Gates & progression
The full quest graph — 90 objectives,
9 composite unlock conditions and the 37-step sector
order — read from the game's own tables.
Sectors
18 objectives
10 objectives
8 objectives
8 objectives
8 objectives
7 objectives
4 objectives
4 objectives
3 objectives
2 objectives
1 objectives
1 objectives
1 objectives
1 objectives
Sector order
| Areas unlocked | Sector | World flag |
|---|---|---|
| 1 | The Office Sector | Office_NewGameStarted |
| 2 | The Office Sector | Office_InformationFound |
| 4 | The Office Sector | Office_ThirdFloorReached |
| 5 | The Office Sector | Office_Silo3Opened |
| 5 | The Office Sector | Fog_Completed |
| 6 | Manufacturing West | MF_ManufacturingOpen |
| 6 | Manufacturing West | MF_MetBlacksmith |
| 7 | Manufacturing West | MFMines_Entered |
| 8 | Manufacturing West | MF_MetFrake |
| 9 | Manufacturing West | MF_OpenTrainStation |
| 9 | Manufacturing West | MF_PumpsFixed |
| 10 | Cascade Laboratories | MF_ExitOpened |
| 11 | Cascade Laboratories | Labs_MiddleProgression |
| 12 | Cascade Laboratories | Labs_Containment_Entered |
| 13 | Cascade Laboratories | Labs_Helmholtz_Opened |
| 14 | Cascade Laboratories | LABS_TurretsDeactivated |
| 15 | Cascade Laboratories | LABS_AnteverseBFixed |
| 16 | Security Sector | LABS_OpenVacuumDoor |
| 17 | Security Sector | Security_SurfaceElevatorEvent |
| 18 | Hydroplant | Security_ExitOpened |
| 18 | Hydroplant | Dams_ReachedCentral |
| 19 | Hydroplant | Voussoir_Entered |
| 20 | Hydroplant | Dams_SpillwayOpen |
| 21 | The Reactors | Plant_EnteredPlant |
| 22 | The Reactors | Plant_AnteC_Entered |
| 23 | The Reactors | Plant_ExitOpened |
| 24 | The Reactors | Reactors_FirstContact |
| 25 | The Reactors | Reactors_S1Labs_Complete |
| 28 | The Reactors | Reactors_SG_Opened |
| 29 | The Praetorium | Reactors_SG_End |
| 30 | Residence Sector | V_INQ_SunDiskTouched |
| 31 | Residence Sector | Res_Objective1_Complete |
| 32 | Residence Sector | Residence_IceWallRemoved |
| 33 | Residence Sector | Res_EnteredBotanicals |
| 34 | Residence Sector | Residence_Wall |
| 35 | Residence Sector | Residence_Fracture_Complete |
| 35 | Main Story Complete | EndBossDefeated |
Composite unlocks — all of them the game defines
These are the gates that need several things done first. There are only nine.
| Grants | Requires all of |
|---|---|
| MF_PumpsFixed | MF_RedPumpFixedMF_TealPumpFixedMF_YellowPumpFixed |
| Dams_AllPumpsActivated | Dams_ActivatedPump1Dams_ActivatedPump2Dams_ActivatedPump3Dams_ActivatedPump4 |
| Labs_XRay_FixitAll | Labs_XRay_Fixit1Labs_XRay_Fixit2Labs_XRay_Fixit3Labs_XRay_Fixit4 |
| Reactors_AllStations_Complete | Reactors_S1Labs_CompleteReactors_S2War_CompleteReactors_S3Overgrowth_CompleteReactors_S4RadWaste_Complete |
| Res_Objective1_Complete | Res_Objective1_ARes_Objective1_BRes_Objective1_C |
| Fracture_Forcefield_Complete | Fracture_Forcefield_AFracture_Forcefield_B |
| Fracture_DL_AllEyes_Destroyed | Fracture_DL_Chieftain_Eye_DestroyedFracture_DL_Heavy_Eye_DestroyedFracture_DL_Witch_Eye_Destroyed |
| End_MainStoryComplete | End_PostBoss_MetCahn_IslandEnd_PostBoss_MetJanet_IslandEnd_PostBoss_MetWitch_IslandEnd_PostBoss_MetRiggs_Island |
| NewLeaf_AllPipesFixed | NewLeaf_BluePipeFixedNewLeaf_OrangePipeFixed |
The honest limit of this page. Nine composite triggers is everything
the game stores as data. The rest of the gating — reactor button orders, keypad codes, lever
sequences — is compiled Blueprint logic, and we do not have it. Anywhere you were expecting a
reactor sequence, we would have had to invent one, so there is none. A wrong sequence strands a
group mid-session, which is worse than an absent one.