Pit gate
This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Its a pit. spawns flesh beasts. go down it to fight the dreadmeld
Occurrence
It is one possible outcome of a void provocation, however it may also spawn as a random Event ritual.[Detail][Other ways?] Encountering the dreadmeld inside the pit unlocks the Provoke Pit Gate ritual, which can be used to summon more pit gates.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Details about pit gate travel, including interface. |
The pit gate initially appears as an "underground emergence". After 5,000 ticks (2 in-game hours) to 20,000 ticks (8 in-game hours), the emergence will open up into a pit gate, and several fleshbeasts will emerge to attack your colony.
After the fleshbeasts have been dealt with, it is possible to use the pit gate to travel to the undercave, a pocket map located underground, and infested with fleshmass. In order to remove the pit gate, you must send in a group of colonists to navigate the caverns, then destroy the dreadmeld that resides within.
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed.
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.
There does not appear to be any negative effects for leaving pollution or toxic wastepacks in the pit gate's undercave, even after it has collapsed.[Smog?]
Analysis
Version history
- Anomaly DLC Release - Added.
CATEGORIES HERE