Abiotic Factor

Abiotic Factor Beginner Guide: Jobs, Traits, and First Main Quests

Abiotic Factor·May 13, 2024·27 min read

Abiotic Factor gives players a sandbox full of scientific disasters, but it also has a structured main quest. New players can miss important choices early, especially during job selection, trait setup, and the first route out of the Office Sector.

Abiotic Factor Beginner Guide

This guide covers the early decisions that shape a new character, then walks through the first main objectives available after starting a fresh game.

Jobs

Jobs define a character's starting role. Each profession grants fixed skill bonuses and sometimes locked traits that cannot be removed because they match that job's identity.

Lab Assistant

  • Role: Stealth.
  • Starting bonuses: +3 Sprinting, +3 Sneaking, +2 Strength.
  • Starting points: 10.
  • Use it if: Speed, sneaking, and staying out of trouble sound better than winning every fight.

Epimedical Bionomicist

  • Role: Medic.
  • Starting bonuses: +3 First Aid, +1 Cooking, +1 Agriculture.
  • Starting points: 9.
  • Use it if: Healing and support are more important than raw combat.

Trans-Kinematic Researcher

  • Role: Defensive combat.
  • Starting bonuses: +2 Blunt Melee, +2 Fortitude, +2 Sprinting, +2 Strength.
  • Starting points: 8.
  • Use it if: Taking hits and staying mobile both matter.

Archotechnic Consultant

  • Role: Builder.
  • Starting bonuses: +2 Construction, +1 Strength, +3 Crafting.
  • Starting points: 7.
  • Use it if: Bases, tools, and fabrication are the priority.

Phytogenetic Botanist

  • Role: Gardener.
  • Starting bonuses: +3 Agriculture, +2 Cooking, +2 Strength.
  • Starting points: 9.
  • Use it if: Food production and plant systems should come online early.

Somatic Gastrologist

  • Role: Chef.
  • Starting bonuses: +2 Sharp Melee, +1 Fortitude, +4 Cooking.
  • Starting points: 9.
  • Use it if: Cooking, nutrition, and self-sufficiency are the plan.

Paratheoretical Physicist

  • Role: Throwing and utility.
  • Starting bonuses: +3 Throwing, +3 Crafting, +1 Sneaking, +1 Reloading, +1 Construction.
  • Starting points: 8.
  • Use it if: Gadgets and flexible utility sound more useful than specializing hard.

Defense Analyst

  • Role: Offensive combat.
  • Starting bonuses: +2 Fortitude, +2 Strength, +1 Blunt Melee, +2 Reloading, +2 Accuracy.
  • Starting points: 5.
  • Use it if: Fighting is expected early. This job includes Self Defense and Slow Learner.

Summer Intern

  • Role: Blank slate.
  • Starting bonuses: No extra skill points.
  • Starting points: 12.
  • Use it if: Custom builds matter more than early specialization.

Traits

Traits are permanent modifiers chosen during character creation. Positive traits cost points, while negative traits refund points. Some negative effects can be softened over time by earning skill XP through related actions, such as sprinting for Sprinting XP or using ranged weapons for Accuracy XP.

Positive Traits

  • Decathlon Competitor: +3 Sprinting, costs 5 points.
  • Wrinkly Brainmeat: +20% XP gain, costs 4 points.
  • Night Owl: Fatigue builds 50% slower, costs 4 points.
  • Hobbyist Chef: Doubles cooking speed, costs 2 points.
  • Inconspicuous: +2 Sneaking, costs 4 points.
  • Weathered: Better resistance to temperature changes, costs 3 points.
  • Fanny Pack: Adds 2 hotbar slots, costs 10 points.
  • Thick Skinned: +50% bleeding resistance, costs 3 points.
  • First Aid Certification: +3 First Aid, costs 3 points.
  • Gardener: Doubles Agriculture XP and starts with extra gardening recipes, costs 3 points.
  • Light Eater: Food needs are reduced by 20%, costs 3 points.
  • Naturally Moist: Thirst builds 20% slower, costs 4 points.
  • Self Defense: +3 melee weapon damage, costs 5 points.
  • Bladder of Steel: Toilet needs are reduced by 20%, costs 2 points.
  • Buff Brainiac: +15% maximum carry weight and +1 Strength, costs 4 points.
  • Lead Belly: Allows drinking tainted water without sickness, costs 8 points.

Negative Traits

  • Fear of Violence: Combat skills cap at Level 5, grants 4 points.
  • Feeble: -25% maximum health and easier bone breaks, grants 6 points.
  • Narcoleptic: Never fully rested and fatigue rises 75% faster, grants 6 points.
  • Asthmatic: Stamina drains 40% faster, grants 2 points.
  • Painfully Obvious: Enemies notice the player 45% faster, grants 3 points.
  • Hearty Appetite: Hunger rises 60% faster, grants 3 points.
  • Dry Skin: Thirst rises 20% faster, grants 3 points.
  • Slow Healer: Healing interval is 1.5 seconds slower, grants 3 points.
  • Slow Learner: Skill XP is 20% slower and recipe learning from shared or collected crafted items is blocked, grants 2 points.
  • Hemophilia: Bleeding chance is doubled, grants 3 points.
  • Weak Bladder: Toilet need rises 15% and toilet use takes longer, grants 1 point.

Main Quest Walkthrough

The opening questline begins after speaking with Dr. Thule. Move carefully, especially in single-player. In co-op, split jobs sensibly so one player is not crafting, fighting, healing, and panicking at the same time.

Open the Cafeteria Door

Dr. Thule asks for the locked cafeteria door to be opened. Talk to him again and he warns against using the vents. Take that advice, because enemies in that route are a bad match for a fresh character.

Instead, visit the security room and collect the supplies inside. Go through the yellow door and continue through the rooms until reaching another scientist near a locked door. Press C by default to open crafting, build a Crafting Bench near a power socket, then craft an Energy Brick. Use the Energy Brick at the cafeteria door. Once inside, grab the map and speak with the security guard.

Evacuate Sector via Manufacturing

After the security guard conversation, climb the plaza stairs and turn left. Grayson is bleeding beside a forklift. Speak with him to learn that a Power Cell is needed to repair the forklift and escape toward Manufacturing.

Find Someone Who Knows About Power Cells

Return to the bench and craft a Power Brick. Use it on the large locked door near reception, then follow the path to the elevator for Office Sector Level 3. Enter the portal and either fight or sprint past enemies if the chosen job is weak in combat.

Continue until another portal returns you to Office Sector Level 3. Cross the Executive Offices and head to Silo 3, where Dr. Mayfield provides the next objective.

Open Silo 3 to Retrieve Power Cells

Before opening Silo 3, visit the adjacent supply room. It contains an Anvil and useful materials, so repair gear if needed.

To open Silo 3, craft the Hacking Tool from a Controller, LCD Screen, and Infrared Emitter. The Controller requires a Computation Brick, which comes from defeating a Security Bot CPU that patrols the lab at night.

Enter the Portal to Recover Power Cells

After defeating the Security Bot CPU, craft the Hacking Tool and open Silo 3. Activate the panel inside to create a portal. Enemies in the next area are invulnerable, so running is the correct scientific method.

Reach the Bounty Basket building, climb to the second floor, open the vent, and follow it to an NPC who explains where the Power Cells are. Sneak past the enemies outside, cross the park, and enter the building with a clock above its double doors. The first Power Cell is on the roof.

Use the portal that appears, then continue through each section to collect two more Power Cells. The final portal returns the player to Office Sector Level 3.

Use Power Cell to Access Manufacturing Sector

Return to the forklift at the Manufacturing Sector entrance and install the Power Cells. This opens Manufacturing West and concludes the early main objectives for new players.

Manufacturing West contains tougher enemies, so repair equipment, stock healing items, and avoid treating a lab coat like armor.

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