Pit gate

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Revision as of 00:04, 6 May 2024 by Ceclectic405 (talk | contribs) (Added a small detail regarding dumping wastepacks in the pit.)
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Pit gate

Pit gate

Base Stats

Type
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The Pit Gate is an Advanced-Level Entity in the Anomaly DLC. Upon spawning a countdown will appear giving the player time to prepare for the incoming wave of fleshbeasts. The player may let colonists enter the Pit Gate to defeat the source of the Pit Gate.

Occurrence

It is one possible outcome of a void provocation, however it may also spawn as a random Event ritual.[Detail][Other ways?] Encountering the dreadmeld inside the pit unlocks the Provoke Pit Gate ritual, which can be used to summon more pit gates.

Summary

The pit gate initially appears as an "underground emergence". After 5,000 ticks (2 in-game hours) to 20,000 ticks (8 in-game hours), the emergence will open up into a pit gate, and several fleshbeasts will emerge to attack your colony.

After the fleshbeasts have been dealt with, it is possible to use the pit gate to travel to the undercave, a pocket map located underground, and infested with fleshmass. In order to remove the pit gate, you must send in a group of colonists to navigate the caverns, then destroy the dreadmeld that resides within.

Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed.

As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.

There does not appear to be any negative effects for leaving pollutionContent added by the Biotech DLC or toxic wastepacksContent added by the Biotech DLC in the pit gate's undercave, even after it has collapsed.[Smog?] Since Fleshbeasts are not immune to toxic buildup, dumping wastepacks inside and setting them on fire is an easy way to deal with the pit.

Analysis

Version history

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