The Archonexus (ending)

From RimWorld Wiki
Jump to navigation Jump to search

The Archonexus is an ending available as part of the Ideology DLC. Your colony must achieve multiple wealth goals, discover the location of the grand archotech structure.

Briefing[edit]

Requirements:

  • The Archonexus quest appears once you have reached $150,000 wealth. To accept the quest, you must have a colony of at least $350,000 wealth and be allied with a specific faction.
  • You will get all the items from your original scenario, and can bring the following:
    • 5 colonists, with all their apparel, including any armor (but not their weapons or utility slot)
    • 5 animals. Does not include mechanoidsContent added by the Biotech DLC
    • 1 relic.
    • 7 stacks of items.
  • Get a total of 3 colonies to $350,000 wealth. Study the major archotech structure and then the grand archotech structure. These give a mood debuff for nearby pawns who are not psychically deaf, increasing as you get closer. They cannot be destroyed by any means.
  • Once the third map piece is obtained, you don't need to restart again. You can travel with all of your current colonists to the archonexus core. It is guarded by a small amount of mechanoids, but they start dormant and do not actually need to be fought. Regardless, the mechs are likely to be little challenge for a colony who has reached the archonexus.

Failure conditions:

  • None, besides losing all colonists.

Overall, the archonexus is the most relaxed of the three endings, but easily the longest. You could do multiple ship launches by the time it takes to reach the archonexus. This quest line should be treated as a "New Game Plus" with your favorite colonists, rather than some form of ultimate ending. Note that increasing wealth still increases the power of standard raids, so you'll have to contend with those for the entire time.

Gaining wealth/allies[edit]

Wealth can be gained by simply progressing through the game. Perform vast deep drill or long-range mineral scanner operations. Outfit all your colonists with bionics and full sets of marine armor / cataphract armorContent added by the Royalty DLC. Build a luxurious base, and wonderously impressive rooms. The mechanitorContent added by the Biotech DLC is a natural way to increase wealth - a mechanoid army is powerful and wealthy. Basically, you don't need to rush it. The more prepared you are for the new colony, the better.

The Production specialist role is valuable for increasing quality of items, which increases both wealth and functionality. A set of masterwork charge rifles is bound to boost your wealth by the tens of thousands, and it serves a function. Combine with masterwork/legendary sculptures, armor, royal beds, and 350k should be hit in no time.

If you still need to make some cash, check out the money making guide. Important note: colony wealth does not care about actual silver, just Market Value. As you always sell at a market loss, selling items for silver will actually reduce wealth.

Theoretical wealth transport[edit]

With the right combination of DLCs active, it is theoretically possible to bring over $350,000 wealth with you to the next colony, in the right set-up. A legendary gold plate armor and crownContent added by the Royalty DLC, thrumbofur formal shirtContent added by the Royalty DLC and pants, and hyperweave face maskContent added by the Biotech DLC are worth Silver 37,890. A full set of bionics are worth Silver 40,607, along with a base of Silver 1,750 for humans. Note that psylinksContent added by the Royalty DLC and mechanitor implantsContent added by the Biotech DLC do not add wealth. With 5 pawns, you'll reach well over 392,000 wealth. This is in addition to the relic, brought items, and animals.

However, you'll need to study the major archotech structure / grand archotech structure to completion, ally any requisite factions, and deal with the raids boosted by the incredible wealth.

Allies[edit]

You can easily ally any faction by using transport pods, passenger shuttles,Content added by the Odyssey DLC or other forms of fast travel to gift valuable goodies like flake and human resources. By the time the wealth threshold is met, the cost to ally a faction should be trivial.

If no faction base is within transport pod trange and the Odyssey DLC isn't enabled, there are two ways to ally the faction. The first is to use a standard caravan, ideally with a horse to speed up movement. The second is to destroy faction bases of factions that are enemies to the desired faction, which will improve goodwill by +20 per base destroyed.

Founding a new colony[edit]

You have the freedom to pick any location, and have the ability to reform or make an entirely new ideoligion. Otherwise...

Things to bring[edit]

  • 5 Colonists

With colonists, treat the new colony like... a new colony. You'll want, at the very least, Plants, Construction, Cooking, Medical, and Intellectual roles to be fulfilled. You may want to bring virtually any other skill, too. Of course, you can just bring your 5 favorite colonists and hope things turn out for the best.

It's best not to bring a luciferium addict to a new colony, or at least, severely limit the number selected.

  • 5 Animals

Bring animals that you can feed. Grazers are preferred. Note that dryads will vanish after about a quadrum of time.

  • 1 Relic

If you have a charge rifle, or any other relic that is a weapon, then bring that. Otherwise, there's no point not bringing whatever relic you already have.

  • 7 Items

If your scenario has food and medicine, then you shouldn't need to worry about those. Materials like steel and plasteel can be obtained at any time. Instead, focus on weapons and things that can help rebuild, possibly components and advanced components. If you started with Naked Brutality, then you'll need to bring some essentials with you.

See #List of items for how much you can bring at a time.

Studying the archotech structures[edit]

Considering how long it takes to get to $350,000 wealth again, the actual study of the archonexus should be a non-issue. At the very worst, you can hook a sacrifical pawn up with constant doses of yayo until it finishes the research.

Do not build your colony near the Archotech Structure! A wide area near the structure gives your pawns a major mood debuff and also kills your crops before they can mature. You may want to forbid this area in your assigned Zones.

List of items[edit]

Item Max Allowed Value of Max
Beer 50 600
Ambrosia 20 300
Luciferium 50 3500
Flake 25 350
Go-juice 25 1325
Wake-up 25 875
Yayo 200 4200
Smokeleaf joint 50 550
Installable body parts
(organic or artificial)
1 2,800
Any archotech prosthetic
Most raw food
Pemmican
Kibble
200 -
Meals
Inc. Packaged survival meals
40 -
Chocolate 80 240
Milk 80 152
Insect jelly 150 1200
Eggs (any) 10 70
Herbal medicine 20 200
Medicine 10 180
Glitterworld medicine 5 250
Component 10 320
Advanced component 5 1000
Chemfuel 100 230
Neutroamine 25 150
Hay 400 240
Silver 1000 1000
Gold 100 1000
Steel 80 152
Plasteel 80 720
Wood 150 180
Uranium 80 480
Jade 80 400
Stone blocks (any) 100 90
All textiles
(Inc. thrumbofur and hyperweave)
80 1120
Thrumbofur
All weapons 1 18,060
Leg. Golden Warhammer Content added by the Royalty DLC
13,060
Leg. Golden Longsword
All utility items 1 1,200
Various
Inert relics 0 -
Mini-turret
Mortar
0 -

Conclusion[edit]

You've invoked the archonexus core. The world fills with a blinding light and time seems to slow...
The machine god has noticed you. Nobody can predict what happens next. It may destroy you, or communicate with you directly, or transport your consciousness to another plane of reality. You sense a vast, inhuman structure of infinite fractal complexity flowing into your mind. Time and scale begin to dissolve. It's terrifying. It's beautiful...

— Endgame text after invoking the Archonexus core.

Once activated, the game ends permanently. Unlike with the other endings, you cannot continue with colonists left behind. You can restart from a previous save, if so desired.