The Mechhive (ending)
| 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 section relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
The Mechhive is an ending available as part of the Odyssey DLC. Your colonists confront the space platform core that controls the planet's mechanoids.
Briefing[edit]
Requirements:
- Inspect the grav engine, which will immediately activate "The Gravship" quest. You'll get its sub-quests over time, so long as the grav engine is installed.
- After completing 7 sub-quests, the Mechhive sub-quest will appear. Once the Mechhive is located, a gravship with signal jammer is the only mandatory criterion - though you will need more to be prepared to survive there.
- Enter the Mechhive, then interact with the cerebrex core. To access the core, it is required to destroy three cerebrex stabilizers. Interacting with the core will initiate one of two endings.
Failure conditions:
There are no direct failure conditions other than losing all colonists. If you lose your gravship, you can acquire another. If you need to flee from the mechhive platform, you can return later to try again.
Entering the Mechhive[edit]
The mechhive is a huge map with a large amount of rooms that contain loot crates, dormant mechanoids, mechanoid spawners, and turrets. All of the buildings are made of fortified walls, making breaching extremely hard but not impossible. Once you arrive at the mechhive, the cerebrex core is immediately visible, but it is protected by cerebrex stabilizers hidden and scattered among the map, which makes the cerebrex core invulnerable.
When each cerebrex stabilizer is destroyed, it calls a mechanoid drop raid that attacks immediately. The 3rd and final mech drop raid is 50% larger than the previous two.
Once all cerebrex stabilizers are destroyed, the "inspect cerebrex core" action becomes available. Doing so requires 15 seconds before prompting a dialogue with two options to conclude the quest (plus "postpone").
Destroy the core[edit]
(name) begins to tear apart the hair-thin cerebral mesh inside the cerebrex core. The mesh twists and groans, as if alive. Electricity arcs among the latticework frame - then in an instant, all goes dark and lifeless. The mechanoid whirring stops. Here, and all across the planet, mechanoids begin to permanently deactivate, no longer under the control of the mechhive. The mechanoid threat is over. But your story continues...
— Endgame text after Destroy the core.
Once you confirm destroy the core, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.
After the credits screen display, the following things will occur:
- All factions that you could ally will receive a one-time bonus +50 goodwill.
- The colonist that destroyed the core gains a +14 Destroyed Mechhive moodlet for 60 days.
- All other colonists gain a +8 Destroyed Mechhive moodlet for 30 days.
- Mechanoid hive is deactivated, and all its mechanoids and buildings stop functioning.
- Those spawned later, such as by an orbital mech cluster targeter
or a Mechanitors'
mechanoid going feral, are also deactivated upon spawn. - Mechanoid raids and mechanoid clusters
no longer occur as major threats; other effects may still triggering them.[Which?] - Mechanitors
can no longer summon mechanoid commanders. - Friendly mechanoids
continue to function, and new mechanoids can still be gestated. - Because mechanoid commanders can no longer be summoned, new signal chips
, powerfocus chips
and nano structuring chips
cannot be acquired this way. Commanders can still spawn for colonies with high enough raid points - for example during quests - and will still drop their respective items (and are inactive making them easy targets).
- Those spawned later, such as by an orbital mech cluster targeter
- The cerebrex core becomes a destroyed cerebrex core and can be destroyed for 8 steel slag chunks, 300 plasteels, 5 advanced components and 1 persona core.
By destroying the cerebrex core, (name) has deactivated mechanoids across the planet. The mechanoid threat is over.
— Letter after the credits screen.
Scavenge technology[edit]
(name) begins working to free a processing node buried within the core. The latticework frame convulses as if in agony. As (name) pulls the node free, the mesh begins to mend, repairing the damage. The core rebuilds its defences and closes. Turning the node over, (name) recoils as it sparks to life, pulsing in time with the core. In his/her hand, (name) holds a weapon of untold power. The story continues...
— Endgame text after scavenge technology.
Once you confirm scavenge technology, you hear the mechanical sounds of the cerebrex core as the screen fades to white. The credits roll as the ending theme song plays.
After the credits screen display, a cerebrex node drops next to the cerebrex core. The cerebrex core remains invulnerable for the rest of the game.
If playing on The Gravship scenario, the mechanoids will permanently stop chasing you every 18-35 days, but enemy mechanoids can still appear in standard raids.
The scavenged node from the cerebrex core lies nearby. It responds strongly to the core, clearly still linked to it. Equip the node to a colonist to make use of it.
— Letter after the credits screen.
Conclusion[edit]
The game continues normally after you pick either choice. You keep your gravship and all colonists that survived.