???? SPOILER WARNING: Read ahead at your own risk! These preview blogs WILL SPOIL some of the surprises in the expansion. ????
Hello, it’s Tia and I’m back with our next preview blog of RimWorld - Anomaly! Also, mark your calendars: Anomaly releases on April 11, 2024. Wishlist now to be notified when it’s out! https://store.steampowered.com/app/2380740/RimWorld__Anomaly/ Check out our previous blog posts below:- Anomaly expansion and update 1.5 announced!
- Anomaly preview #1: Fleshbeasts, fleshmass heart, pit gate and dreadmeld
- [HERE] Anomaly preview #2: Containment facilities, creatures, and release date
- Anomaly preview #3: Coming soon!
- Anomaly preview #4: Coming soon!
CAPTURE: SHAMBLERS
The first step is to work out how to take down and capture these entities without killing them. The most straightforward entities are the walking corpses known as shamblers. Deadlife dust is a cloud of corrupted archites that raises any corpse it settles on as shamblers, repairing their rotting bodies for a time. It’s similar to the old resurrector mech serum, but far more twisted.
CAPTURE: REVENANTS
More difficult to capture is the revenant, a psychically-invisible human hunter that alternates between hunting people and hiding in its lair. The name “revenant” comes from an old outlander tale about an evil spectre that haunts a village and every night rips a victim’s soul from their body. It leaves the vacant body behind, keeping the soul enslaved in its own personal hell.

CAPTURE: METALHORROR INFESTATIONS
Someone is infested. Someone is not who they seem. But who? Metalhorrors are parasitic creatures that control their hosts with filaments spread throughout the nervous system. They imitate their hosts’ behavior nearly perfectly, manipulating them to find opportunities to secretly infest other colonists. As they multiply and grow in your colonists, they shed fleshy gray tissue - liquefied remains of their victims. If you find this tissue in your base, it is time to become suspicious and afraid.

CONTAINMENT PROTOCOLS
So you’ve damaged an anomalous entity enough that it’s incapacitated? And some of your colonists are still alive? Well done! Now you can contain it and experiment on it! ???? Have one of your colonists carry the downed entity to a holding spot. These primitive roped locations can briefly restrain the weakest entities. Here your colonists can study them for uncanny research.

RESEARCH & HARVEST
Once an entity is restrained, colonists can study it. To do this, you’ll need to ensure a colonist is assigned to dark research. This separate technology track gradually increases your knowledge of the dark archotech behind the incursion. It also teaches you more about rituals, archotechnology, serums, and weapons.
DARK ARTS AND CRAFTS
Now you have a regular supply of bioferrite, you can have fun with it - if your idea of fun is creating impossible monsters and strange machinery. (We know ours is.) If you build a bioferrite shaper workbench, you can craft new gear and weapons from the organic metal. The weapons include:- Nerve spiker: A crossbow loaded with toxic spikes that stun organic creatures.
- Incinerator: A terrifying flamethrower with an alternate-fire mode that produces a giant gout of flame (shared by the Hellcat assault rifle).
- Deadlife IEDs, mortars and packs: Distribution packs that allow you to raise shamblers from nearby corpses.
- Disruptor flares: Short-lived bioferrite beacons which stun psychic creatures and reveal invisible ones - useful for sightstealers and revenants.
- Voidsight serum: Increases dark research speed at the cost of sanity.
- Juggernaut serum: Increases strength, speed, and recovery time.
- Metalblood serum: Makes a person resilient to damage, but vulnerable to fire.
- Mind-numb serum: Deadens emotions, preventing mental breaks at the cost of stopping inspirations too.
