Help for the next thing you are trying to do
Use these practical guides when you are stuck, planning a run, or deciding what to do with an item, upgrade, or objective.
24 guides available
Tutorial Level walkthrough: loot, quests, and danger spotsA route through the tutorial's supply searches, abandoned safe house, optional camp, and Fish encounter.
Corrupted weapons and gear: stabilize, revert, or risk itHow item corruption changes equipment, how quickly it progresses, and how Stabilizing Powder and the Revertor differ.
Safe House objects explained: toilet, mirror, workbenches, and moreWhat the Safe House interactables do, which ones are ordinary loot containers, and which ones advance crafting or trade.
Enemy damage types and resistances explainedHow impact, puncture, slash, disintegrate, and true damage are reduced, and how to make a useful weapon choice.
Combat effects explained: damage, knockback, and modifiersWhat the player-facing combat values on weapons, ammunition, armour, and consumables mean, how melee light and heavy attacks cause status effects, what alcohol (Tipsy and Drunk) does, and which raw fields are intentionally not shown.
Research Table: the tools, notes and materials every project needsWhich tools and notes are installed at the Research Table, what each project uses up, what it needs you to know first and what it unlocks.
Safe House progression: research, workbenches, and permanent upgradesHow research requirements, specialist workbenches, and buildable furniture connect to lasting progression.
Death, overtime, and gear insurance explainedWhat you lose on a failed run, how the overtime timer works, how insurance prices and returns are calculated, and how recent runs unlock tougher enemy spawns.
Disorienting Mirror Cabinet guide: thresholds and trade risksWhat determines the Mirror Cabinet reward pool, what it consumes, and how to avoid wasting a valuable offer.
Skills and experience: how every skill levels upWhat earns experience for weapon, carrying, stamina, and searching skills, how enemy and weapon multipliers change it, and what resets it.
Equipment slots and storage explained: what you can wear and carryWhich gear fits each slot, how tops and trousers layer, which pieces add weapon and hotbar slots, and how backpacks, chest rigs, the safe box and the keychain store items.
Crafting ammo and weapons: workbenches, blueprints and recipesWhich station makes each recipe, how to unlock blueprints, and every ammunition, arrow and weapon recipe with what it needs.
Selling items and earning credits: merchants, scrap recycling and the terminal shopWhere to sell each kind of item, what you are paid, how to earn credits from missions and recycling, and what the U.R.C. terminal sells.
Wilderness merchants explained: Biomass, prices and stockThe four Forest Region merchants, how Biomass prices are worked out, why a merchant may refuse a sale, and what each one stocks.
Dangerous enemies: what to expect and how to counter themHealth, protection, attacks and status effects for the Forest Region and Burning Grove's toughest enemies, with the damage type each resists least.
Talents and character level: how to learn them and what each one doesHow kills raise your character level, how departments limit which of the 21 talents you can learn, what each talent costs and does, and what the one-time breakthrough gives you.
The Bazaar: the neutral market where credits buy weaponsHow to unlock the Bazaar, which seven traders work there, what each sells and pays, and what the weapon mystery boxes cost.
Temperature: cold, heat and the gear that protects youWhich maps are hot or cold, what each body part suffers at each temperature, and how warm gear, the PTN Heat Resistant Suit and heaters change it.
Talk missions: Vitaliy's questline and the Tin Foil HatHow missions given by talking to a character work, and the full chain of Vitaliy's requests in the Burning Grove, from waking him up to the Tin Foil Hat.
Hunger and thirst: Satiety, Blood Sugar, Hydration and what to eatHow fast hunger, thirst and low blood sugar build up, what each level costs you, which foods and drinks fix them, and how the Safe House refills you.
Decoherent Reactor: corrupt gear on purpose, or dissolve it into Dimensional ResidueWhich catalyst corrupts weapons, clothing and armour, or backpacks, what each piece costs, what condition and traits to expect, and how Dissolve turns Corrupted equipment into Dimensional Residue.
Permanent bonuses: the six foods and drinks that raise your stats for goodWhich foods and drinks raise your maximum health, stamina, Satiety, Blood Sugar, Hydration or movement speed for good, how much each adds, how many you can use, and which ones the Cooking Station makes.
Early crafting: backpack and medical suppliesThree verified early crafts that turn basic salvage into carrying capacity and treatment supplies.
Passwords and non-key unlocks: Lab, Valley, and moreWhere to read each password hint, which terminal it opens, and how to reach the Valley without looking for a key.
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