The Anomaly Guide

From RimWorld Wiki
Revision as of 20:13, 17 November 2024 by Quandangv (talk | contribs) (Created page with "{{Anomaly}} In the Anomaly scenario, you start with 3 colonists, and 1 ghoul. All colonists will wear lab coats and there will be a hostile ghoul transport pod crash 12-15 day...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

In the Anomaly scenario, you start with 3 colonists, and 1 ghoul. All colonists will wear lab coats and there will be a hostile ghoul transport pod crash 12-15 days after you start. However, you can still reach the Anomaly ending from other starting scenarios.

This scenario is considered by the game to be difficult.

Scenario Parameter[edit]

Summary: Three researchers and a ghoul investigate an ancient monolith.
Description: research expedition has finally arrived at the source of the anomalous signal: an ancient archotech monolith on a distant planet. As you survey the structure from orbit, the scanner's audio feed forms garbled syllables which repeat your own name over and over. Your crewmate screams as her flesh begins flowing and reforming. A blinding beam of energy reaches up from the planet and tears your research vessel apart. You have disturbed something ancient and inhuman.

Starting colonists[edit]

The needed skills for starting colonists in this scenario are very similar to the classic "Crashlanded" scenario. For this scenario, you can skip some fighting skills of the colonists (especially melee skills) as the ghoul itself it a powerful melee fighter. Flesh body parts such as flesh tentacles, flesh whips, fleshmass lungs and fleshmass stomachs are generally good to have on your colonists.

For the ghoul, focus on melee skill, passion, and traits. Tough is an invaluable trait to have for ghouls, while nimble, brawler and fast-moving traits can be useful too. Flesh whips are also very useful to have on ghouls. You might also get a regular colonist with good qualities for a ghoul, they may be useful later.

Starting Out[edit]

You will need to travel to study the void monolith frequently, so consider building your base near it. You shouldn't rely on solar power for electricity; your buildings should be close together and are well-lit to prepare for future events. You should also diligently dispose all corpses on the map by hauling them to the harbinger trees.

You can trigger anomaly events by performing Void provocation on a psychic ritual spot, this will help you reach the ending faster. Aside from that, the start shouldn't be much different from the classic scenario.

Since your ghoul can quickly regenerate from any non-lethal wound, you should use it as a damage soaker for any raid. You can also use it to kill wild animal instead of hunting. The ghoul can be used to escort colonists when they have to do something far from the base, in case something bad happen.

Level 1 monolith[edit]

At level 1, there are some precautions to take to counter the possible threats:

  • Always have your ghoul escort your colonist when they have to go far from the base. This is to fight any sightstealer raid, as these entities are invisible until they are nearly at melee range.
  • Always dispose of corpses by hauling them to the harbinger tree; you can buy a harbinger seed and plant it nearby to reduce travel time. This is to avoid having them animated by the death pall.
  • Isolate pawns that has taken damage from sightstealers, fleshbeasts, or shamblers (this also applies for level 2 entities such as noctols and revenants) for 3 days. This is because they might be infected with metalhorror. Don't let them cook, perform surgery, feed patients or prisoners, or share a bed with anyone.
    • This doesn't apply if you plan to let the metalhorror spread and farm it for bioferrite and research points

Level 2 monolith[edit]

  • If there is a joining colonist with unnatural healing ability and your monolith is at level 2, don't use the ability on any of your fighting pawn because it might spread metalhorror.
  • Research Advanced lights and consider building hidden conduits to cover all corner of the map. When the unnatural darkness start, you can install floodlights to allow safe passage through the dark.
  • The obelisks are actually great opportunities. Warped obelisks provides loot in exchange for effort of your colonists. Twisted obelisks give body part upgrades. Most powerful is the corrupted obelisk, which lets you duplicate melee-strong colonists to turn to ghouls.
  • Once you get the nociosphere, it's a good idea to use void provocation to discover the remaining entities and rush to the ending. The sphere can be used to fight one of the endgame raids.