and start analysing your finds and figuring out what your anomalies do.
The first thing to know is that a Xenoarcheologist is not an Anomalist. While they tend to work together for obvious reasons, their field of study, method, and RP archetypes are quite different.


A Xenoarcheologist looks for artifacts. Artifacts are those things most people think are useless, like fossils, alien spoons, bowls, those kinds of things. And, on a gameplay point, they are, indeed, useless: Most of them do not have any function except decoration, and the few that do have a function are not very useful. Xenoarcheology is mainly a RP job, where you give sense to those objects. It also quite different from the other Scientist jobs: You do not work in a laboratory, you work outside, digging through rocks in the cold hard environment of the asteroid. You do not study experimental sciences, your specialization is in human sciences. So Xenoarcheologists are a strange breed amongst the Research team, with a very different state of mind.
== Starting Out ==


An Anomalist studies the anomalies Xenoarcheologists bring to them. They are much more of a normal scientist, do not spend much time outside, do experimental sciences, etc. This job is less of a RP one, and much more closer to the rest of the station, with actual gameplay to fiddle with. However, that does not mean you should not try to put some RP in it: How was your anomaly used by the people who made it? How does it relate to the artifacts the Xenoarcheologist found with it? You are not a Xenoarcheologist, but that does not mean you should totally ignore them.
You start in the Research department. Your laboratory is within the research sub-level on Deck 1, and can be reached via a lift across from the departmental conference room. You will need to do two things before you head out; prepare your own gear and prepare the Intrepid.


So, know the difference between the two jobs, and act accordingly. For now, Anomalists are quite dependent on Xenoarcheologists in that they need them to find anomalies, but I do hope that, in the future, the Research Outpost will start with pre-generated anomalies so that they can do their job without problem.
=== Your gear ===


== Preparation: Before the Shuttle ==
Adjacent to your xenoarchaeology atrium is your EVA preparation. It contains four research voidsuits, two lockers, and a table with some steel, glass, and a toolbox. Assemble your voidsuit (you can get an oxygen tank from main EVA storage), and open a locker to get your gear. They are organised here in order of relative importance.
'''This section is largely moot at this point. Read below if you wish for more of an explanation.'''


You spawn in the Research department. In the past to properly RP this job you would have to gather a bunch of materials to set up a base camp on the asteroid. Thankfully the developers have seen fit to make your job much easier on you than it was in the past. To the West of the research outpost a camp has already been set up; it includes a workbench, locker, crate, racks with drills, and even some extra metal should you wish to expand your camp. In addition a hand labeler is inside of your locker with all of your other equipment on the research outpost.
* '''Excavation Gear-Belt''': The belt that will allow you to carry most of your equipment. Also lets you carry folders and photos!
* '''GPS''': '''Essential.''' Tells you your position, allows you to track your position relative to other GPSes, allows you to track the location of the Intrepid, the Spark, and the Canary. '''DO NOT FORGET YOUR GPS.'''
* '''Shortwave radio:''' Essential. Allows you to communicate with other expedition members if the Horizon is out of communication range (two overmap tiles away from the site). '''DO NOT FORGET YOUR RADIO.'''
* '''Depth Analysis Scanner''':  Absolute necessity. Tells you if the tile of rock in front of you contains something, and gives you information about it if it is the case. Detailed later in this guide.
* '''Alden Saraspova Counter''': Absolute necessity. You click this and it tells you how far the closest Anomaly is from you. Use this information to progressively move closer. Make sure to scan rocks using the depth analysis scanner when within a tile. The last thing you want is to destroy the anomaly and the artifacts along with it.
* '''Ore detector:''' Alt-click on this to bring up a menu where you can track all manner of ores... and artifacts! If you keep your ore detector in your hand or pocket, you can see tracked objects as green glowing dots on your field of view.
* '''Mining drill:''' Absolute necessity. Helps you tunnel through pesky, non-anomalous rock.
* '''Excavation Pick Set''': Absolute necessity. Contains the small picks you need to excavate your artifacts. They're all a different size, and dig a certain amount; this will be detailed later in this guide.
* '''Wrench''': Needed to set the suspension field generator, which is necessary to collect artifacts.
* '''Hand Pickaxe''': The largest excavation pick, does not fit in the excavation pick set. Digs 30cm.
* '''Core Sampler''': Needed to take the rock samples you need for spectrometer analysis. Necessary for roleplay reasons.
* '''Lantern''':  A very useful light source. Has a wider, brighter light than your voidsuit helmet.
* '''Measuring Tape''': Tells you how deep you already dug into your site. Useful when you lose track of your excavation.
* '''Tracking Beacon''': When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble (but you brought your GPS, right?), or if you simply lost your suspension field generator. Not a necessity at all and mostly a waste of space.
* '''Locator Device''': Locates tracking beacons by tuning to their frequency. As useful as the beacon, which is to say not much.


If you wish, you may still be creative: What do you think a Xenoarcheologist would use on an excavation ? You will work in quite a large place, so do not worry about space, and impress your department with very complicated procedures and the like.
Some other gear you can carry includes:


When you are done, go starboard/east of the Research department, after R&D, and board on the shuttle. Be sure the airlocks are closed before sending the shuttle, or [[Atmospherics]] will curse your name for the next ten generations.
* '''Folder:''' Lets you put your forms, photos, and analysis reports in one easy location. Located on the desk in your lab, and in the research and development lab.
* '''Camera:''' Why wouldn't you want to take photos? Alt-click on the camera to change its photo size.
* '''Forms:''' These can be printed from a request console (you have one in your lab). Navigate to the "Forms" tab, scroll down to the Science section, and print out some anomaly assessment, artifact report, and other such forms you think might be useful. Put them in your belt for safekeeping. Your PDA has a pen in it which you can remove by right-clicking on it and selecting <code>Remove Stored Object</code>, so you have a pen at hand all the time.
* '''Sample bags:''' A box is in the xenoarcheology lab; click and drag on the bag while it's in your hand to the item you want to put in the bag.
* '''Hand labeler:''' Lets you label your finds.


== Preparation: After the Shuttle ==
You also have two other important pieces of equipment; the '''suspension field generator''' [[File:Suspension field generator.png]] and the '''anomaly containers''' [[File:Anomaly container.png]]. A suspension field generator allows you to dig up an artifact without it falling and shattering; an anomaly container allows you to hold an anomaly safely without it activating or being tampered with.
Now, you are on the Outpost. Given you are a Xenoarcheologist, you will mainly use the west part of it, which I will describe more precisely in the next chapters. For now, here’s a basic summary.


You arrive in the Research Dock. When you get out, you will see a small Medbay in front of you. South is the Expedition Prep room, which you will use very soon to get out of the Outpost. North is the break room, which leads to the rest of the Outpost. North of it are your two labs : The Spectrometer room, and the very badly named Sample Preparation room, which is not used for this anymore, but rather for making coolant when you run out of it. The rest of the building is mainly for the Anomalists, but feel free to explore it.
=== Preparing the Intrepid ===
''See also: [[Guide to Piloting]]''
[[File:Intrepid.png|thumb]]
The Intrepid is the science department's shuttle, and as such is equipped with anything you might need to have a safe, productive expedition. Naturally, your equipment is going to need to go on the Intrepid in its cargo bay, before anything else.


Now, in the break room, you will see a bunch of items, namely, a camera, a clipboard, a folder, and paper. Feel free to take some of them to do a more thorough job, like taking pictures of your findings, writing reports, notes, theories, etc.  
Head into the atmospherics compartment and turn the pump marked in brown on. Set the pressure to 5,000 kPa (you can max the pump out, but you don't need more than 5,000kPa). Now, go back into the main area and set the pump leading from the CO2 canister to the same value. Congrats, you're filling the Intrepid's thrusters! It's recommended, if you're going on a long voyage, to fill up the CO2 canister a bit more at Fuel Storage, next to the Intrepid Hangar, so you don't randomly run out of thrust.


But what you really need are latex gloves. At the extreme east of the Outpost, just next to the Long Term Storage room, you will see a smaller storage room, with various equipment in it. There is a box of latex gloves in there, take a pair. That way, if you find an anomaly, you will be able to move it without risking its activation and your death in very odd and atrocious sufferings.  
When you're taking off, make sure to turn on your thrusters at the '''engine console'''. A good value for the thruster limiters is 50-60%. You can also boost your '''acceleration limiter''' at the '''helm control console''', which allows you to move faster than the speed of nothing.


You can go back to the Expedition Prep room. On the right, you will see a door, which leads to two conveyor belts. They are useful to get some of your equipment out, namely, the crate you filled with equipment, the suspension field generator, and the two floodlights.
If you lack confidence in your ability to drive, you can also ask a [[Bridge Crewman]] to pilot the Intrepid for you. Chances are they'll be happy to help!


Now, it is time to speak about the proper Xenoarcheology equipment. All of these things are available in the Prep room, so, look in the lockers, the tables, the racks.
=== Where do I go again? ===


Now, let’s take a look at this picture. Items 1 to 6 go in the Excavation Belt, while 7 and 8 go into your backpack/satchel.
Sometimes, Command or Engineering is lazy and either doesn't move the Horizon, or doesn't set up thrusters. In either case, it's your job to head to the away site of your choice and start spelunking!


[[File:Xenoarch_inventory.png]]
By default, the Intrepid doesn't come equipped with the coordinates for every away site in the sector. However, at the start of every round, a '''sensors readout''' will be printed at every command console on the Horizon. This sensor readout tells you the bearing, in angular degrees, of where the away sites are from the original location of the Horizon. If a mysterious asteroid is bearing 90 degrees, the Horizon moving to the right means the bearing will be different. Make sure to mark down the location of the Horizon at the start of the shift!


# '''Measuring Tape''': Tells you how deep you already dug into your site. Useful when you lose track of your excavation.
You can get a sensor readout from the Pilot Room, which is to the right of the Intrepid Hangar. Walk right in and pick up the paper. If you are lazy, the [[Bridge Crewman]] can also fax you one.
# '''Relay Positioning Device''': Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too.
# '''Excavation Pick Set''': Absolute necessity. Contains the small picks you need to excavate your artifacts, they all dig a different distance, detailed later in this guide.
# '''Tracking Beacon''': When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble, or if you simply lost your suspension field generator.
# '''Core Sampler''': Absolute necessity. Needed to take the rock samples you need for spectrometer analysis.
# '''Wrench''': Needed to set the suspension field generator, which is necessary to collect artifacts.
# '''Hand Pickaxe''': The largest excavation pick, does not fit in the Excavation Pick Set. Digs 30cm.
# '''Locator Device''': Locates Tracking Beacons by tuning to their frequency.
# '''Depth Analysis Scanner''':  Absolute necessity. Tells you if the tile of rock in front of you, contains something, and gives you information about it if it is the case. Detailed later in this guide.
# '''Lantern''':  A very useful light source.
# '''Excavation Gear-Belt''': The belt that will allow you to carry most of your equipment.
# '''Optical Meson Scanner''': Absolute necessity. Allows you to see through the rock, and locate your precious dig sites.
# '''Excavation Suit Hood'''
# '''Excavation Suit''': Both the suit and hood are absolute necessities. Needed to go EVA, protects you against radiations and partially against exotic particles, should you find an activated anomaly.


'''Note:''' ''Anomaly Suits are not vacuum proof. Excavation suits are the only suits on the Outpost that allow you to go EVA.''
== Excavating ==


Now, you probably know the rest: An oxygen tank, available in the same room, a breath mask also available there, and the latex gloves you were told to take earlier. You’ll notice we also have a camera, which is generally used to take photos of anomalies, and other rare things like skeletons (a combination of alien fossils) and the like. If you organize your equipment that way, you have enough space in your inventory to carry some equipment of your choice.
So you've touched down on the planet, you've cycled out, and you're ready to start looking! Good job. Use your Alden-Saraspova counter and your ore detector to pinpoint the locations of artifacts and anomalies. Once you've found a dig site, set down your lantern, folders, and bring out your picks.


I, however, advise you to leave 3 free slots in your backpack, to carry the artifacts you find back to your camp.
First, make sure that the tile you're looking to dig up contains an artifact or anomaly. Use your depth analysis scanner on the rock. If you've found something, your scanner will ping. Click on the scanner to bring up a screen that looks a bit like this:


== The Camp ==
[[File:Xenoarch_depth.png]]
Now that you are ready for the expedition, get into the airlock. As soon as you are out, take the equipment you’ve put on the conveyor belts west of the Outpost by crossing the bridge. There is an area large enough to build your camp, which is, as I said, quite a buff to your efficiency.


<strike>Once you have brought everything there, take out your metal sheets, and build some tables and racks, with a few chairs so that your character can sit down to study the artifacts.</strike>
* '''Time:''' The time at which the scan was made. For paperwork purposes.
As stated above this has changed and the base camp will already be set up for you at round start.
* '''Coordinates:''' Coordinates of the dig site. Also for paperwork purposes.
* '''Anomaly depth:''' The depth at which your artifact resides.
* '''Clearance above anomaly depth:''' The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.
* '''Dissonance spread:''' 1 means it is an artifact, other numbers indicate an anomaly.
* '''Anomaly material:''' Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.


[[File:Xenoarch_camp.png]]
Now that you have this information, set up the suspension field generator to face the dig site. You need two free tiles around the site, so that you can put your generator on one and stand on the other one. Wrench it in place. Now's also a good time to take out your core sampler and click on the rock. Once you have the sample, you can eject it from the sampler and put it in a bag.


The table and the racks at the bottom of the screen are quite self-explanatory, I put the equipment there. The two tables and the three racks on the upper part of the screen, however, have another purpose.
Now it's time to turn on your suspension field generator (you can dig before you turn on the generator, but it's nice to turn it on in case you forget). In the above depth analysis scanner reading, the anomaly material is trace organic cells. Below is a list of anomaly materials, and which field generator setting you need to swap to for each.


You will use those to put your findings. One tile per dig site. Basically, what you are expected to put there are your rock samples, your artifacts, and, when you have done it, your analysis and other paperwork, like photos and notes.  
[[File:Xenoarch_table.png]]


It is of the utmost importance you establish a pattern on how you organize your dig sites: Generally, I start from the left table to end on the racks, from bottom to upper part. This is very important, because as you dig out more sites, you will label the sample bags with a number (Dig Site 1, Dig Site 2, etc.) so that, when you go back to the Outpost for your analysis, you know which sample bag and which result belongs to these or those artifacts. So, you need to remember how you placed your various dig sites on your tables. Be simple.
As seen in the table, the field setting should be set to ''diffracted carbon dioxide laser''. Once you've done that, turn on the generator.


== Mining ==
Now for the most delicate part; digging up an artifact. Bring out your set of excavation picks. Shift-clicking to examine the picks themselves will reveal their length.
Now that your camp is set, it is time to start looking for the precious dig sites. For now, you only need two items : Your normal pick, and your Depth Analysis Scanner.


What you need to do is to dig a grid of 2-tile wide tunnels in the asteroid, with a very defined distance between them : Each time you lose your previous tunnel of sight, start a new one. That way, you will be able to see every tile you dig near to.
[[File:Xenoarch_picks.png]]


At the end of your shift, your mining zone should look like something like this, with smaller shafts to reach dig sites in the squares.
Using the earlier depth analysis scanner as an example, the anomaly is 30cm deep into the rock. The clearance depth is 6cm. In the most basic terms, you'll need to dig '''24cm''', then use the '''6cm''' pick to properly unearth the artifact without damaging it.


[[File:Xenoarch_mine.png]]
If that doesn't make sense, a useful guide is to the right. Imagine the clearance depth as the crust of rock that needs to be delicately handled before you can secure the artifact or anomaly.


(The author apologizes if your eyes bled because of the rushed Paint schematics.)
[[File:Excavation guide.png|thumb]]


'''Note:''' ''If you were told to take your Depth Analysis Scanner, it is because some dig sites are actually invisible. So, every time you dig a tile, scan it first, to be sure you will not destroy precious artifacts. Excavation for invisible dig sites works exactly like for normal ones, so refer to the next chapter for their processing.''
Once you've finished, turn off your suspension field generator, and enjoy your newfound artifact. A depth analysis scanner can also detect multiple artifacts on the same tile. Keep pinging!


== Excavation ==
[[File:Xenoarch2.png]]
{{Hatnote|The lists for the different field types for the generator and the different excavation picks are at the end of this chapter.}}


[[File:Xenoarch_excavate.png|A usual dig site.]]
If you locate an anomaly on a tile, once you've excavated all of the artifacts, you can clear out the rock with a hand pickaxe to unearth an anomaly. Make sure to store that anomaly in an anomaly container by click-dragging it to the container-- dragging it back without containment may have adverse effects on your health.


At last, you have found a dig site, or your Depth Analysis Scanner pinged while you were looking for one. It is time to be precise and thorough.
Now that you've dug something up, you can haul it back to the Intrepid, or keep looking for artifacts.


If you click on your Depth Analysis Scanner, a screen similar to this one will appear.
=== Strange rocks ===
 
[[File:Xenoarch_depth.png]]
 
'''Time:''' The time at which the scan was made. Only for paperwork purposes.
 
'''Coords:''' Coordinates of the dig site. Paperwork purposes too.
 
'''Anomaly depth:''' The depth at which your artifact resides.
 
'''Clearance above anomaly depth:''' The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.
 
'''Dissonance spread:''' Quite useless, a 1 means it is an artifact, other numbers indicate an anomaly, but in this case, the scan is different enough to render this information useless.
 
'''Anomaly material:''' Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.
 
Now that you have this information, bring the Suspension Field Generator to the dig site. You need two free tiles around the site, so that you can put your generator on one, and be on the other one. Fix it to the ground, and do not activate it yet. For now, what we need is a rock sample.
 
For that purpose, you will need to dig just before the cavity starts. It means you need to subtract the Clearance from the anomaly depth, and dig at this distance. In the case of the image below, the artifact is at '''30 cm''' and the clearance is '''6 cm''', so I need to dig '''24 cm'''. Now that you have dug this distance, take your Core Sampler and click on the dig site. The red light will turn green, meaning that a sample was taken.
 
'''Note:''' ''You only need one sample per dig site.''
 
Now you can focus on the excavation. You will need to strike at the exact anomaly depth if you want to directly collect the artifact. Here, the Depth Analysis Scanner tells me the artifact contains traces of Organic Cells, so I activate a Diffracted Carbon Dioxide Laser, and I dig 6 cm to reach the anomaly. I turn the suspension field generator off, and...
 
[[File:Xenoarch_suspfield.png]]
 
Here is your artifact, excavated in the most efficient way possible.
 
Then, repeat the same procedure minus the sample until your Depth Analysis Scanner stops pinging.
 
'''Note:''' ''This example is for a precise excavation. If you dig too far, the artifact breaks. But, if you dig too short, and you end up in the cavity of the artifact, you will get this.''


[[File:Xenoarch_cavity.png]]
[[File:Xenoarch_cavity.png]]


''This is a strange rock. While not being a total failure, a strange rock is bad. First, because you need to open it with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.''
If you come up just a bit short of your excavation depth, you'll get a strange rock. While not being a total failure, a strange rock needs to be opened with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.
 
When you are done with the excavation, bring your sample and findings back to the Camp, where you will organize them in the way you see fit, like I explained in the Camp chapter.
 
Now, here are the two lists for the various excavation picks and the different fields of the generator.
 
[[File:Xenoarch_picks.png]]


[[File:Xenoarch_table.png]]
== Researching Anomalies ==
Once you've brought your anomaly back to the ship and safely sealed it within an isolation chamber, it's time to figure out what it does! First things first, don an anomaly suit (or your voidsuit) and rubber gloves, as found in xenoarcheology storage. They protect you from (most) anomalous effects.


You’ll notice some of the fields are missing: It is because they are useless. The last line, Unknown, is linked to anomalies, which will be talked about in a later chapter.
There are two types of anomalies that can generally be classified as special and dynamic. Special anomalies have unique abilities not shared with any of the dynamic anomalies; they are very distinct, and once they activate you'll likely know them when you see them. Dynamic anomalies, on the other hand, have random properties that activate from a certain trigger. You will have to activate the anomaly to know what effect it has. These effects are numerous and vary from extremely dangerous to extremely helpful.


== Analysis: Spectrometry ==
Thankfully, you're not flying completely blind. If you set your anomaly on the anomaly scanner, you can print a scan that gives you a vague idea of what trigger and effect the anomaly might have. This allows you to narrow down your testing.
So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labeled them all according to a memorable pattern. Now, take all the samples, put them in your crate, and head back to the Outpost, for the Spectrometer analysis.


[[File:Xenoarch_speclab.png]]
Below are a list of triggers and effects:


Here is the Spectrometry Laboratory. In the room, you see a coolant tank, a bucket, some nanopaste, and three spectrometers. In order to have an organized analysis, I suggest you only use one, most particularly, the upper one, since it avoids the usual back & forth to provide it with coolant. Once it is filled with coolant, take your first sample, take the rock sample in it, and put it in the spectrometer.
{| class="wikitable sortable"
|-
! Triggers
|-
| Touch:  || Touching the anomaly with an ungloved hand.
|-
| Water: || Splash some water on it and see if it activates.
|-
| Acid:  || Splash some acid on it and see if it activates.
|-
| Volatile: || Try percussive experimentation, hit it with blunt objects. Maybe a crowbar?
|-
| Energy: || Try to hit it with an activated stun baton, and try to shoot it with an emitter. See if it activates from either.
|-
| Heat: || Increase the temperature in one of the Anomaly Isolation Chambers.
|-
| Cold: || Decrease the temperature in one of the Anomaly Isolation Chambers.
|-
| Phoron: || Put it in a room with phoron in the air.
|-
| Oxygen: || Put it in a room with oxygen in the air.
|-
| Carbon Dioxide: || Put it in a room with CO2 in the air.
|-
| Nitrogen: || Put it in a room with nitrogen in the air.
|}


'''Note:''' ''Once again, use only one Spectrometer, and start with your Dig Site 1, then 2, etc. The results of the analysis are chronologically numerated, so, that way, you will have correspondence between your samples and your results.''
{| class="wikitable sortable"
|-
! Effects  !! When you finally trigger an anomaly then you receive at least one, maybe two effects from the anomaly. If you are lucky it won't kill you immediately.
|-
| EMP: || The anomaly releases an electromagnetic pulse that shuts down all electronic equipment within range. This includes synthetics, and mechanical organs.
|-
| Cold: || Makes the room much colder, very quickly.
|-
| Cell Charge: || Charges all battery cells within range. Good for an [[IPC]].
|-
| Cell Drain: || Drains all battery cells within range. Bad for an IPC.
|-
| Radiation Emitter: || Emits large amounts of radiation.
|-
| CO2: || Releases carbon dioxide.
|-
| Nitrogen: || Releases nitrogen.
|-
| Oxygen: || Releases oxygen.
|-
| Phoron: || Releases phoron. Very dangerous.
|-
| Good Feelings: || Emits brain altering waves that make you happy.
|-
| Bad Feelings: || Emits brain altering waves that give you anxiety.
|-
| Heal: || Heals organics.
|-
| Hurt: || Hurts organics.
|-
| Robot Heal: || Heals synthetic characters.
|-
| Robot Hurt: || Hurts synthetic characters.
|-
| Sleepy: || Makes everyone tired. May also release nitrous oxide.
|-
| Stun: || Temporarily stuns people.
|-
| Teleport || Randomly teleports people within the vicinity of the anomaly.
|}


[[File:Xenoarch_spectroconsole.png]]
=== Anomaly batteries ===
You can siphon the effects from an anomaly into an anomaly power battery. When this battery is slotted into a device called an anomaly power utiliser, it will discharge the effect. Creating these tools are where the trigger and effect comes into play beyond the roleplay elements.


Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.
To begin charging an anomaly power battery, you will have to activate the anomaly and put it into the exotic particle harvester pad. Insert the battery into the harvester and activate it. It will fill the battery with the effect. Many anomaly effects will drain the battery very quickly; you may have to use them carefully, and they work best for demonstrating the anomaly to your coworkers.


'''Scanner:''' Indicates the progress of the scan, and the "health" of the spectrometer. When it is too low, use nanopaste to fix it.
== Spectrometry ==
So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labelled them all. Now, take all the samples and head into the Spectrometry lab.


'''MASER:''' The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.
[[File:Spectrometry lab.png]]


'''Environment / Internal:''' The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.
Inside there is a coolant tank, a bucket, some nanopaste, and three spectrometers. Fill one of the spectrometers with as much coolant as it can take, then set the coolant flow rate to about 2u/sec. Take your first sample, take the rock sample from inside it, and put it in the spectrometer.


'''Radiation:''' Sometimes, radiation outbursts happen during the scan. You can enable the Radiation Shielding, but it stops the scan, so I rather suggest you keep your excavation suit on yourself, since it protects you against it. That way, you can totally ignore this factor.
Now, you have opened the spectrometer menu. Big scary screen at first, but simple to understand.


'''Cooling:''' Rather simple to understand. It is what keeps the Internal Temperature low. On this screen, you see I put the flow rate at 2 u/s : It is best to keep it that way, 2 u/s gives you plenty of time before emptying it, and avoids overheat in almost every case.
[[File:Xenoarch_spectroconsole.png|350px]]


If you followed these instructions, the only part you need to focus on is the MASER field, since it is the only one that will necessitate you to fiddle with during the scan.
* '''Scanner:''' Indicates the progress of the scan, and the "health" of the spectrometer. When it is too low, use nanopaste to fix it.
* '''MASER:''' The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.
* '''Environment / Internal:''' The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.
* '''Radiation:''' Radiation spikes often happen during the scan, and can be hazardous to your health. Enabling Radiation Shielding actually pauses the scan's progress, so it's best to just keep your voidsuit on while you do analysis so you don't get radiation poisoning.
* '''Cooling:''' As evident, keeps the internal temperature from overheating and destroying the sample.


Now, you begin your scan, keep the Wavelength in check, and normally, the scan goes very well without any trouble. The machine pings, ejects your rock sample, and prints the result of the scan.
Begin the scan, and keep toggling the MASER wavelength to be in line with the optimal wavelength as best you can. The machine pings, ejects your rock sample, and prints the result of the scan.


[[File:Xenoarch_specresults.png]]
[[File:Xenoarch_specresults.png]]


Now, you have some techno-babbling informations that will allow you to RP-study your artifacts later.
Now, you have some techno-babble that will allow you to roleplay studying your artifacts.
 
== Analysis: Chemistry ==
Obviously, the coolant in the tank is not enough to last the entire shift. It is generally empty after three spectrometer scans. You can still use water as a less efficient coolant, but here is a better solution.
 
Go into the room east of the Spectrometer room. Here is the Chemistry lab, which was once used to prepare the samples for the Spectrometer scans, before the system was reworked to be simpler. But it is still of use: Grab the two large beakers of the room, and make coolant. The formula is quite simple:
 
'''Oxygen + Water + Tungsten'''
 
Now, you have an unlimited source of coolant to keep your Spectrometer working!
 
== Study ==
Now that you have analyzed all your samples, it is time to bring all of this to the camp. Put your sample bags and reports in the crate, and drag it back there. Then, put them on their respective tables, so that you have every information you need available.
 
[[File:Xenoarch_campcomplete.png]]
(For the needs of this tutorial, there is only took one sample here, but multiply this by 6 or more to have an idea of what your camp should look like by now.)
 
Now you have organized all your findings… Be RP, be creative! Look at your 800 years old weapons of your Dig Site 4. Maybe they belonged to the species depicted on this 850 years old bowl, in your Dig Site 2? Basically, make logical links between your findings, invent stories, entire civilizations, wars, religions, the possibilities are quite huge. Maybe when you have enough data, you’ll write a book about it? Xenoarcheology may be a very lonely job, but it still gives you plenty of occasions to make great RP, so just go crazy.
 
== Anomalies ==
But, while you have fun with your trinkets and old plant fossils, your buddies in the Anomaly department are still waiting for anomalies to work with.
 
They are found the same way you find artifacts: Scan a tile, if it doesn't ping, nothing, if it pings, excavate it. To make your life a lot easier, the  Alden Saraspova Counter tool can be used to track anomalies. Rather than scanning every tile, this tool will find the closest anomaly and display your distance from it. Every time you change position, you can use it again, getting closer with each scan. Once you're within a few meters, you can begin to scan tiles confident that one of them will ping and contain an anomaly. Generally, anomalies are hidden behind a bunch of artifacts, so finding them is generally a matter of luck. You know you have found an anomaly when your Depth Analysis Scanner tells you this:


[[File:Xenoarch_depthanomaly.png]]
Also, if you run out of coolant, you can make more by combining Tungsten, Acetone, and Water at a chemistry dispenser.


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


Then, simply bring back the anomaly to the conveyor belts of the Outpost, tell your coworkers that the anomaly is ready to be brought inside, and let them handle the reception and analysis, so that you can go back to your own work.
While the things you unearth can be genuinely mechanically useful, much of the fun of xenoarcheology is creating roleplay reasons for what the artifacts you found might have been. What do the spiked bands on this mysterious urn indicate? Could these rodent figures engraved in this gun be emblematic of the species that developed it, or are these perhaps just pets? Whatever you decide on, it's definitely more fun to have a partner in science, or even a clueless [[Security Officer]], to bounce theories off of. Don't be afraid to get creative, and remember; fill out those forms!


{{Gameplay Guides}}
{{Guides}}
{{Jobs}}
[[Category:Guides|Xenoarchaeology, Guide to]]
[[Category:Guides|Xenoarchaeology, Guide to]]
[[Category:Research Locations]]
[[Category:Research]]

Latest revision as of 09:12, 15 October 2023

RESEARCH STAFF
Xenoarcheologist
Xenoarcheologist
Access: Research
Qualifications: At least 30 years of age, PhD in Archaeology, Xenoarchaeology or Anomalous Materials.
Employers: Zeng-Hu Pharmaceuticals, NanoTrasen, Zavodskoi Interstellar
Supervisors: Research Director
Duties: Retrieve various artifacts from the asteroid. Figure out their effects and applications. Be chased by spectral eels.
Guides: Guide to Piloting, Guide to Away Missions, this page

You are a Xenoarcheologist, a scientist specialising in researching the remains of alien civilisations. You will unearth artifacts and anomalies, and link them together to form coherent stories. In order to do so, you will use the Intrepid, your trusty scientific shuttle, to fly to various exoplanets, outposts, and asteroids to dig up whatever you detect on your Alden-Saraspova counter. Once you've retrieved these objects, you can fly back to the Horizon, sit down in your lab, and start analysing your finds and figuring out what your anomalies do.

Starting Out

You start in the Research department. Your laboratory is within the research sub-level on Deck 1, and can be reached via a lift across from the departmental conference room. You will need to do two things before you head out; prepare your own gear and prepare the Intrepid.

Your gear

Adjacent to your xenoarchaeology atrium is your EVA preparation. It contains four research voidsuits, two lockers, and a table with some steel, glass, and a toolbox. Assemble your voidsuit (you can get an oxygen tank from main EVA storage), and open a locker to get your gear. They are organised here in order of relative importance.

  • Excavation Gear-Belt: The belt that will allow you to carry most of your equipment. Also lets you carry folders and photos!
  • GPS: Essential. Tells you your position, allows you to track your position relative to other GPSes, allows you to track the location of the Intrepid, the Spark, and the Canary. DO NOT FORGET YOUR GPS.
  • Shortwave radio: Essential. Allows you to communicate with other expedition members if the Horizon is out of communication range (two overmap tiles away from the site). DO NOT FORGET YOUR RADIO.
  • Depth Analysis Scanner: Absolute necessity. Tells you if the tile of rock in front of you contains something, and gives you information about it if it is the case. Detailed later in this guide.
  • Alden Saraspova Counter: Absolute necessity. You click this and it tells you how far the closest Anomaly is from you. Use this information to progressively move closer. Make sure to scan rocks using the depth analysis scanner when within a tile. The last thing you want is to destroy the anomaly and the artifacts along with it.
  • Ore detector: Alt-click on this to bring up a menu where you can track all manner of ores... and artifacts! If you keep your ore detector in your hand or pocket, you can see tracked objects as green glowing dots on your field of view.
  • Mining drill: Absolute necessity. Helps you tunnel through pesky, non-anomalous rock.
  • Excavation Pick Set: Absolute necessity. Contains the small picks you need to excavate your artifacts. They're all a different size, and dig a certain amount; this will be detailed later in this guide.
  • Wrench: Needed to set the suspension field generator, which is necessary to collect artifacts.
  • Hand Pickaxe: The largest excavation pick, does not fit in the excavation pick set. Digs 30cm.
  • Core Sampler: Needed to take the rock samples you need for spectrometer analysis. Necessary for roleplay reasons.
  • Lantern: A very useful light source. Has a wider, brighter light than your voidsuit helmet.
  • Measuring Tape: Tells you how deep you already dug into your site. Useful when you lose track of your excavation.
  • Tracking Beacon: When activated, allows locator devices to locate it by tuning on its frequency. Useful if you are in trouble (but you brought your GPS, right?), or if you simply lost your suspension field generator. Not a necessity at all and mostly a waste of space.
  • Locator Device: Locates tracking beacons by tuning to their frequency. As useful as the beacon, which is to say not much.

Some other gear you can carry includes:

  • Folder: Lets you put your forms, photos, and analysis reports in one easy location. Located on the desk in your lab, and in the research and development lab.
  • Camera: Why wouldn't you want to take photos? Alt-click on the camera to change its photo size.
  • Forms: These can be printed from a request console (you have one in your lab). Navigate to the "Forms" tab, scroll down to the Science section, and print out some anomaly assessment, artifact report, and other such forms you think might be useful. Put them in your belt for safekeeping. Your PDA has a pen in it which you can remove by right-clicking on it and selecting Remove Stored Object, so you have a pen at hand all the time.
  • Sample bags: A box is in the xenoarcheology lab; click and drag on the bag while it's in your hand to the item you want to put in the bag.
  • Hand labeler: Lets you label your finds.

You also have two other important pieces of equipment; the suspension field generator Suspension field generator.png and the anomaly containers Anomaly container.png. A suspension field generator allows you to dig up an artifact without it falling and shattering; an anomaly container allows you to hold an anomaly safely without it activating or being tampered with.

Preparing the Intrepid

See also: Guide to Piloting

Intrepid.png

The Intrepid is the science department's shuttle, and as such is equipped with anything you might need to have a safe, productive expedition. Naturally, your equipment is going to need to go on the Intrepid in its cargo bay, before anything else.

Head into the atmospherics compartment and turn the pump marked in brown on. Set the pressure to 5,000 kPa (you can max the pump out, but you don't need more than 5,000kPa). Now, go back into the main area and set the pump leading from the CO2 canister to the same value. Congrats, you're filling the Intrepid's thrusters! It's recommended, if you're going on a long voyage, to fill up the CO2 canister a bit more at Fuel Storage, next to the Intrepid Hangar, so you don't randomly run out of thrust.

When you're taking off, make sure to turn on your thrusters at the engine console. A good value for the thruster limiters is 50-60%. You can also boost your acceleration limiter at the helm control console, which allows you to move faster than the speed of nothing.

If you lack confidence in your ability to drive, you can also ask a Bridge Crewman to pilot the Intrepid for you. Chances are they'll be happy to help!

Where do I go again?

Sometimes, Command or Engineering is lazy and either doesn't move the Horizon, or doesn't set up thrusters. In either case, it's your job to head to the away site of your choice and start spelunking!

By default, the Intrepid doesn't come equipped with the coordinates for every away site in the sector. However, at the start of every round, a sensors readout will be printed at every command console on the Horizon. This sensor readout tells you the bearing, in angular degrees, of where the away sites are from the original location of the Horizon. If a mysterious asteroid is bearing 90 degrees, the Horizon moving to the right means the bearing will be different. Make sure to mark down the location of the Horizon at the start of the shift!

You can get a sensor readout from the Pilot Room, which is to the right of the Intrepid Hangar. Walk right in and pick up the paper. If you are lazy, the Bridge Crewman can also fax you one.

Excavating

So you've touched down on the planet, you've cycled out, and you're ready to start looking! Good job. Use your Alden-Saraspova counter and your ore detector to pinpoint the locations of artifacts and anomalies. Once you've found a dig site, set down your lantern, folders, and bring out your picks.

First, make sure that the tile you're looking to dig up contains an artifact or anomaly. Use your depth analysis scanner on the rock. If you've found something, your scanner will ping. Click on the scanner to bring up a screen that looks a bit like this:

Xenoarch depth.png

  • Time: The time at which the scan was made. For paperwork purposes.
  • Coordinates: Coordinates of the dig site. Also for paperwork purposes.
  • Anomaly depth: The depth at which your artifact resides.
  • Clearance above anomaly depth: The size of the cavity in which the artifact is. If you dig in it, you will get a strange rock, which I will talk about later.
  • Dissonance spread: 1 means it is an artifact, other numbers indicate an anomaly.
  • Anomaly material: Tells you roughly what your artifact is. Depending on this information, you will activate a specific field on your suspension field generator to collect the artifact.

Now that you have this information, set up the suspension field generator to face the dig site. You need two free tiles around the site, so that you can put your generator on one and stand on the other one. Wrench it in place. Now's also a good time to take out your core sampler and click on the rock. Once you have the sample, you can eject it from the sampler and put it in a bag.

Now it's time to turn on your suspension field generator (you can dig before you turn on the generator, but it's nice to turn it on in case you forget). In the above depth analysis scanner reading, the anomaly material is trace organic cells. Below is a list of anomaly materials, and which field generator setting you need to swap to for each.

Xenoarch table.png

As seen in the table, the field setting should be set to diffracted carbon dioxide laser. Once you've done that, turn on the generator.

Now for the most delicate part; digging up an artifact. Bring out your set of excavation picks. Shift-clicking to examine the picks themselves will reveal their length.

Xenoarch picks.png

Using the earlier depth analysis scanner as an example, the anomaly is 30cm deep into the rock. The clearance depth is 6cm. In the most basic terms, you'll need to dig 24cm, then use the 6cm pick to properly unearth the artifact without damaging it.

If that doesn't make sense, a useful guide is to the right. Imagine the clearance depth as the crust of rock that needs to be delicately handled before you can secure the artifact or anomaly.

Excavation guide.png

Once you've finished, turn off your suspension field generator, and enjoy your newfound artifact. A depth analysis scanner can also detect multiple artifacts on the same tile. Keep pinging!

Xenoarch2.png

If you locate an anomaly on a tile, once you've excavated all of the artifacts, you can clear out the rock with a hand pickaxe to unearth an anomaly. Make sure to store that anomaly in an anomaly container by click-dragging it to the container-- dragging it back without containment may have adverse effects on your health.

Now that you've dug something up, you can haul it back to the Intrepid, or keep looking for artifacts.

Strange rocks

Xenoarch cavity.png

If you come up just a bit short of your excavation depth, you'll get a strange rock. While not being a total failure, a strange rock needs to be opened with a welder, which is one unnecessary step in the process. But the most important point here is that opening strange rocks quite often breaks the artifact itself, so, try to dig at the exact anomaly depth to avoid these kinds of issues.

Researching Anomalies

Once you've brought your anomaly back to the ship and safely sealed it within an isolation chamber, it's time to figure out what it does! First things first, don an anomaly suit (or your voidsuit) and rubber gloves, as found in xenoarcheology storage. They protect you from (most) anomalous effects.

There are two types of anomalies that can generally be classified as special and dynamic. Special anomalies have unique abilities not shared with any of the dynamic anomalies; they are very distinct, and once they activate you'll likely know them when you see them. Dynamic anomalies, on the other hand, have random properties that activate from a certain trigger. You will have to activate the anomaly to know what effect it has. These effects are numerous and vary from extremely dangerous to extremely helpful.

Thankfully, you're not flying completely blind. If you set your anomaly on the anomaly scanner, you can print a scan that gives you a vague idea of what trigger and effect the anomaly might have. This allows you to narrow down your testing.

Below are a list of triggers and effects:

Triggers
Touch: Touching the anomaly with an ungloved hand.
Water: Splash some water on it and see if it activates.
Acid: Splash some acid on it and see if it activates.
Volatile: Try percussive experimentation, hit it with blunt objects. Maybe a crowbar?
Energy: Try to hit it with an activated stun baton, and try to shoot it with an emitter. See if it activates from either.
Heat: Increase the temperature in one of the Anomaly Isolation Chambers.
Cold: Decrease the temperature in one of the Anomaly Isolation Chambers.
Phoron: Put it in a room with phoron in the air.
Oxygen: Put it in a room with oxygen in the air.
Carbon Dioxide: Put it in a room with CO2 in the air.
Nitrogen: Put it in a room with nitrogen in the air.
Effects When you finally trigger an anomaly then you receive at least one, maybe two effects from the anomaly. If you are lucky it won't kill you immediately.
EMP: The anomaly releases an electromagnetic pulse that shuts down all electronic equipment within range. This includes synthetics, and mechanical organs.
Cold: Makes the room much colder, very quickly.
Cell Charge: Charges all battery cells within range. Good for an IPC.
Cell Drain: Drains all battery cells within range. Bad for an IPC.
Radiation Emitter: Emits large amounts of radiation.
CO2: Releases carbon dioxide.
Nitrogen: Releases nitrogen.
Oxygen: Releases oxygen.
Phoron: Releases phoron. Very dangerous.
Good Feelings: Emits brain altering waves that make you happy.
Bad Feelings: Emits brain altering waves that give you anxiety.
Heal: Heals organics.
Hurt: Hurts organics.
Robot Heal: Heals synthetic characters.
Robot Hurt: Hurts synthetic characters.
Sleepy: Makes everyone tired. May also release nitrous oxide.
Stun: Temporarily stuns people.
Teleport Randomly teleports people within the vicinity of the anomaly.

Anomaly batteries

You can siphon the effects from an anomaly into an anomaly power battery. When this battery is slotted into a device called an anomaly power utiliser, it will discharge the effect. Creating these tools are where the trigger and effect comes into play beyond the roleplay elements.

To begin charging an anomaly power battery, you will have to activate the anomaly and put it into the exotic particle harvester pad. Insert the battery into the harvester and activate it. It will fill the battery with the effect. Many anomaly effects will drain the battery very quickly; you may have to use them carefully, and they work best for demonstrating the anomaly to your coworkers.

Spectrometry

So! You have spent some time digging and excavating, and now, you have around 6 different dig sites, maybe more. That’s good. Hopefully you organized and labelled them all. Now, take all the samples and head into the Spectrometry lab.

Spectrometry lab.png

Inside there is a coolant tank, a bucket, some nanopaste, and three spectrometers. Fill one of the spectrometers with as much coolant as it can take, then set the coolant flow rate to about 2u/sec. Take your first sample, take the rock sample from inside it, and put it in the spectrometer.

Now, you have opened the spectrometer menu. Big scary screen at first, but simple to understand.

Xenoarch spectroconsole.png

  • Scanner: Indicates the progress of the scan, and the "health" of the spectrometer. When it is too low, use nanopaste to fix it.
  • MASER: The most important stuff. Try to match you Current Wavelength with the Optimal Wavelength best as you can, since it is what makes the scan progress.
  • Environment / Internal: The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.
  • Radiation: Radiation spikes often happen during the scan, and can be hazardous to your health. Enabling Radiation Shielding actually pauses the scan's progress, so it's best to just keep your voidsuit on while you do analysis so you don't get radiation poisoning.
  • Cooling: As evident, keeps the internal temperature from overheating and destroying the sample.

Begin the scan, and keep toggling the MASER wavelength to be in line with the optimal wavelength as best you can. The machine pings, ejects your rock sample, and prints the result of the scan.

Xenoarch specresults.png

Now, you have some techno-babble that will allow you to roleplay studying your artifacts.

Also, if you run out of coolant, you can make more by combining Tungsten, Acetone, and Water at a chemistry dispenser.

Roleplaying

While the things you unearth can be genuinely mechanically useful, much of the fun of xenoarcheology is creating roleplay reasons for what the artifacts you found might have been. What do the spiked bands on this mysterious urn indicate? Could these rodent figures engraved in this gun be emblematic of the species that developed it, or are these perhaps just pets? Whatever you decide on, it's definitely more fun to have a partner in science, or even a clueless Security Officer, to bounce theories off of. Don't be afraid to get creative, and remember; fill out those forms!

Guides of the Horizon
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Gunnery - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles