ABIOTIC FACTOR·TOOLS

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 unlockedSectorWorld flag
1The Office SectorOffice_NewGameStarted
2The Office SectorOffice_InformationFound
4The Office SectorOffice_ThirdFloorReached
5The Office SectorOffice_Silo3Opened
5The Office SectorFog_Completed
6Manufacturing WestMF_ManufacturingOpen
6Manufacturing WestMF_MetBlacksmith
7Manufacturing WestMFMines_Entered
8Manufacturing WestMF_MetFrake
9Manufacturing WestMF_OpenTrainStation
9Manufacturing WestMF_PumpsFixed
10Cascade LaboratoriesMF_ExitOpened
11Cascade LaboratoriesLabs_MiddleProgression
12Cascade LaboratoriesLabs_Containment_Entered
13Cascade LaboratoriesLabs_Helmholtz_Opened
14Cascade LaboratoriesLABS_TurretsDeactivated
15Cascade LaboratoriesLABS_AnteverseBFixed
16Security SectorLABS_OpenVacuumDoor
17Security SectorSecurity_SurfaceElevatorEvent
18HydroplantSecurity_ExitOpened
18HydroplantDams_ReachedCentral
19HydroplantVoussoir_Entered
20HydroplantDams_SpillwayOpen
21The ReactorsPlant_EnteredPlant
22The ReactorsPlant_AnteC_Entered
23The ReactorsPlant_ExitOpened
24The ReactorsReactors_FirstContact
25The ReactorsReactors_S1Labs_Complete
28The ReactorsReactors_SG_Opened
29The PraetoriumReactors_SG_End
30Residence SectorV_INQ_SunDiskTouched
31Residence SectorRes_Objective1_Complete
32Residence SectorResidence_IceWallRemoved
33Residence SectorRes_EnteredBotanicals
34Residence SectorResidence_Wall
35Residence SectorResidence_Fracture_Complete
35Main Story CompleteEndBossDefeated

Composite unlocks — all of them the game defines

These are the gates that need several things done first. There are only nine.

GrantsRequires all of
MF_PumpsFixedMF_RedPumpFixedMF_TealPumpFixedMF_YellowPumpFixed
Dams_AllPumpsActivatedDams_ActivatedPump1Dams_ActivatedPump2Dams_ActivatedPump3Dams_ActivatedPump4
Labs_XRay_FixitAllLabs_XRay_Fixit1Labs_XRay_Fixit2Labs_XRay_Fixit3Labs_XRay_Fixit4
Reactors_AllStations_CompleteReactors_S1Labs_CompleteReactors_S2War_CompleteReactors_S3Overgrowth_CompleteReactors_S4RadWaste_Complete
Res_Objective1_CompleteRes_Objective1_ARes_Objective1_BRes_Objective1_C
Fracture_Forcefield_CompleteFracture_Forcefield_AFracture_Forcefield_B
Fracture_DL_AllEyes_DestroyedFracture_DL_Chieftain_Eye_DestroyedFracture_DL_Heavy_Eye_DestroyedFracture_DL_Witch_Eye_Destroyed
End_MainStoryCompleteEnd_PostBoss_MetCahn_IslandEnd_PostBoss_MetJanet_IslandEnd_PostBoss_MetWitch_IslandEnd_PostBoss_MetRiggs_Island
NewLeaf_AllPipesFixedNewLeaf_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.