Surviving the Abyss

Surviving the Abyss

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Lifeforms for Ver1.0 & Cloning
By Faith in Mind, Power at Hand
Introducing cloning mechanics and all samples for game version 1.0 (Mutations, lifespans, crew rates, and so on). Also have briefs for different types of biomes. May contain spoilers.
   
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Before we start
Don't forget to leave your comments. They are precious to me!

Well, you hforget ave known how to get a clone -- catch a fish, throw it and your crews into a clone lab, wait with patience, a new clone is here(and die, eventually). So let's jump to the life form part. If I made silly grammar mistakes, blame Grammarly, not me.

Hang on! Let me say something about your crews. They are divided into 5 classes: Basic(White), Generalist(Orange), Scientist(Cyan, or whatever), Engineer(Blue), and Pioneer(Violet).

Basics are the most common crews, they can only be assigned to little workplaces that need no brain or muscle like drill or carbohydrate farm. They can be replaced by automatons once an automaton module is attached to a facility.

Generalists, you start the game with those guys. As their class has shown, they can suit most workplaces. A generalist does more than a basic, you can throw them into any orange or white slots.

Scientists and Engineers are called Specialists. They can work in most buildings. Facilities like cloning labs also require both for full power(though you can run it with just two generalists, without buffs). They can play generalists roles if you have to, but a scientist can NOT work as an engineer.

Pioneers are (almost) supermen (or superwomen). They do all the jobs, some end-game facilities only accept pioneers. That's all.

Scientists, Engineers, and Pioneers only eat HQ food. It is necessary to have a protein harvester or lab to feed them.

If the green "TOTAL LIFESPAN" bar reaches 100, the clone will be immortal. All 4 mutations are negative. and they work as described.

In this guide, upgrade modules and techs are calculated. Assignment of crews, technologies, and modules attached affects the procedure of cloning. For more precious results, please follow the chart :

Types
Details
Effects
Lab
Has a scientist
-15% any type of mutations (total)
Module
Upgarde1/Success Rate
+5 success rate
Module
Upgarde2/Extra Slots
+2 slots
Module
Upgarde3/Longer Lifespan
+15 basic lifespan
Tech
Potency: Generalist 1
+5% potency for each Generalist Sample used
Tech
Potency: Generalist 2
+3% potency for each Generalist Sample used
Tech
Potency: Engineer 1
+3% potency for each Engineer Sample used
Tech
Potency: Scientist 1
+3% potency for each Scientist Sample used
Tech
Extra Slot 1/2/3
+1 extra slot for each tier of ungrades

If you find any mistake (games or even word spelling), feel free to leave your comment. This guide is for game version 1.0.0.
Seagrass Dunes
That's where the game begins. You can only find 4 lifeforms here, and they mostly create basics.
Name
Rarity
Type
Potency
Mutation
Lifespan
Spider Crab
Common
Basic
25%
N/A
+4
Rosefish
Common
Basic
30%
Unstable +25%
+5
John Dory
Uncommon
Basic
35%
Unstable+15%
+8
Rough Octopus
Uncommon
Generalist
13%
Unstable +10%
+6
Though lifeforms are rather weak here, you can still use them as baits once enter Kelp Forest or Coral Reef. Also remember, that you can use spider crabs to create a cheap laborforce.
Coral Reef
Welcome to the Coral Reef, where you may win your (short-lived) scientists! You may have noticed a small "-" goes before Mutation, which is being said... some samples even have the power to counter a mutation!
Name
Rarity
Type
Potency
Mutation
Lifespan
Opilio Crab
Common
Generalist
18%
N/A
+6
Painted Comber
Common
Generalist
23%
Aggressive +5%
+6
Atolla Jellyfish
Uncommon
Generalist
13%
Any Type-15%
0
Fangtooth Moray Eel
Uncommon
Generalist
33%
Aggressive +15%
+8
Goblin Shark
Rare
Scientist
23%
Aggressive +20%
+8
Dumbo Octopus
Rare
Scientist
18%
Aggressive -10%
+4


The Coral Reef is also rich in O2 vents and Copper, so don't forget your blast extractors. Wait, where are the engineers? Let's meet them in the next chapter...
Kelp Forest
Finally, we are here, the Kelp Forest. Grab some fish, and keep those blast extractors working. This place seems more dangerous than 4546B...The good thing's you don't have to swim around with your seaglide!

Name
Rarity
Type
Potency
Mutation
Lifespan
King Dory
Common
Generalist
18%
Aggressive +5%
+6
Giant Hatchetfish
Common
Generalist
23%
Gluttonous +10%
+6
Unicorn Crestfish
Uncommon
Generalist
33%
Aggressive +15%
+8
Great White Shark
Uncommon
Generalist
38%
Aggressive +25%
+12
Leatherback Turtle
Rare
Engineer
18%
Aggressive -5%
+8
Oceanic Sunfish
Rare
Engineer
23%
Sickly +10%
+8


You see underwater currents? Build turbines on them. What's better than power? Unmanned, free power! But it isn't time to celebrate now, we just found something in the dark, dark, dark glows. Shhh.. here it comes...
Dark Glows
Bring your UV light here! And if you don't have one, ask the big guys for it. If you failed the first expedition, and lost all three crews, don't be sad. At least you are still on the track! Or maybe more preciously, sea tracks?. Also, take your powered Adv. Fauna Trap. We can see some Very Rare genetic samples down there, and you have to lure them out with rare baits. Sounds like gacha games, huh? You want some good stuff... which may cost your ass.

Name
Rarity
Type
Potency
Mutation
Lifespan
European Conger Eel
Uncommon
Generalist
43%
Sickly +15%
+16
Atlantic Silver (Hatchetfish)
Common
Scientist
23%
Sickly +20%
+10
Sperm Whale
Uncommon
Engineer
33%
Gluttonous +20%
+18
Giant Squid
Very Rare
Pioneer
30%
Aggressive +10%
+18
Angler Fish
Rare
Engineer
28%
Aggressive +10%
+16
Crowned Jellyfish
Rare
Pioneer
5%
Any Type -30%
0

I lost something? Of course! That one isn't listed in BIOME LENS. I will save it for later. Now hurry up, let's move to the very hot zone for the very rare samples. Before moving out, clone some engineers - or even pioneers, we will need them!
Volcanic
Not gonna talk too much here, because I'm sweating out. You will need water coolers -- aqua cooling stations -- I mean. Grab yourself a cold drink, let's get down to business.

Name
Rarity
Type
Potency
Mutation
Lifespan
Nautilus
Uncommon
Scientist
38%
Sickly +5%
+18
Atlantic Torpedo Ray
Common
Engineert
33%
Gluttonous +10%
+12
Pelagic Armourhead
Uncommon
Engineer
38%
Sickly -15%
+16
Chimaera
Very Rare
Pioneer
25%
Unstable +5%
+12
Frilled Shark
Very Rare
Scientist
38%
Aggressive +25%
+25
Pelican Eel
Rare
Pioneer
15%
N/A
12
Giant Devil Ray
Rare
Pioneer
15%
Unstable -30%
12

We're almost there. Still, we have something that wasn't listed here. Forget the ending of this game. Let's see some "collectibles" in the next chapter.
POIs related, Samples, and a little more.
Should I put a spoiler here or what? Following the storyline and investigating POIs, you can find everything listed below. I'll have a new "found in" column to show you where I found those genetic materials. The information may not be 100% accurate. Some lifeforms may not listed. Read with caution.

Name
Rarity
Type
Potency
Mutation
Lifespan
Found In
Sample X
Rare
Scientist
33%
Unstable +15%
+20
Main Story
Sample Y
Rare
Pioneer
15%
Unstable +15%
+20
Main Story. You can get more than one in that trench
Sample Z
Rare
Pioneer
25%
Unstable +30%
+25
Main Story
Giant Oarfish
Uncommon
Generalist
48%
Aggressive -15%
+12
Kelp Forest
Tripod Fish
Common
engineer
23%
Sickly +10%
+12
Kelp Forest
Dark Glows
Grey Whale
Rare
Scientist
18%
Gluttonous +15%
+20
Coral Reef
Pelagic Stingray
Uncommon
Scientist
33%
Sickly -10%
+12
Coral Reef
Toxic Carcass
Common
Pioneer
15%
Unstable +20%
+10
Dark Glows