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Polar Workshop

Ad Astra Development Zone History: Cool Constructions

The Polar Workshop is a special type of building, it isn't like most other factories on the Martian surface, as it is not entirely focused on the survival of a colony. This is actually a very good thing as it implies that the colony has risen to a point to be able to sustain non-survival based factorization. This building however, still holds the ability to drill for Ice and Water. Through complex processes it is able to pull out Ice or Water from within the ground and distill it. It is also able to create educational material as a sort of tourist item for people back on Earth.

Developed by Army engineer Raul Rodriguez at Camp Century in Greenland during the early 1960s, a Rodriguez Well uses heat exchangers and a submersible pump to create a cavity deep under a glacier’s surface and cycle the heated water up an ice shaft, siphoning a portion of the flow for consumption before sending the rest back down to the well. https://ntrs.nasa.gov/citations/20205011353

Input
Output
Input
Output

Naturally the excitement of exploring Mars is supercharging the STEM educational programs across Earth. Experimental sets designed by Martians that contain Martian minerals, ices, and metals are in the highest demand. Every once in a while, bored aerospace engineers tuck into these sets as they make their way back to Earth.

Input
Output
Rarity
Size

200 Dusk (5.49%)

2 Stamina

300 Dusk (5.49%)

800 Dusk (5.49%)

2000 Dusk (1.10%)

Mythic

35

10 Power

8-12 Water (100%)

1 Stamina

10 Power

12-36 Ice (100%)

1 Stamina

1000 Ice

You will only receive ONE of the following outputs from a task:

1000 Regolith

100 Dusk (76.92%)

4 Aluminum Plate

150 Dusk (5.49%)

Common

10

Uncommon

15

Rare

20

Epic

25

Legendary

50 Power

30

Specialty Buildings

Special Rarity buildings that have released in minor expansions over the months.

☕Grind n' Brew🧊Polar Workshop🍺Cantina🍺Bazaar🍵Tea Shop📻Pirate Radio📚Library🎓Training Hall🎨The Gallery🛡️Metis Shield

Metis Shield

Brouhaha Metis Brochure

Metis Shield by the Brouhaha Company used to be entirely a product of the eccentric infamous-turned-famous Velma Patel. However, freelance chemists across the Duskworks were able to recreate the special Metis weave that comprised the massive domes. Further co-operation between these chemists and fabrication experts lead to the first developments of proto-shields. These shields were not as effective as the ones Brouhaha created, but without the specialized tools and knowledge the company holds, only extremely-well skilled fabricators could create comparable Metis Shields. These proto-shields became one of the only ways for independent settlers to make Metis Shields of their own.

The Metis Shield was an incredible piece of technology, capable of keeping the elements out with configurability and protection that a typical metal and glass dome could only dream of. On Earth, they came equipped with transparent modes, allowing cool breezes in while keeping any harmful elements out including radiation. On Mars, they do not have this feature, are a bit more heavy duty with metal struts and beams reaching from the tip of the Metis dome down to the bottom in a a cross shape. These Metis shields glowed a dim blue and had a slight marbling effect from the Metis material on the hexagon lattice.

The Metis Shield is a new type of building that instead of taking up space, frees up space in your plot. The amount of space that is freed up by the Metis Shield depends on the rarity of the shield.

Metis Shields are a permanent fixture. They can not be Dismantled or Transported.

Only ONE Metis Shield can be placed onto a plot, including Metis Shields of different rarities.

Rarity
Size

Common

-15

Uncommon

-30

Rare

-50

Epic

-70

Legendary

Grind n' Brew

Ad Astra Development Zone History: Important Rations

Who doesn't enjoy a good strong cup of coffee. Especially when you know that it will give you up to 8 Stamina! Here is the process of getting to that tasty cup:

  • Plant Coffee Seeds in your Greenhouse and harvest Coffee Cherries.

  • Ferment Coffee Cherries in your Water Filter to produce Green Coffee Beans.

  • Roast the Green Coffee Beans in your C.A.D. to produce Roasted Coffee Beans.

  • Grind Roasted Coffee Beans in the Grind n'Brew to produce Ground Coffee.

  • Brew Ground Coffee in the Grind n'Brew to produce Brewed Coffee.

Input
Output
Input
Rarity
Size

Let's start with the first step at our greenhouse!

You want to click on "PLANT COFFEE" and make sure you have the following resources

  • 2 Stamina

  • 8 Water (In the Storage)

  • 10 Power

  • 1 Coffee Seed

Click on CONFIRM and give it some time. Go back and click HARVEST COFFEE CHERRIES button.

Now that we have produced coffee cherries, let's attend to them in our Water Filter!

Click FERMENT COFFEE BEANS button, and make sure you have the following resources

  • 1 Stamina

  • 26 Coffee Cherry

  • 10 Power

We click CONFIRM, give the recipe a little time to process, and we got Roasted Coffee Beans!

Next, we will head over to our Grind n'Brew building.

Click GRIND COFFEE BEANS and make sure you have the following resources:

  • 2 Stamina

  • 14 Roasted Coffee Beans

  • 20 Power

Click CONFIRM, give it some time and boom! We got some ground coffee.

As the last step, click BREW COFFEE on your Grind n'Brew. Of course, make sure you have the following resources

  • 3 Stamina

  • 4 Ground Coffee

  • 12 Water (In the Storage)

  • 40 Power

Click CONFIRM, give it some time et voila: our own Brewed Coffee is ready!

To drink coffee and get that sweet Stamina, open the ACTIONS overlay and enjoy the fruits of your labor.

The Gallery

Restore, Prepare, and Host your own Art Collections for other Martians with this Special Building

Core Gallery Functions:

  • Restoring Art - Players can use space in the gallery to restore an uncovered piece of art found from Scavenging the terrain.

-90

Mythic

-120

Output

8 Ground Coffee

2-4 Brewed Coffee (100%)

12 Water

40 Power

1 Stamina

Mythic

30

4 Soil

16 Roasted Coffee Beans

8-12 Ground Coffee (100%)

20 Power

1 Stamina

Common

5

Uncommon

10

Rare

15

Epic

20

Legendary

25

Preparing Art - Once restored, players can prepare pieces of Art based on Rarity.

  • Hosting Art Collections - Players can display their high value pieces for others to see, in a hosted sale.. earning Dusk for a successful event!

  • More in the near future!

  • Acquiring Art

    There are 2 primary ways to Acquire Art:

    • Deposit them! There are 60 templates that qualify from our original art collections on WAX. They're under the "art" Schema.

    • Scavenge! Based on your scavenging skill you're more likely to find pieces of art that need some work restoring them to glory.

    Restoring Art

    Each piece of damaged art that is found can be restored inside The Gallery if the building level is high enough and the player possesses the required item. Restored art will give players a random piece of varied rarity and potential outcome that can be Prepared and Displayed in The Gallery.

    Type of Art
    Gallery Level Required

    Faded Art

    1

    Glitched Art

    2

    Frayed Art

    3

    Tattered Art

    5

    Deteriorated Art

    7

    Preparing Art

    Every piece must be cleaned and prepared for gallery level specifications in order to be displayed during a hosted event.

    Collection
    Input

    Prepare Common Collection

    20 Hrs and Level 1 Gallery

    Prepare Uncommon Collection

    24 Hrs and Level 1 Gallery

    Prepare Rare Collection

    28 Hrs and Level 2 Gallery

    Prepare Epic Collection

    32 Hrs and Level 4 Gallery

    Prepare Legendary Collection

    36 Hrs and Level 6 Gallery

    Hosting Art Collections

    Once you have a set of required pieces needed for an Art Collection, you can plan your event! The ideal hosting days are Weds, Sat, and Sunday (UTC Time)

    Events require food, water, and of course Art!

    Note: More event times and combinations of required pieces will also be changing over time as well.

    Bazaar

    Ad Astra Development Zone Brochure: Engineered Redemption

    The Trading Bazaar does not share as much of the morally gray history as the Cantina, instead operating as a sort of engineering meet n' greet for those across the Ad Astra Development Zone and the Duskworks Landing. This is where the Duskworks Landings received most of their schematics for the creation of their buildings, as mergers, improvements and variations of the Ad Astra Development Zone technology was shared.

    The Trading Bazaar's size like all specialty buildings is 15.

    Do you have 12 Mythic C.A.D. Shards and you do not know what to do with them? Is your inventory full of random Building Shards? The Trading Bazaar is the solution to both your desire for order in your inventory AND for a fun shard-hunting adventure: you may just find the shards that will drive your Solar Panel to level 5.

    Prepare Mythic Collection

    40 Hrs and Level 8 Gallery

    In the Shop, you will find a whole new section with many colored coins ranging from Common to Mythic. Here you turn in your excess shards and, in return, you get a Bazaar Coin that matches that rarity.

    Then, you head over to your Bazaar and find the dealer for your coins by rarity. Note that the Level 1 Trading Bazaar only attracts the early-in-their-career engineers interested in Common and Uncommon Coins. You will need to upgrade your Bazaar to unlock the Rare, Epic Legendary and Mythic trades.

    Here is the overview of the Bazaar trade levels:

    • Level 1 - Use Bazaar Shard (C) - requires 1 Bazaar Coin C.

    • Level 1 - Use Bazaar Shard (U) - requires 1 Bazaar Coin U.

    • Level 2 - Use Bazaar Shard (R) - requires 1 Bazaar Coin R.

    • Level 3 - Use Bazaar Shard (E) - requires 1 Bazaar Coin E.

    • Level 4 - Use Bazaar Shard (L) - requires 1 Bazaar Coin L.

    • Level 5 - Use Bazaar Shard (M) - requires 1 Bazaar Coin M.

    Bazaar House Credits

    Every time you spend an Uncommon or better Bazaar Coin and get a one-time Random Shard reward, you also earn one matching House Credit. These can be spent inside the shop when you have accumulated enough to redeem a free roll of a higher rarity tier, or even a FREE Epic, Legendary BLUEPRINT!

    Glyphs & Vibes

    Glyphs & Vibes or G&V is a minigame included within the Bazaar. To start the minigame, run the task "Play Glyphs & Vibes".

    Input
    Output

    1 Vibes

    Starts the Glyphs and Vibes Minigame

    25 Dusk

    Once you've done the task "Play Glyphs & Vibes" you should see your bazaar shift to a different range of recipes.

    To continue the game, click on any of the "Choose X" recipes, that'll choose the symbol you'll want to get matched with.

    After you make your choice, you'll see a number of loot on the bottom right, this will tell you what got rolled. If any of these symbols match the one you choose, you'll be rewarded!

    If you want to, you can Exit Game if you wish to end the game prematurely. You will only receive 20 Dusk and 1Vibes back though.

    # of Matches
    Rewards

    Training Hall

    Duskworks' Employee Training Centre

    The Training Hall

    New essential building will be added to the Shop and Weekly sales: The Training Hall!

    When players have earned enough XP in a given Profession, they will be able to increase their proficiency inside the Training Hall when spending the matching Research Papers and Dusk fee. Some Recipes may award players XP in more than 1 Profession.

    Some Recipes will also require specific tool energy/power in addition to their stamina. If players are creating work orders, they are expected to provide the required tool energy/power, but the working player doing the work must still have the required level to perform the work.

    You can only use ONE Training Hall at a time, therefore, each settler only needs ONE training hall.

    Purchasing two or more Training Halls is not useful at the moment.

    Work orders placed by a landowner award the XP to the worker, not the land owner. If landowners work their own buildings and stamina, then they get the XP.

    Players will need to equip Tools for each Profession they wish to advance beyond Novice Level (24)

    Equipping Tools:

    Some recipes before this will also require Novice Tools. Tools are equipped inside the Shop under the “Tools” section, which consumes a Sealed version of the tools, and gives the players an appropriate number of Tool Actions they can perform.

    Recipes will consume a variable amount of Tool Actions based on the difficulty tier of the recipe. Sealed Tool Packs are also required components of Profession Training beyond specific progression points.

    Professions

    Players will now gain Experience Points (XP) when completing various work tasks and recipes in one of 8 different Professions. Each has a relative difficulty level to the amount of time and effort required for mastery:

    • Scavenging (Easy) - Searches through refuse on the surface of the planet for useful items.

    • Electrical (Easy) - For all things electrical, including Solar Panels.

    • Life Science (Easy) - The study of living organisms such as plants, animals and humans.

    Professions are the first step towards specialized labor, giving players a long term path of progression that will unlock long term growth in what they can do inside Million on Mars.

    Every Profession has 6 Tiers of progression that designate your level of mastery achieved:

    Tier
    Level
    Max Level

    What does leveling up do?

    Leveling up unlocks a very large list of recipes depending on your level. These recipes can award higher rewards at higher levels.

    A level 1 Training Hall will only allow you to level up so much in a profession, you'll need to upgrade it to reach higher levels in a profession.

    You can check your skills and level within your inventory or profile.

    Chemistry (Medium) - The intermediate domain of science between physics and biology, providing a foundation for both basic and applied scientific disciplines.
  • Mining (Medium) - The extraction of valuable minerals or other geological materials from the planet.

  • Machining (Hard) - A process in which materials are cut to a desired final shape and size by a controlled material-removal process called subtractive manufacturing,

  • Fabrication (Hard) - The manufacturing of metal structures by cutting, bending and assembling processes, and construction of three-dimensional objects through additive manufacturing.

  • Robotics (Expert) - Design, construction, operation, and use of robots that can help and assist humans.

  • 75

    99

    Master

    100

    149

    Artisan

    150

    200

    Novice

    0

    24

    Apprentice

    25

    49

    Journeyman

    50

    74

    A set of Chemistry Tools.

    Expert

    1x

    25 Dusk

    2x

    50 Dusk

    3x

    125 Dusk

    3x Wild Card

    75Dusk

    Example Roll

    Pirate Radio

    Ad Astra Development Zone History: Broadcasting

    THIS INFORMATION IS OUTDATED, DO NOT USE AS A GUIDE UNTIL THIS WARNING IS GONE.

    The empty frequencies of the martian planet wasn't left unnoticed for long, soon the first radio station started broadcasting on Mars with music, dust storm alerts, weather forecasting and important events. However, one radio station wasn't enough for the settlers of the Red Planet and those among the greater Duskworks Landing have taken advantage of this and begun to setup their own Pirate Radio Stations.

    Pirate Radio Stations are the blanket term for any unsanctioned operating radio station not currently under the watch of the Ad Astra Development Zone Media Publishing. The radio stations operate legally where they are placed, but their radio frequently intrudes in areas where they are not supposed to be. These stations can be commonly found around the greater Duskworks Landing zones and as small scale endeavors within the Ad Astra Development Zone itself.

    Information about Pirate Radio Stations on Earth can also be detailed here: https://en.wikipedia.org/wiki/Pirate_radio

    Broadcast your music across the greater Duskworks Landing and send good vibes to the whole sister planet.

    To start your own Pirate Radio Station, you'll need to purchase one from the store in-game or in NeftyBlocks.

    With the Pirate Radio, players can deposit music NFT's from the Million on Mars soundtrack to earn 'Vibes', a new tradeable resource that fuels the Pirate Radio broadcasts.

    Unlike other buildings, the Pirate Radio has recipes that have individual use cooldowns. This means that you must wait for the cooldown to end before you can use that recipe again.

    Note: The Pirate Radio requires the Vibes resource in order to function.

    At level 1, the Pirate Radio Station will only be able to use one sound track, you can upgrade your Pirate Radio Station in order to unlock more sound tracks.

    Once 150,000 Good Vibes have been sent, we will unlock the play back of the Million on Mars soundtrack for all players while playing Million on Mars.

    After we have reached the global goals, the recipes in the Pirate Radio will change to provide random resources and items that may include stamina, dusk, shards, and limited time event rewards, all by spending Vibes.

    Radio Level
    Track
    Cooldown (Hours)
    Stamina Rejuvenated
    Dusk Tips Earned
    Shard Tribute Chance
    Expected ROI Days*
    Radio Level
    Shards To Upgrade
    Shards (Cumulative)
    Dusk to Upgrade
    Dusk (Cumulative)
    Min Dismantle
    Max Dismantle

    Pirate Radio's size is fixed at 15

    NOTE: Only one of each sound track can be played a time.

    Tea Shop

    Ad Astra Development Zone History: Reading Tea Leaves

    The Tea shop was constructed to increase the morale of many settlers on the red surface, as a sort of hub for socialization. Traditional music and decorations were common within the airlocks of the tea shop, with sustained aeroponic decorative plants being used as a way to fill the rooms with greenery. Endless water walls and paper wallpaper was used in order to give it a more cozy feeling.

    Interior designers across Earth consider Martisan-crafted Yingge ceramics the ultimate in understated luxury vases and bowls. Keep in mind that ferrying hand-crafted ceramics from Mars to Earth is not kind on the ceramics, total losses are common with these fine pieces of modern art.

    Input
    Output

    14

    2

    Autumn Leaves

    4

    2-4

    4-5

    0.20%

    8

    3

    Planet Runner

    4

    4-6

    6-8

    0.30%

    16

    4

    Interstellar

    4

    4-6

    0

    0.40%

    20

    5

    Evening Stroll

    5

    6-7

    0

    0.50%

    25

    6

    The Yearning

    5

    6-7

    0

    0.60%

    30

    7

    Strut

    6

    8-10

    0

    0.70%

    38

    8

    Sunday Morning

    6

    11-13

    0

    0.80%

    46

    9

    Shadows

    8

    14-18

    0

    0.90%

    53

    10

    Swivel

    8

    16-20

    0

    1.00%

    60

    4

    2

    6

    6

    10

    10

    7

    12

    3

    12

    18

    40

    50

    17

    27

    4

    21

    39

    70

    120

    35

    55

    5

    33

    72

    100

    220

    60

    98

    6

    48

    120

    150

    370

    98

    160

    7

    69

    189

    200

    570

    154

    250

    8

    99

    288

    250

    820

    233

    378

    9

    135

    423

    300

    1120

    341

    554

    10

    180

    603

    400

    1520

    485

    788

    1

    Million

    3

    1-3

    2-4

    1

    0

    0

    0

    0

    0.10%

    2

    2000 Regolith

    You will only receive ONE of the following outputs from a task:

    100 Water

    0 Dusk (69.31%)

    10 PLA

    100 Dusk (14.85%)

    20 Power

    200 Dusk (7.92%)

    2 Stamina

    500 Dusk (4.95%)

    1000 Dusk (1.98%)

    Organic, compostable plates, bowls and cutlery are in high-demand across Mars. Alas, similar to delivery drivers on Earth, packages on Mars sometimes are roughly handled, or more often diverted to an awesome party.

    Input
    Output

    2 Paper

    You will only receive ONE of the following outputs from a task:

    100 Bamboo

    24-52 Dusk (70%)

    4 PLA

    36-64 Dusk (20%)

    50 Power

    Influencers across Earth are paying crazy money to be seen drinking Aqua Ares. Packed in fully compostable PLA infused paper cartoons, once the humble water of Asteroid miners is now the rage on Earth. Keep in mind that the freighters use their judgment on how much product to divert to the asteroid miners.

    Input
    Output

    100 Water

    You will only receive ONE of the following outputs from a task:

    12 Paper

    40-60 Dusk (70%)

    12 PLA

    60-80 Dusk (20%)

    Mixologists across Europe are creating outstanding beverages with the venerable Baiju. However, Martisan - crafted Baiju commands the attention of the most esoteric alchemists. Generally profitable, the Earth-bound freighters have claimed an unusual amount of “spillage” recently.

    Input
    Output

    24 Baijiu

    You will only receive ONE of the following outputs from a task:

    20 Power

    888 Dusk (7.00%)

    3 Stamina

    32 Dusk (93.00%)

    Drinks:

    Input
    Output

    3 Fermented Sorghum

    2-3 Baijiu (100%)

    2 Bamboo

    3 Water

    3 Stamina

    Tea Shop's size is fixed at 15.

    https://en.wikipedia.org/wiki/New_Taipei_City_Yingge_Ceramics_Museum

    5000 Dusk (0.99%)

    32-64 Dusk (10%)

    4 Stamina

    20 Power

    80-120 Dusk (10%)

    1 Stamina

    20 Power

    1 Mushroom Tea (80%) OR 2-4 Mushroom Tea (20%)

    10 Mushrooms

    10 Water

    4 Stamina

    Make Mushroom Tea Recipe Unlocked (Library)

    Dusk
    Vibes
    Vibes
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk

    Library

    Ad Astra Development Zone History: Historical Literature

    The Library module was developed as the most advanced form of a laboratory on Mars. A sprawling enterprise of graduated flasks, bunsen burners, centrifuges, mass spectrometers, and many other scientific instruments. It also holds libraries of historical literature chronicling the AADZ Mars Settlement effort decades ago. It is the current bleeding edge in scientific research on Mars and is famous for its quiet coffee shop and bookstore atmosphere and motif. Leon Dusk is often spotted in one such module.

    Library Overview

    The Library building holds the first implementation of the Research system. Here you unlock the ability to create Research Papers, which you can either use to research a specific branch of science or perform dusk-rewarding research.

    To start, you'll need to write some Research Papers. These Research papers will allow you to perform various tasks in the Library.

    Bazaar Coins act as a token of knowledge used in the research and you can purchase Bazaar Coins from the shop using shards.

    If you dismantle all of your Libraries, you will lose all of your learned recipes.

    Research Papers

    You can either craft research papers, purchase them from the marketplace or obtain them via depositing Chapters purchased from Neftyblocks or AtomicHub

    You can also read the chapter once a day in your library to gain 1 Research Paper.

    Rarity Of Chapter
    Research Papers

    The procurement of research papers involves the traditional process of physical paper sealed within a rugged container to prevent damage. The scientific process involves the analysis of building "shards", as it is colloquially known. These shards are fragments of information or an important component.

    Requires Library Level 1 | Freshmen Research Paper:

    Input
    Output

    Dusk-Rewarding Research

    After acquiring research papers, you can either perform Dusk-rewarding researches or preform a specific kind of research to unlock high tier recipes. Here's a look at the Dusk-rewarding researches.

    Medium-Volatility means that the recipe's rare high amounts are within the 5-10% range.

    High-Volatility would mean that the recipe's rare high amounts are within the 1-5% range.

    Areology is the specific study of Mars, this research involves taking samples of regolith to replace the expensive martian soil simulants created on Earth and placing them under intense studies. These results are sent back to either universities on Mars itself or back to Earth to be applied in prestigious laboratories.

    Requires Library Level 1 | Areology 210:

    Input
    Output

    Branch Research

    While obtaining Dusk for your research efforts is already great, the proper research system is what the Library is really all about.

    After obtaining a recipe, you need to learn it by heading to the shop and purchasing the correlating recipe, this will remove the item from your inventory and allow you to craft that recipe.

    You do not need the previous ranks of a recipe in order to learn the higher ranks. For example, you can learn Repair Power Cell III without knowing Repair Power Cell I

    You will be able to sell your duplicate researched recipes in the near future!

    Chemistry research is the study of substances, as in the elements and compounds that make up everything around us. This specific research will allow us further development into the process of power cells. Ever since the recent increase in broken power cell reports, scientists have studied ways to repair them.

    As you level up your library, the Repair Power Cell recipe tier that can be researched will be increased as well!

    Requires Library Level 2 | Chemistry 101:

    Input

    Life Science Research

    Novice Life Science Research is used to develop synthetic seeds along with greenhouse shards. More uses for these researches will come as well!

    Apprentice Life Science research is used by Expert Seed Study, and can be acquired by combining 3 Novice Life Science Research in the shop.

    The seed study develops synthetic seeds identical to natural ones in a series of complex processes involving extremely quality greenhouse components that are destroyed through the process. This one uses more basic greenhouse components but as a result, can't develop as advanced of a seed.

    Requires Library Level 1 | Basic Seed Study:

    Input
    Output x5

    Mythic

    150-200

    The procurement of research papers involves the traditional process of physical paper sealed within a rugged container to prevent damage. The scientific process involves the analysis of building "shards", as it is colloquially known. These shards are fragments of information or an important component.

    This is the intermediate version of the research process, using rarer and higher quality "shards"

    Requires Library Level 3 | Senior Research Paper:

    Input
    Output

    6 Paper

    5 Research Papers

    20 Power

    The procurement of research papers involves the traditional process of physical paper sealed within a rugged container to prevent damage. The scientific process involves the analysis of building "shards", as it is colloquially known. These shards are fragments of information or an important component.

    This is the advanced version of the research process, using rarer and higher quality "shards"

    Requires Library Level 5 | Graduate Research Paper:

    Input
    Output

    15 Paper

    12 Research Papers

    30 Power

    5 Stamina

    Requires Library Level 6 | Areology 310:

    Input
    Output

    3 Research Papers

    18-125 Dusk (Medium Volatility)

    100 Regolith

    40 Power

    5 Stamina

    Requires Library Level 9 | Areology 410:

    Input
    Output

    5 Research Papers

    30-250 Dusk (Medium Volatility)

    250 Regolith

    60 Power

    5 Stamina

    Exobiology focuses on the study of possible extra-terrestrial life within the martian ice, where it is suspected that microscopic organisms could have lived within, whether this research is successful or not, your efforts will be rewarded as a step towards discovering our specific uniqueness in the universe.

    Requires Library Level 1 | Exobiology 499:

    Input
    Output

    1 Research Paper

    6-9 Dusk OR 25-90 Dusk (Medium Volatility)

    20 Ice

    20 Power

    Requires Library Level 6 | Exobiology 505:

    Input
    Output

    Requires Library Level 9 | Exobiology 555:

    Input
    Output

    Human Factors is a research into the comfort and luxuriousness of human settlement on Mars, it also involves proper city planning, architectural research and development of a well functioning city state.

    While the other two may have silly names, the research of Dem Bones and Mars Madness are serious conditions.

    Dem Bones is the study of the effect that the low gravity has on the structural integrity on our bones. Many incidents have occurred due to lack of exercise on the red planet, making people returning from long term visits on Mars unable to walk on Earth until after extended physical therapy sessions.

    Mars Madness is a rarer mental effect that perceiving being on a different planet has on a certain percentage of the population, involving hallucinations, nausea, confusion and short term memory loss. However, the treatment of this effect is progressing well, and soon Mars Madness will be nothing but a footnote. Research at a local CNES site was really exciting, they had invited our research team in and were allowed to view the process in which Mars Madness is treated.

    - Katherine Collins

    Requires Library Level 1 | Human Factors:

    Input
    Output

    Requires Library Level 6 | Dem Bones:

    Input
    Output

    Requires Library Level 9 | Mars Madness:

    Input
    Output
    Output

    1 Research Paper

    1 Novice Chemistry Research

    2 Perchlorate

    Library Level 1-3: Recipe: Repair Power Cell I (Low Chance)

    2 Oxygen

    Library Level 4-7: Recipe: Repair Power Cell II (Low Chance)

    10 Power

    Library Level 8-10: Recipe: Repair Power Cell III (Low Chance)

    5 Stamina

    Life Science research involves the scientific study of living organisms and their life processes, specifically research into seeds and a new type of fungi that has shown to be able to grow on Mars well.

    As you level up your library, the type of Mushroom recipe gained will change!

    Novice Life Science Research can be used in the Study Seeds Recipe, more on that below.

    Requires Library Level 2 | Life Science 101:

    Input
    Output

    Have you ever owned one of those electrician play sets? They were all the rage in 2050, I remember when I was given one for my birthday, it had a set of simple instructions on how to create a few circuits. Nearly burned the house down that day, but did it ever spark my curiosity over electrics.

    It's nice to see us creating our own learning sets on Mars, even if its just to tinker with to see how the different environments and static electricity build up from the thin regolith effects our everyday electronics. These sets of circuit theory kits are going to be incredibly useful for our next generation of aspiring colonists.

    - Katherine Collins

    Input
    Output

    1 Empty Power Cell

    2 Novice Electrical Research

    3 Stamina

    1-3 Sweet Potato Seeds

    This recipe picks a random seed type to give, five times, with varying amounts.

    The seed study develops synthetic seeds identical to natural ones in a series of complex processes involving extremely quality greenhouse components that are destroyed through the process. This one uses intermediate greenhouse components but as a result, can't develop the most advanced seeds.

    Requires Library Level 6 | Advanced Seed Study:

    Input
    Output x7

    2 Novice Life Science Research

    1-3 Sweet Potato Seed

    1 Rare Greenhouse Shard

    6-18 Bamboo Seeds

    1 Epic Greenhouse Shard

    The seed study develops synthetic seeds identical to natural ones in a series of complex processes involving extremely quality greenhouse components that are destroyed through the process. This one uses the most advanced greenhouse components and as a result, can develop the most advanced seeds.

    Requires Library Level 9 | Expert Seed Study:

    Input
    Output x10

    1 Apprentice Life Science Research

    3-7 Carrot Seeds

    1 Legendary Greenhouse Shard

    2-3 Coffee Seeds

    1 Mythic Greenhouse Shard

    Common

    1

    Uncommon

    2-4

    Rare

    5-7

    Epic

    10-15

    Legendary

    40-60

    3 Paper

    2 Research Papers

    10 Power

    1 Research Paper

    6-9 Dusk OR 25-90 Dusk (Medium Volatility)

    25 Regolith

    20 Power

    1 Novice Life Science Research

    3-7 Sprout Seeds

    1 Common Greenhouse Shard

    1-3 Lettuce Seeds

    1 Uncommon Greenhouse Shard

    Apprentice Life Science Research

    4 Stamina

    12-18 Sorghum Seeds

    8 Stamina

    16 Stamina

    5 Stamina

    3 Research Papers

    18-125 Dusk (Medium Volatility)

    80 Ice

    40 Power

    5 Stamina

    5 Research Papers

    30-250 Dusk (Medium Volatility)

    200 Ice

    60 Power

    5 Stamina

    1 Research Paper

    6-9 Dusk OR 25-90 Dusk (Medium Volatility)

    10 Food

    20 Power

    5 Stamina

    3 Research Papers

    18-25 Dusk OR 50-125 Dusk (Medium Volatility)

    30 Food

    40 Power

    5 Stamina

    5 Research Papers

    30-45 Dusk OR 80-250 Dusk (Medium Volatility)

    60 Food

    60 Power

    5 Stamina

    1 Research Paper

    1 Novice Life Science Research

    5 Soil

    Library Level 2-3: Recipe: Grow Mushroom (Low Chance)

    5 Water

    Library Level 4-7: Recipe: Mushroom Tea (Low Chance)

    10 Power

    Library Level 8-10: Recipe: Mushroom Cake (Low Chance)

    5 Stamina

    1 Broken Power Cell

    1 Electrical Research Credit

    1 Full Power Cell

    275-688 Electrical XP

    5 Electronic Bits

    1 Circuit Component

    3 Electrical Tools

    20 Power

    2 Stamina

    30 Electrical Level

    2-6 Carrot Seeds

    6 Stamina

    1-2 Soy Seeds

    This recipe picks a random seed type to give, seven times, with varying amounts.

    2-4 Soy Seeds

    9 Stamina

    4-8 Mushroom Spores

    This recipe picks a random seed type to give, ten times, with varying amounts.

    Cantina

    Ad Astra Development Zone Brochure: Safety Be Damned, Get Me Another

    Where there is currency to be made, there are shadier figures looking to make currency in more morally gray ways. The Ad Astra Development Zone was the starting point for many of these shady domes, first operating out of the backdoor of industrial habitations. These original ones were documented to have traded in low-danger contraband like alcohol or other recreational activities that were controlled on Mars.

    Now, these areas have become more sophisticated and less dangerous, with open cantinas offering jobs to those independent of the Ad Astra Development Zone, such as the Duskworks.

    The Cantina has an array of different tasks available at different times, utilizing a schedule system.

    The Cantina's size like all specialty buildings is 15.

    Most of the deals with the shady characters inside the Cantina consume Cantina Coins, which can be bought from within the Cantina.

    Input
    Output

    Recipes

    The recipes on the Cantina change every day.

    Stale Sweets

    Input
    Output

    Always Available Recipes

    The Cantina can also make Apprentice Scavenging Tools and Repair Broken EVA Suit anytime.

    Input
    Output

    Copper Keycard (0.02%)

    Low Scavenging XP

    Smelly Situation

    Input
    Output

    25Sulfur

    1-5 Dusk (40%)

    1 Cantina Coin

    3-7 Dusk (30%)

    5-12 Dusk (20%)

    7-15 Dusk (10%)

    Copper Keycard (0.02%)

    Sculpting Solutions

    Input
    Output

    20 Water Rich Clays

    5-10 Dusk (50.8%)

    1 Vibes

    10-25 Dusk (30.51%)

    2 Cantina Coins

    20-35 Dusk (16.95%)

    Cantina Level 2

    25-50 Dusk (1.69%)

    Copper Keycard (0.02%)

    Cosmic Delivery

    Input
    Output

    5 Fractal Shards

    5-25 Dusk (50.8%)

    1 Water Rich Clays

    10-40 Dusk (30.51%)

    3 Cantina Coins

    20-70 Dusk (16.95%)

    1 Vibes

    50-100 Dusk (1.69%)

    Cantina Level 3

    Copper Keycard (0.02%)

    Breathing Room

    Input
    Output

    50 Oxygen

    15-25 Dusk (50.8%)

    100 Electronic Bits

    20-50 Dusk (30.51%)

    4 Cantina Coins

    25-75 Dusk (16.95%)

    1 Vibes

    25-150 Dusk (1.69%)

    Cantina Level 4

    Copper Keycard (0.02%)

    Salty Solution

    Input
    Output

    150 Halite

    10-45 Dusk (50.8%)

    50 Metal Bits

    25-50 Dusk (30.51%)

    5 Cantina Coins

    25-100 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 5

    Copper Keycard (0.33%)

    Tasty Beverages

    Input
    Output

    30 Water

    20-60 Dusk (50.8%)

    20 Ice

    30-60 Dusk (30.51%)

    2 Glass

    40-80 Dusk (16.95%)

    6 Cantina Coins

    50-150 Dusk (1.69%)

    1 Vibes

    Copper Keycard (0.60%)

    Bits and Pieces

    Input
    Output

    10 Metal Bits

    1-2 Dusk (40%)

    5 Electronic Bits

    1-3 Dusk (30%)

    3-10 Dusk (20%)

    5-15 Dusk (10%)

    Food Donations

    Input
    Output

    Sculpting Solutions

    Input
    Output

    Waste Disposal

    Input
    Output

    Breathing Room

    Input
    Output

    Metal & Ice

    Input
    Output

    Electric Boogie

    Input
    Output

    Odds and Ends

    Input
    Output

    10 Metal Bits

    1-2 Dusk (40%)

    1-3 Dusk (30%)

    3-10 Dusk (20%)

    5-15 Dusk (10%)

    Express-o Delivery

    Input
    Output

    Barite Necessities

    Input
    Output

    Bamboozled

    Input
    Output

    Hit The Ice Harder

    Input
    Output

    Most of My Friends Argon

    Input
    Output

    Hungry Hungry Martians

    Input
    Output

    Stale Sweets

    Input
    Output

    75 Candy Canes

    1-2 Dusk (40%)

    1-3 Dusk (30%)

    3-10 Dusk (20%)

    5-15 Dusk (10%)

    Smelly Situation II

    Input
    Output

    Green Bean Profits

    Input
    Output

    Black Market Crystals

    Input
    Output

    Breathing Room

    Input
    Output

    Salty Solution

    Input
    Output

    Tasty Beverages

    Input
    Output

    Bits and Pieces

    Input
    Output

    8 Metal Bits

    1-2 Dusk (40%)

    1-3 Dusk (30%)

    3-10 Dusk (20%)

    5-15 Dusk (10%)

    Spread Golden Profits

    Input
    Output

    Bamboozled

    Input
    Output

    Waste Disposal

    Input
    Output

    Baijiu Blitz

    Input
    Output

    Transport Summer Ice

    Input
    Output

    Summer Scrap Collection

    Input
    Output

    Reactor Recovery

    Input
    Output

    1 Common Gen 1 Sabatier Reactor

    1-2 Dusk (40%)

    1-3 Dusk (30%)

    3-10 Dusk (20%)

    5-15 Dusk (10%)

    Smelted Dreams

    Input
    Output

    Chemical Redistribution

    Input
    Output

    CAD Return

    Input
    Output

    Water Filter Storage

    Input
    Output

    Greenhouse Overstock

    Input
    Output

    Solar Panel Repo

    Input
    Output

    Faded Collection

    Input
    Output

    1 Faded Art

    1-2 Dusk (40%)

    1-3 Dusk (30%)

    3-10 Dusk (20%)

    5-15 Dusk (10%)

    Seeding The Way

    Input
    Output

    Barite Necessities

    Input
    Output

    Bamboozled

    Input
    Output

    Hit The Ice

    Input
    Output

    Most of My Friends Argon

    Input
    Output

    Hungry Hungry Martians

    Input
    Output

    25 Fabrication Level

    Input
    Output

    12 Rover Wires

    30 Dusk (76.92%)

    4 Electronic Bits

    50 Dusk (5.49%)

    3 Electrical Tools

    60 Dusk (5.49%)

    1 Circuit Component

    120 Dusk (5.49%)

    2 Stamina

    1 Titanium Plate

    25 Cantina Coins

    10 Titanium Plate

    250 Cantina Coins

    1 Aluminum Plate

    10 Cantina Coins

    10 Aluminum Plate

    100 Cantina Coins

    25 Candy Canes

    1-2 Dusk (40%)

    1-3 Dusk (30%)

    3-10 Dusk (20%)

    5-15 Dusk (10%)

    1 Sealed Novice Scavenging Tools

    1 Sealed Apprentice Scavenging Tools

    3 Metis

    High Scavenging XP

    2 Aluminum Ore

    Low Fabrication XP

    4 Stamina

    30 Scavenging Level

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Cantina Level 6

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Cantina Level 6

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Low Scavenging XP

    Cantina Level 6

    Low Scavenging XP

    Copper Keycard (0.02%)

    Low Scavenging XP

    15 Food

    1-5 Dusk (40%)

    1 Cantina Coin

    3-7 Dusk (30%)

    5-12 Dusk (20%)

    7-15 Dusk (10%)

    Copper Keycard (0.02%)

    18 Water Rich Clays

    5-10 Dusk (50.8%)

    1 Vibes

    10-25 Dusk (30.51%)

    2 Cantina Coins

    20-35 Dusk (16.95%)

    Cantina Level 2

    25-50 Dusk (1.69%)

    Copper Keycard (0.02%)

    425 Waste

    5-25 Dusk (50.8%)

    3 Cantina Coins

    10-40 Dusk (30.51%)

    1 Vibes

    20-70 Dusk (16.95%)

    Cantina Level 3

    50-100 Dusk (1.69%)

    Copper Keycard (0.02%)

    25 Oxygen

    15-25 Dusk (50.8%)

    70 Water

    20-50 Dusk (30.51%)

    4 Cantina Coins

    25-75 Dusk (16.95%)

    1 Vibes

    25-150 Dusk (1.69%)

    Cantina Level 4

    Copper Keycard (0.02%)

    500 Ice

    10-45 Dusk (50.8%)

    35 Metal Bits

    25-50 Dusk (30.51%)

    5 Cantina Coins

    25-100 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 5

    Copper Keycard (0.33%)

    25 Electronic Bits

    20-60 Dusk (50.8%)

    5 Rover Wires

    30-60 Dusk (30.51%)

    2 Raw Silicon Crystals

    40-80 Dusk (16.95%)

    6 Cantina Coins

    50-150 Dusk (1.69%)

    1 Vibes

    Copper Keycard (0.60%)

    Copper Keycard (0.02%)

    Low Scavenging XP

    4 Roasted Coffee Beans

    1-5 Dusk (40%)

    1 Cantina Coin

    3-7 Dusk (30%)

    5-12 Dusk (20%)

    7-15 Dusk (10%)

    Copper Keycard (0.02%)

    50 Barite

    5-10 Dusk (50.8%)

    1 Vibes

    10-25 Dusk (30.51%)

    2 Cantina Coins

    20-35 Dusk (16.95%)

    Cantina Level 2

    25-50 Dusk (1.69%)

    Copper Keycard (0.02%)

    30 Bamboo

    5-25 Dusk (50.8%)

    4 Water Rich Clays

    10-40 Dusk (30.51%)

    3 Cantina Coins

    20-70 Dusk (16.95%)

    1 Vibes

    50-100 Dusk (1.69%)

    Cantina Level 3

    Copper Keycard (0.02%)

    500 Ice

    15-25 Dusk (50.8%)

    135 Electronic Bits

    20-50 Dusk (30.51%)

    4 Cantina Coins

    25-75 Dusk (16.95%)

    1 Vibes

    25-150 Dusk (1.69%)

    Cantina Level 4

    Copper Keycard (0.02%)

    6 Argon

    10-45 Dusk (50.8%)

    15 Metal Bits

    25-50 Dusk (30.51%)

    5 Cantina Coins

    25-100 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 5

    Copper Keycard (0.33%)

    130 Food

    20-60 Dusk (50.8%)

    30 Water

    30-60 Dusk (30.51%)

    6 Cantina Coins

    40-80 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 6

    Copper Keycard (0.60%)

    Copper Keycard (0.02%)

    Low Scavenging XP

    50 Sulfur

    1-5 Dusk (40%)

    1 Cantina Coin

    3-7 Dusk (30%)

    5-12 Dusk (20%)

    7-15 Dusk (10%)

    Copper Keycard (0.02%)

    10Green Coffee Beans

    5-10 Dusk (50.8%)

    1 Vibes

    10-25 Dusk (30.51%)

    2 Cantina Coins

    20-35 Dusk (16.95%)

    Cantina Level 2

    25-50 Dusk (1.69%)

    Copper Keycard (0.02%)

    1 Raw Silicon Crystals

    5-25 Dusk (50.8%)

    10 Electronic Bits

    10-40 Dusk (30.51%)

    3 Cantina Coins

    20-70 Dusk (16.95%)

    1 Vibes

    50-100 Dusk (1.69%)

    Cantina Level 3

    Copper Keycard (0.02%)

    50 Oxygen

    15-25 Dusk (50.8%)

    22 Water Rich Clays

    20-50 Dusk (30.51%)

    4 Cantina Coins

    25-75 Dusk (16.95%)

    1 Vibes

    25-150 Dusk (1.69%)

    Cantina Level 4

    Copper Keycard (0.02%)

    125 Halite

    10-45 Dusk (50.8%)

    30 Metal Bits

    25-50 Dusk (30.51%)

    5 Cantina Coins

    25-100 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 5

    Copper Keycard (0.33%)

    125 Ice

    20-60 Dusk (50.8%)

    25 Water

    30-60 Dusk (30.51%)

    2 Glass

    40-80 Dusk (16.95%)

    6 Cantina Coins

    50-150 Dusk (1.69%)

    1 Vibes

    Copper Keycard (0.60%)

    Copper Keycard (0.02%)

    Low Scavenging XP

    5 Sunflowers

    1-5 Dusk (40%)

    1 Cantina Coin

    3-7 Dusk (30%)

    5-12 Dusk (20%)

    7-15 Dusk (10%)

    Copper Keycard (0.02%)

    35 Bamboo

    5-10 Dusk (50.8%)

    10 Water

    10-25 Dusk (30.51%)

    1 Vibes

    20-35 Dusk (16.95%)

    2 Cantina Coins

    25-50 Dusk (1.69%)

    Cantina Level 2

    Copper Keycard (0.02%)

    300 Waste

    5-25 Dusk (50.8%)

    10 Water Rich Clays

    10-40 Dusk (30.51%)

    3 Cantina Coins

    20-70 Dusk (16.95%)

    1 Vibes

    50-100 Dusk (1.69%)

    Cantina Level 3

    Copper Keycard (0.02%)

    5 Baijiu

    15-25 Dusk (50.8%)

    50 Electronic Bits

    20-50 Dusk (30.51%)

    4 Cantina Coins

    25-75 Dusk (16.95%)

    1 Vibes

    25-150 Dusk (1.69%)

    Cantina Level 4

    Copper Keycard (0.02%)

    500 Ice

    10-45 Dusk (50.8%)

    40 Metal Bits

    25-50 Dusk (30.51%)

    5 Cantina Coins

    25-100 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 5

    Copper Keycard (0.33%)

    100 Metal Bits

    20-60 Dusk (50.8%)

    25 Rover Wires

    30-60 Dusk (30.51%)

    6 Cantina Coins

    40-80 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 6

    Copper Keycard (0.60%)

    Copper Keycard (0.02%)

    Low Scavenging XP

    1 Common Gen 1 Smelter

    1-5 Dusk (40%)

    1 Cantina Coin

    3-7 Dusk (30%)

    5-12 Dusk (20%)

    7-15 Dusk (10%)

    Copper Keycard (0.02%)

    1 Common Gen 1 Chem Lab

    5-10 Dusk (50.8%)

    1 Vibes

    10-25 Dusk (30.51%)

    2 Cantina Coins

    20-35 Dusk (16.95%)

    Cantina Level 2

    25-50 Dusk (1.69%)

    Copper Keycard (0.02%)

    1 Common Gen 2 C.A.D.

    5-25 Dusk (50.8%)

    3 Cantina Coins

    10-40 Dusk (30.51%)

    1 Vibes

    20-70 Dusk (16.95%)

    Cantina Level 3

    50-100 Dusk (1.69%)

    Copper Keycard (0.02%)

    1 Common Gen 2 Water Filter

    15-25 Dusk (50.8%)

    4 Cantina Coins

    20-50 Dusk (30.51%)

    1 Vibes

    25-75 Dusk (16.95%)

    Cantina Level 4

    25-150 Dusk (1.69%)

    Copper Keycard (0.02%)

    1 Common Gen 1 Greenhouse

    10-45 Dusk (50.8%)

    5 Cantina Coins

    25-50 Dusk (30.51%)

    1 Vibes

    25-100 Dusk (16.95%)

    Cantina Level 5

    50-150 Dusk (1.69%)

    Copper Keycard (0.33%)

    1 Common Gen 2 Solar Panel

    20-60 Dusk (50.8%)

    6 Cantina Coins

    30-60 Dusk (30.51%)

    1 Vibes

    40-80 Dusk (16.95%)

    Cantina Level 6

    50-150 Dusk (1.69%)

    Copper Keycard (0.60%)

    Copper Keycard (0.02%)

    Low Scavenging XP

    4 Sunflower Seeds

    1-5 Dusk (40%)

    1 Cantina Coin

    3-7 Dusk (30%)

    5-12 Dusk (20%)

    7-15 Dusk (10%)

    Copper Keycard (0.02%)

    50 Barite

    5-10 Dusk (50.8%)

    1 Vibes

    10-25 Dusk (30.51%)

    2 Cantina Coins

    20-35 Dusk (16.95%)

    Cantina Level 2

    25-50 Dusk (1.69%)

    Copper Keycard (0.02%)

    30 Bamboo

    5-25 Dusk (50.8%)

    5 Water Rich Clays

    10-40 Dusk (30.51%)

    3 Cantina Coins

    20-70 Dusk (16.95%)

    1 Vibes

    50-100 Dusk (1.69%)

    Cantina Level 3

    Copper Keycard (0.02%)

    500 Ice

    15-25 Dusk (50.8%)

    100 Electronic Bits

    20-50 Dusk (30.51%)

    4 Cantina Coins

    25-75 Dusk (16.95%)

    1 Vibes

    25-150 Dusk (1.69%)

    Cantina Level 4

    Copper Keycard (0.02%)

    4 Argon

    10-45 Dusk (50.8%)

    50 Metal Bits

    25-50 Dusk (30.51%)

    5 Cantina Coins

    25-100 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 5

    Copper Keycard (0.33%)

    130 Food

    20-60 Dusk (50.8%)

    20 Water

    30-60 Dusk (30.51%)

    6 Cantina Coins

    40-80 Dusk (16.95%)

    1 Vibes

    50-150 Dusk (1.69%)

    Cantina Level 6

    Copper Keycard (0.60%)

    360 Dusk (5.49%)

    35 Electrical Level

    800 Dusk (1.10%)

    High Electrical XP

    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
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    Dusk
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    Dusk
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    Dusk
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    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
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    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
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    Dusk
    Dusk
    Dusk
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    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
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    Dusk
    Dusk
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    Dusk
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    Dusk
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    Dusk
    Dusk
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    Dusk
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    Dusk
    Dusk
    Dusk
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    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
    Dusk
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    Dusk
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    Dusk
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