Difference between revisions of "Corrupted obelisk"

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(→‎Analysis: I added advice on how to use the obelisk as effectively as possible.)
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*  Have your caravan come back and capture all the helpless duplicates
 
*  Have your caravan come back and capture all the helpless duplicates
 
*  Profit
 
*  Profit
 +
 +
When duplicated, the effect of "Touching the Void", psionic abilities, and xenogens are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.
  
 
== Weird happenings ==
 
== Weird happenings ==

Revision as of 17:23, 17 May 2024

Corrupted obelisk

Corrupted obelisk

Base Stats

Type
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INTRO TEXT

Acquisition

The corrupted obelisk can spawn in the map as a random anomaly event.

Summary

The Corrupted Obelisk also referred to as the "Duplicator" has a chance to spawn at any point after activating the Void monolith. You have 2 initial options when you encounter the Obelisk in your world: study and/or suppress. (auto-suppress is not on by default; it can be activated by clicking the obelisk and setting the hand on the activity meter to a green check.)

Attacking a Corrupted Obelisk, or allowing its activity to reach 100%, will cause hostile duplicates to spawn all around your colonists. These duplicates will spawn with the same traits, backstories, skills, and health conditions of your own colonists, but without any gear or bionics. Duplicate spawns are not be concentrated in any particular area; instead, they spawn randomly in proximity to any colonist.

When a colonist interacts with the obelisk (studying/suppressing) there is a chance a duplicate of the colonist will be created. The duplicated colonist will be identical in every way, including current mood thoughts, social opinions, and any ongoing illnesses or drug effects (including pregnancyContent added by the Biotech DLC), but will have no equipment and no artificial body parts except for psylinks and fleshmass organs. Higher obelisk activity increases the chance of duplication.

After 10 Anomaly research at the obelisk a duplication button will appear (30 day cooldown). After 30 Anomaly research at the obelisk, a deactivation button will appear. The obelisk costs 2 Shards to deactivate. A deactivated obelisk will not need to be suppressed, but can no longer duplicate pawns.

When the corrupted obelisk is triggered a duplicate is made of the interactor with one of the following conditions:

  • Hostile Duplicate: The duplicate is hostile and will immediately attack. The stronger your colonist the stronger your foe. Can be captured and recruited!
  • Multiple Organ Decay: Several of the duplicate's vital organs have "Organ decay", which causes increasing pain and reduced efficiency and will eventually kill the pawn. Known cure: Replace the decaying organs.
  • Duplication Sickness: Both the original and the duplicate suffer from lowered consciousness, Gets worse over the course of a few days, with the final stage being max 10% consciousness while both are alive. Known cures: Terminate one of the two, Unnatural Healing from creepjoiners.
  • Crumbling Mind: The duplicate will begin losing all their skills and have a locked consciousness of 60%, After 2-3 days becomes permanent and incurable. Colonists that reach the final stage will be unable to do Skilled Labor, Dumb Labor, Caring or Intellectual Jobs. Known cures: healer mech serum; Unnatural Healing from creepjoiners; killing them, removing their skull, and reviving with resurrector mech serum or death refusal. The bioregeneration cycle from biosculpting pods is not a cure; however, pawns can be placed in cryptosleep caskets to prevent the crumbling mind from progressing until a cure can be found.

Organ decay, duplication sickness, and crumbling mind appear a few days after the duplicated pawn is created, and can be revealed early with a surgical inspection.

Creepjoiners cannot be duplicated, and will instead show a message to that effect.

Analysis

With a little luck, the corrupted Obelisks can be used to duplicate your most valuable colonists, especially those who have a psylinkContent added by the Royalty DLC, as both level and psychic powers are duplicated. Have organs or a prisoner ready in case of Organ Decay, and a Psychic shock lance or Shard shock lance if the duplicate pawn starts off hostile to maximize your chance of taking them prisoner. a Cryptosleep casket can be used to preserve a pawn with Crumbling Mind if you lack a Healer mech serum. That leaves only cases where the duplicate pawn begins to negatively affect the original as the outcome that prevents you from eventually gaining a pawn.

One way to reliably get a hostile duplicate captured is to do this: 1. Make the colonist you are duplicating take go juice. 2. wait 10~ hours until only around 6 hours of go juice is left. 3. duplicate colonist. 4. have you pawns punch the duplicate until it reaches more than 10% pain(you probably want a few percent more) 5. have your colonists run around in circles for a few hours until go-juice expires. 6. duplicate will be downed, but death on down doesn't apply. 7. capture duplicate.

Alternatively, you can use the new Death Refusal ritual to cure Crumbling Mind, Duplication sickness and Organ Decay. Simply put Death Refusal on the new pawn, kill them (destory their brain in case of Crumbling Mind via rip scanner or extract skull) and resurrect them. They will come back healthy.

If you attacked the obelisk, it's activity level will rise. When it reaches full, it will duplicate 30 of you colonists, all of them being hostile to you. However this can be abused to mass cloning god pawns by following the method below:

  • Have your god pawn anesthetized
  • Send all other pawn (except ghouls) on a caravan resting right outside your colony
  • Have ghoul attack obelisk to trigger the duplication
  • Since your god pawn is the only pawn on the map, it will be duplicated 30 times
  • However your god pawn's "anesthetized" status will also be duplicated, meaning all duplicated pawns are harmless
  • Have your caravan come back and capture all the helpless duplicates
  • Profit

When duplicated, the effect of "Touching the Void", psionic abilities, and xenogens are preserved. Therefore, it may be worth waiting for the full passage of the Anomaly DLC and gaining all psi abilities, before massively duplicating one colonist through anesthesia and bringing activity to 100%. In this way, you can get a lot of incredibly powerful colonists.

Weird happenings

Sometimes after a corrupted obelisk explodes one of your duplicates (and every other copy of them including the original) can get duplication sickness even if they had one of the other side effects (unknown if its a bug)

Version history

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