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{{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
}}


This guide is not only a guide to basic Xenoarcheology, it is also a guide to playing an efficient and believable Xenoarcheologist. So, if you feel some parts are too much for you, feel free to ignore them, but it is still appreciated to work with a believable coworker rather than someone who leaves all their stuff on the floor, doesn’t analyze their findings, and barely even does their job.
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.


== Xenoarcheologist, Anomalist: The Difference ==
== Starting Out ==
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, mostly 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 an RP job, where you give story and sense to these objects. It also quite different from the other Scientist jobs: You do not work in a laboratory solely, you mostly work outside, digging through rocks in the cold hard environment of the asteroid. You may work in a Laboratory during analysis (Spectrometry, Anomaly testing). So Xenoarcheologists are a strange breed amongst the Research team, with a very different set of goals and line of work.
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.


An Anomalist studies the anomalies Xenoarcheologists bring to them. They are much more of a Lab worker than the Xenoarcheologist, do not spend much time outside, etc. This job is less of a pure Roleplay one, and much more closer to the rest of the station, with significant testing and gameplay to fiddle with. However, that does not mean you should not try to put some RP into it: How was your anomaly used by the people who made it? How does it relate to the artifacts the Xenoarcheologist found buried with it? You are not a Xenoarcheologist, but that does not mean you should totally ignore them and that your work does not relate.
=== Your gear ===


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, however there is an extra Suspension Field Generator in the [[Science#Sub-level_Map|Sub-level]] [[Science#Anomaly_Storage_and_Supply_Closet|Supply Closet]], so Anomalists could retrieve their own anomalies. This should only be done if there is nothing to analyse or the Xenoarcheologist is missing or otherwise busy. Work with your Xenoarcheologists just as they should work with you.
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.


== Preparation: Before taking the Lift ==
* '''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.


You start in the Research department inside of the [[Science#Conference_Room_and_Sub-level_Lift|Research Conference]], the [[Science#Sub-level_Map|Sub-level]] Lift is directly below you. You should stock up on anything you believe you need in preparation for moving down to the [[Science#Sub-level_Map|Sub-level]]. Most tools and devices are present within the [[Science#Sub-level_Map|Sub-level]] so you will not need to gather anything.
Some other gear you can carry includes:


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. A Universal Recorder and labeled Folder with Paper inside tends to create a believable atmosphere for a Scientist.
* '''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.


When you are done, go directly South of the [[Science#Conference_Room_and_Sub-level_Lift|Research Conference]] room and take the Lift.  
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.


There is no rush, and you may return to Main-level whenever you have time, if you do need something. Maybe a Jetpack?
=== 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.


== Preparation: After taking the Lift ==
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.


Now, you are on the [[Science#Sub-level_Map|Sub-level]]. Given you are a Xenoarcheologist, you will mainly use the North part of it, which I will describe.
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 travel up to the [[Science#Main-level_Map|Main-level]] from the [[Science#Sub-level_Lift_and_Fire_Closet|Lift]], directly South of the Xenoarcheology department.


When you get out of the [[Science#Sub-level_Lift_and_Fire_Closet|Lift]], you will see your Department directly above you. There is a [[Science#Sub-level_Lift_and_Fire_Closet|Fire Closet]] to your Left, and the Hallway leading to [[Science#Toxins_Lab_and_Gas_Storage|Toxins]] to your Right. directly South is the [[Science#Xenobiology_Lab_and_Morgue|Xenobiology Lab]], which you have no reason to visit, but you may say hi to your coworkers if you desire. Directly North and then West is the [[Science#Xenoarcheology_Equipment_and_External_Access|Xenoarcheological Equipment and External Access room]].
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!


You may use this room to gather your equipment and exit onto the Asteroid. Be sure to put on your Mesons goggles, gloves, breath mask and your Magboots before you exit. Further up the hallway is the [[Science#Anomaly_Isolation_and_Gas_Storage|Anomaly Isolation room]], which is used for both analysis and storage of dangerous anomalies. There are some less crucial tools there that can be used, such as a Camera, Folder, and multiple Gas types.
=== Where do I go again? ===


Directly above the [[Science#Anomaly_Isolation_and_Gas_Storage|Anomaly Isolation room]] you will find the [[Science#Spectrometry_Lab|Spectrometry Lab]], which is explained further down this page, the [[Science#Anomaly_Storage_and_Supply_Closet|Supply Closet]], which carries many useful supplies such as an extra Suspension Field Generator and Monkey cubes, and the [[Science#Anomaly_Testing_and_Equipment|Anomaly Testing room]], which also has Anomaly safety suits and testing equipment.
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!


As a final note you should always wear gloves while testing and transporting Anomalies. Moving an anomaly without gloves runs the risk of activating it and can be deadly for yourself and coworkers.  
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!


Now, it is time to speak about the proper Xenoarcheology equipment. All of these things are available in the Xenoarcheology department, within the Anomaly and Xenoarcheology equipment rooms, so look in the lockers, on the tables, and the racks. 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.
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.


# '''Measuring Tape''': Tells you how deep you already dug into your site. Useful when you lose track of your excavation.
== Excavating ==
# '''GPS''': Tells you your position on the asteroid. Not of major importance, but can be useful if you want to keep track of that too. You can get a callsign using this, and it increases your chance of being found when dead.
# '''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. Not a necessity at all and mostly a waste of space.
# '''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. As useless as the Beacon.
# '''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. Helpful, but not necessary. Activate your excavation hood.
# '''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''' Comes with a built-in flashlight. Click in the top left.
# '''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 non-space suits on the Outpost that allow you to go EVA.''
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.


Now, you probably know the rest: An oxygen tank, available in the prep room, a breath mask also available there, and the 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 properly, you have enough space in your inventory to carry some equipment of your choice.
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:


I, however, advise you to leave free slots in your backpack, to carry the artifacts you find back to your camp or the Station.
[[File:Xenoarch_depth.png]]


== The Camp ==
* '''Time:''' The time at which the scan was made. For paperwork purposes.
Now that you are ready for the expedition, get into the airlock. There will be some equipment already out in your camp, but you should bring anything you need from the Station, as cycling the Airlocks takes a long time. Instead, it helps to leave the equipment in the camp spare incase you lose some.
* '''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:Xenoarcheology_External_Basecamp.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.


From here, you need to use your Alden Saraspova Counter to pinpoint your route. It helps to leave it in your pocket for quick retrieval, as you will need to click a lot to get to a digsite.
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.
== Mining ==
As for how you will mine, you will not have a mining drill unless Research prints you one from R&D. Instead, Xenoarcheology is outfitted with Mining pickaxes.


To mine efficiently, you will need to wield your pickaxe in two hands. (Pictured below)
[[File:Xenoarch_table.png]]


[[File:Wielded_Pickaxe.jpg]]
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.


You can achieve this by clicking the icon at the top left corner of your screen while holding a Pickaxe, the Pickaxe will have to be selected. When wielded, it will look like this. (Pictured above)
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.


Further, to avoid destroying the very artifacts you intend to mine, you will want to carry a Depth Analysis Scanner along with you. When you are in range by 10, you should scan Rocks before you clear them. If you fail to do this, you will get a message that says 'Object shatters!' where object is replaced with whatever item it was, which means you have destroyed an artifact. There is a small chance for it to survive this, however.
[[File:Xenoarch_picks.png]]
 
== Excavation ==
{{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.]]
 
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.
 
If you click on your Depth Analysis Scanner, a screen similar to this one will appear.


[[File:Xenoarch_depth.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.


'''Time:''' The time at which the scan was made. Only for paperwork purposes.
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.


'''Coords:''' Coordinates of the dig site. Paperwork purposes too.
[[File:Excavation guide.png|thumb]]


'''Anomaly depth:''' The depth at which your artifact resides.
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!


'''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.
[[File:Xenoarch2.png]]


'''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.
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.


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


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.
=== Strange rocks ===
 
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.
== 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.


Now, here are the two lists for the various excavation picks and the different fields of the generator.
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.


[[File:Xenoarch_picks.png]]
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.
 
[[File:Xenoarch_table.png]]


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.
Below are a list of triggers and effects:


== Analysis: Spectrometry ==
{| class="wikitable sortable"
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.
|-
! 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.
|}


[[File:Spectrometry.png]]
{| 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.
|}


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.
=== 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.


'''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.''
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.


[[File:Xenoarch_spectroconsole.png]]
== 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.


Now, you have opened the Spectrometer menu. Big scary screen at first, but simple to understand.
[[File:Spectrometry lab.png]]


'''Scanner:''' Indicates the progress of the scan, and the "health" of the spectrometer. When it is too low, use nanopaste to fix it.
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.


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


'''Environment / Internal:''' The speed at which the machine functions, and the heat it endures. The faster it goes, the hotter it is.
[[File:Xenoarch_spectroconsole.png|350px]]


'''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.
* '''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.


'''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.
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.
 
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.
 
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.


[[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 ==
Of course, the coolant in the tank is not enough to last a particularly busy shift. It is generally empty after three spectrometer scans. You can still use water as a less efficient coolant, but the real stuff is a better solution.
 
If you run out, you can access the [[Science#Research_Chemistry|Science Chemical Dispenser]] on the [[Science#Main-level_Map|Main-level]] directly south of [[Science#Research_and_Development|R&D]]. They should oblige. The formula is quite simple:
 
'''Tungsten + Acetone + Water'''
 
Now, if you get afew beakers of that, you should have plenty 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 Station and stow it away. Put your Artifacts in labeled crates, put your valuables into a locked briefcase, etc, and drag it back there. Then, put them on their respective locations, so that you have all the information you need available.
 
Now you have organized all your findings… think, look at the reports, be creative! Look at your 800 years old weapons of Dig Site 4. Maybe they belonged to the species depicted on this 850 year old bowl, in Dig Site 2? Basically, make logical links between the findings, invent stories around them, entire civilizations, wars, religions, the possibilities are massive. Maybe when you have enough data, you could 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]]


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. Make sure to use your measuring tape if you're unsure of what depth you're on. The last thing you want is to destroy the artifact. 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.
Also, if you run out of coolant, you can make more by combining Tungsten, Acetone, and Water at a chemistry dispenser.


Then, simply bring back the anomaly to the Camp and put it into the Airlock. If you have an Anomalist working with you, announce it over the radio. If you're alone, simply analyse it when you're ready to analyse.
== Roleplaying ==


== Finding the cool loot ==
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!
If you come across anything ranging from weaponry to artifacts, Please be sure to inform your research director and security team if you're bringing anything onboard the station.


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