This guide aims to equip you with the knowledge to both survive and thrive on the surface of Sif.
A lot of factors determine whether or not you survive, however a big part is equipment. Going outside naked will most likely kill you due to the cold, so you should make sure to bring as much as these things as you are comfortable bringing with you.
Things You Start With
Things to Get
The outpost, and potentially the station, might be able to make the initial exploration easier, if they can spare you some equipment.
|TBA||Bolt Action Rifle||A decent weapon that you can find on the Outpost, in a gun closet. Firing the weapon requires clicking the gun every time you fire it, similar to pumping a shotgun. It accepts .762 ammo, and can be worn on suit storage. Bringing this onto the station unannounced will likely make Security very upset, and land you in the brig.|
|TBA||.762 Hunting Ammo||The bolt action rifle you hopefully found in the gun closet also comes with this ammo, so you should take some spare ammo as well. More can be made in an autolathe. Hunting ammo is designed to maximize harm on animal entities, and is less effective on humanoid or robotic targets.|
|TBA||Station Bounced Radio||You start with a headset, however the telecommunications system is not the most reliable, so a handheld radio can be useful, especially if an emergency happens while comms are down.|
|TBA||Geiger Counter||Some of the locations you might decide to scavenge might actually be radioactive. Your suit has some radiation protection, however it doesn't offer immunity, so you should carry one of these in your pocket to warn you if you should leave, and maybe come back with something more protective.|
|TBA||Flashlight||Your shift might start during nighttime. If so, you'll want to bring a flashlight, to be able to see outside. If it's daytime, you should still bring a source of light, if you plan to explore the caves.|
|TBA||Spare Cells||Some electronics, such as flashlights, run off of device cells. Running out while in the middle of the wilderness could be very bad for you, so keeping a spare device cell is suggested. If you manage to acquire an energy weapon, you should also try to gather some weapon cells as well, as the nearest recharger might be very far away.|
|TBA||A Buddy (or Several)||Bringing someone with you can make this much easier, as you'll have a second pair of eyes, someone to watch your back, more capacity to bring back loot, and its generally more fun to have someone with you instead of being alone. There is also the benefit that bringing more people can actually result in more loot being able to be scavenged from piles of trash you may find.|
Things to Look For
You will most likely find a bunch of things when exploring, however carrying everything you find isn't feasible, so you will need to determine what is worth keeping. This list below should help you prioritize what to take with you.
- Medical supplies, if you are not a robot. Nanopaste if you are.
- Tools, if you didn't leave with some already. Even better if you found some rare powertools, since they save space by being two tools in one.
- Ammunition that is comparable with your weapon, or weapons you plan to acquire.
- Superior armor, especially if it also protects from the cold. Otherwise you should keep it in your bag until you need it.
- Superior weaponry, ranged or melee. The survival knife is a fairly weak weapon.
- Weapon Cells, if you found or are hoping to find an energy weapon.
- Things that will benefit the station when you return. Don't be selfish, now.
- Food that is safe to eat, since getting hungry slows you, and being slower means creatures can catch up to you easier.
- More spacious containers, such as dufflebags, or perhaps something even better.
- Mineral wealth, such as gold, silver, diamonds, etc. They are shiny and Research will love you if mining didn't deliver. They might repay you with powerful objects that might let you skip to the Wilderness early.
- A Forward Operating Base, ideally one with a roof and is airtight. Even better if it has power. One can be built if required, using wood obtained by using a sharp object on the trees you will find everywhere.
Where to Explore
When starting out, rushing south to the Wilderness will most likely result in you dying, so instead you should take it nice and slow, and work your way around the easier and safer locations first, finding stronger equipment that will make it easier to explore deeper into Sif.
The places you will be able to access tend to have a specific level of risk associated with it. A list of locations, ordered by increasing danger, is shown below;
- 0 - The Outpost, which is most likely the safest place you can reach, possibly even safer than the Southern Cross. You start here, and might return to it several times.
- 1 - The surrounding area outside the Outpost, which may have some abandoned buildings or pretty looking natural features. This place is fairly safe and you might be able to find some starting equipment here, if you were unable to find them in the Outpost.
- 2 - Outer Mountains, where the miners generally start mining at. The 'bottom' half of the area has less dangers, and is a good starting point for when you finished exploring the area outside the Outpost. Here you may start to find abandoned locations which might be able to hurt you in some form, whether due to baddies guarding it or natural hazards existing close by.
- 3 - Inner Mountains, which is much deeper underground than the other side. Getting lost is a real risk due to the twisting tunnels. There are also a lot more risks here, however the rewards are also greater. Locations you discover can be very dangerous, which you may not be able to explore alone without great difficulty.
- 4 - Outer Wilderness, which is reached by going south from the Outpost. A wall separates the Outpost area from the Wilderness, and for good reason, as the wildlife found there is very dangerous, and the buildings and lairs you may discover are even worse, and may require a team to successfully clear it. The 'Outer' section is the upper half of the map, and you should stay away from it unless the Mountains provided some really good equipment for you and your friends.
- 5 - Inner Wilderness, where only the truly robust or fortunate enough can survive. Being on the bottom half of the map means that help is very far away, and they may not be able to even reach you due to the nastiness that is here.
Sif is the planet that you will most likely be exploring. As far as planets in the universe goes, Sif is fairly tame, compared to somewhere like Magni, however rushing outside unprepared is still unwise.
Sif is generally a rather cold place to be. NanoTrasen's outpost is fairly far north from the center of the planet. As such, snow is rather common. Sometimes it can rain as well, however storms, blizzards, and hail can also occur.
Sif also has a day-night cycle, and nighttime is colder than day time. That, plus the reduced vision, generally means nighttime is harder than daytime, however waiting for daytime probably isn't a feasible option, as Sif has 32 hour days, which progresses in (almost) real time.
The gear you start with is fairly nice, but it is not nearly enough to protect you or your friends from dangerous places like the Inner Mountains or the Wilderness, or the buildings they contain. To solve this, you're gonna need to explore. There are a lot of places to find, most of which will have something of value. You should aim to acquire better gear as you explore the map, which will make it easier to explore and let you venture out into more remote locations, letting you find even better gear and so on.
Exploring the Wilderness should not be considered until you and your friends have the following;
- Armor that is superior to the Explorer Suit.
- A diverse range of weapons, ballistic and energy.
- A lot of spare ammunition.
- Advanced medical supplies, as Medical is literally off-world.
- Something that can kill robots quickly.
- The means to hack doors open.
- Turn on your GPS and suit sensors.
- Bring one or more buddies with you. It becomes a lot easier to survive and you actually get more loot out of it.
- If things go wrong, flee towards where you were before, and not into the unknown, or you may end up finding even more angry creatures who want a meal.
- You can obtain wood by chopping down trees with a sharp weapon to get logs. Hit the logs with a sharp weapon to get wood planks, which you can use to build several things.
- Trees can be used as cover from ranged attacks.
- Moving on snow slows you slightly. Crossing water slows you massively. Avoid doing so if you're in a fight.
- Ensure you are well fed, as otherwise hunger can slow you and as a result make it impossible to flee from an unfavorable engagement.
- If you clear an indoor location of baddies, it will most likely be safe forever, so it might be a good place to retreat to when things go wrong and the Outpost is too far, e.g. a blizzard.
- Large indoor buildings are likely on the higher-end of the danger curve, however you should see several hints that this is the case, e.g. skeletons outside. They also might have a GPS signal coming from inside. Save these for later.
- Sometimes this can also hint towards what the danger is, for example, the first room inside might have a skeleton, an empty gun, and a dead turret, which implies that more turrets are ahead.
- A narrow corridor is actually a great place to fight several melee opponents at once. Since the enemy cannot surround you, you are only exposed to one enemy, and the rest of them needs to wait for their buddy to die before being able to get in range of you.
- Conversely, if you have only a melee weapon and the enemy has a ranged weapon, corridors can be very bad. Stay out of sight and let the enemy come to you, in melee range.
- Erecting a barrier for cover might help a lot when fighting the harder buildings. You can get materials from trees outside, or by taking apart things inside like tables.
- Some indoor buildings are airtight, and the air might be warm enough to not need to wear winterized armor. If so, it may be worth switching to something more protective while inside.