EVERSPACE
33 Achievements
59-73h
Mr. Robot
Collect all subroutines.
3.1%
How to unlock the Mr. Robot achievement in EVERSPACE - Definitive Guide
You need an access key (usually drop from elite enemies once you kill them).
They are bright blue beams of light with a floating blue cube. They are found in locked rooms with "Special Equipment Containers".
Rather than waste a key, fly round the exterior of the room and look through the gaps. It'll be pretty obvious if there's a subroutine in there.
Fly close to one and you'll start a progress bar to download it.
Subroutines are an enhancement that can be collected in systems throughout the first 6 sectors from derelict Colonial stations. These wrecks often have an active security door or 2 which may house a subroutine which appears as a floating light blue cube rotating in an energy field. Opening these doors will require an access key which may be dropped by an elite unit, purchased from a trader or obtained from bonus resources at the start of a run. Due to the general rarity of these access keys, you should confirm that a door hides a subroutine by looking through damage to the outside walls of the station. Subroutines give powerful bonuses to your ship and equipment but may also hinder your progress with their debuffs. Some are only compatible with certain spacecraft and cannot be applied to all ships.
- Fuel Conservation - Saves between 0% and 50% of fuel when jumping but increases the jump charge duration and cooldown by 100%.
- Survival Instinct - For every damaged system receive a 20% weapon damage bonus.
- Beeline - Hostile homing missiles do not lock on player ship but player homing missiles do not lock on hostiles.
- Shadow Strike - Firing weapons while cloaked will leave the ship undetected but activating cloak will damage the ship by 25 hitpoints.
- Sensory Overload - All enemies and loot are visible on the radar (unlimited sensor range) but hull and shield bars of enemies are not visible.
- Daredevil - Weapons no longer require energy and deal 25% more damage but shield is permanently disabled.
- Devastator - Weapons deal 40% more damage but energy core recharge rate is lowered by 40%.
- Artisan - When crafting a primary weapon the weapon will be enhanced but secondary weapons can't be crafted.
- Thrust Diversion - Increases the ship's base speed by 30% but reduces the boost efficiency by 30%.
- Infinite Drift - 50% less collision damage but reduced inertia dampening (control).
- Hull Bonus - 5% more hull hitpoints.
- Armor Bonus - 5% more armor.
- Energy Bonus- 5% more energy capacity.
- Regeneration Bonus - 5% faster energy regeneration.
- Damage Bonus - Weapons deal 5% more damage.
- Jump Repairs - After each jump 5% of hull hitpoints are restored.
Keys can be obtained in various ways:
1) Purchase and exchange from merchants.
2)Destruction of elite opponents (Okar, GEB, Volnitsa).
3) When leveling up the “Additional equipment” perk, sometimes a key, or even several, is offered in the starter set
In the wreckage there are usually two red gateways, but there is a subroutine in only one of them. Before handing over the key, look through the holes in the case, there is a blue pillar with a subroutine in this gateway, this will save your keys and nerves)))
There is another option, but it only works if the God of Random reveres you)
ATTENTION YOU SHOULD NOT BE AT ENEMITY WITH THE GEB FOR THIS SCHEME!!!!
Sometimes along the way there are stations where you need to activate a certain number of generators; after activating them, a ship modification cell will open, which in turn will offer three random mods. We need the “DECODER” mod. It allows you to refuse access keys for the entire attempt and open everything and anything )
PS: The following is my guess, it has not been verified, but you can try this.
If the station does not have the required mod, save and exit, re-enter and activate the generators again, and so on until a successful attempt)))