Other Safe Houses
You’ll find a number of Safe Houses as you progress through the STEM world of Union, including two in the Residential District, one near City Hall, one in the connecting tunnels of The Marrow, two in the Business District, and one in the Nature Preserve. Each Safe House has a Coffee Maker for full health recovery, a Save Terminal for saving your game, and a Mirror for travel back to Sebastian’s Room.
Port Computers
As Union breaks apart, the only way to reach other floating chunks of the town is via special Mobius computers placed in “ports” that allow Sebastian to teleport from chunk to chunk. These ports must be accessed by traveling through a dangerous, maze-like system of tunnels of a sub-layer of the STEM world known as The Marrow.
Pickup Items
We cover all of the items you can pick up in our Inventory chapter, but here’s a quick list including a note on why you should grab each one. Note that all weapons and collectibles are technically “pickup items” too—you find and pick up each one in the game to acquire it. However, we don’t list weapons or collectibles here. Check the Weapons & Equipment section of our Inventory chapter for the weapons list, and the Collectible Locations chapter and the Mysterious Objects appendix for the complete lists/locations of those items.
Craft & Upgrade
| Pickup Item | Function / Use |
|---|---|
|
Green Gel |
Substance necessary to acquire all skill upgrades |
|
Red Gel |
Substance necessary to unlock higher-level skill upgrades |
|
Weapon Parts |
Ingredients necessary for all weapon upgrades at a Workbench |
|
High-Grade Weapon Parts |
Ingredients necessary to unlock higher-level weapon upgrades at a Workbench |
Components
| Pickup Item | Function / Use |
|---|---|
|
Gunpowder |
Component necessary to craft all ammo items and crossbow bolts (except the Harpoon Bolt) |
|
Herb |
Component necessary to craft all health & recovery items |
|
Fuse |
Component necessary to craft Shock Bolt (along with Gunpowder) |
|
Metal Pipe |
Component necessary to craft Harpoon Bolt |
|
Smoke Powder |
Component necessary to craft Smoke Bolt (along with Gunpowder) |
|
Nails |
Component necessary to craft Explosive Bolt (along with Gunpowder) |
|
Condenser |
Component necessary to craft Freeze Bolt(along with Gunpowder) |
Health
| Pickup Item | Function / Use |
|---|---|
|
Medical Syringe |
Restores small amount of health |
|
Medical Kit |
Restores a moderate amount of health |
|
Medical Pouch |
Carry additional Medical Syringes |
Ammo
| Pickup Item | Function / Use |
|---|---|
|
Shock, Harpoon, Smoke, Explosive and Freeze Bolts |
Fired from Warden Crossbow |
|
Handgun Bullets |
Ammo for Semi-Automatic Handgun, Laser-Sighted Handgun, Silenced Handgun, Revolver |
|
Shotgun Shells |
Ammo for Sawed-Off Shotgun, Full-Barreled Shotgun, Double-Barreled Shotgun |
|
Sniper Rifle Cartridges |
Ammo for Sniper Rifle |
|
Assault Rifle Cartridges |
Ammo for Assault Rifle (Not a Pickup Item, can only be crafted at Workbench) |
|
Magnum Rounds |
Ammo for Magnum pistol (Not a Pickup Item, can only be crafted at Workbench) |
|
Flamethrower Fuel |
Ammo for Flamethrower (Not a Pickup Item, can only be crafted at Workbench) |
|
Handgun Ammo Pouch |
Carry additional Handgun Bullets |
|
Shotgun Ammo Pouch |
Carry additional Shotgun Shells |
|
Sniper Rifle Ammo Pouch |
Carry additional Sniper Rifle Cartridges |
|
Assault Rifle Ammo Pouch |
Carry additional Assault Rifle Cartridges |
|
Warden Crossbow Ammo Pouch |
Carry additional crossbow bolts (all types) |
Special Weapons
| Pickup Item | Function / Use |
|---|---|
|
Hand Axe |
One-hit kill on most enemies (single use only) |
|
Broken Sniper Rifle |
Combine with Sniper Rifle Parts to create working rifle |
|
Sniper Rifle Parts |
Combine with Broken Sniper Rifle to create working rifle |
|
Broken Flamethrower |
Combine with Flamethrower Fuel Tanks to create working weapon |
|
Flamethrower Fuel Tank |
Combine with Broken Flamethrower to create working weapon |
Key Items
| Pickup Item | Function / Use |
|---|---|
|
Sealed Hospital Ward Keycard |
Escape hospital ward |
|
Union Security Card |
Code to open security door |
|
Lily Doll |
Trigger Sebastian’s vision |
|
Myra Doll |
Trigger Sebastian’s vision |
|
Gas Mask |
Survive gas-filled tunnels in The Marrow |
|
Harrison’s Communicator |
Activate the Stable Field Emitter in City Hall |
|
Roses |
Place in vase in City Hall for photograph |
|
Emerald Necklace |
Place on mannequin in City Hall for photograph |
|
Unity Cerebral Chip |
Get past security gate in Restricted Labs |
|
Storage Room Key |
Opens the storage room near the Post Plus office. |
|
Crank Handle |
Used in catacombs to open something. |
Other Items
| Pickup Item | Function / Use |
|---|---|
|
Bottle |
Toss to distract enemies, or (when Bottle Break skill is acquired) use to break out of enemy grab attacks |
Resonance Points
Your Communicator is a sensitive device that can pick up signals of past events in the STEM world. These events are called Resonance Points. When the Communicator detects one of these resonances, a waveform appears at the upper left of your screen. Equip the Communicator and move it so the waveform is centered and then lock onto it. When locked on to a Resonance Point, the Communicator’s screen shows the distance in meters to the phenomenon.
Fallen Mobius Operatives
In many cases, the resonating event of a Resonance Point is the demise of a Mobius agent out in the field. If you lock onto the signal, a “Fallen Mobius Operative” icon appears on your Communicator map. Set a waypoint atop the icon and follow it to that spot to find a resource pickup on the fallen soldier: ammo or health items, usually, but in one case you recover the broken pieces of a very potent weapon: the Sniper Rifle.
Residual Memories
In other cases, the signal leads to a very powerful type of resonance called a Residual Memory. This is a past incident so emotionally charged that it continues to exist in a ghostlike state in the STEM world. Shadowy apparitions flicker at each Residual Memory’s location. Approach these dark figures with your Communicator equipped and “tune in” the memory; the apparitions sharpen and turn white, and you hear their full interaction.
Collectibles
When you open your Communicator menu, you see a sub-menu entitled “Files.” The Files sub-menu includes all three types of in-game collectible items: Files (40 total), Residual Memories (24 total), and Slides (11 total). It also catalogs all of the Tutorials you unlock as you move through the game.
For a full chapter-by-chapter list of these collectibles and their locations, check out our Collectible Locations chapter.
Files
The forty Files include a variety of documents, both physical (journals, photographs, reports in envelopes, letters) and digital (files on computers, logs on Communicators). Typically, they’re found sitting on desks or tables, but some are stashed in less visible or obvious places, so keep a sharp eye out.
Residual Memories
A Residual Memory is a particularly strong form of Resonance Point. For a full explanation of Residual Memories and how to find them, check out our section on Resonance Points earlier in this chapter.
Slides
A slide is an old-fashioned photographic transparency framed in a cardboard mount. You can find eleven slides around Union. Some are available for pickup when you first enter an area, but others appear only after you complete special tasks. View each slide by loading it into the slide projector sitting on a desk in Sebastian’s Room. Once the photo is projected on the whiteboard across the room, be sure to select “Talk to Kidman” to trigger a conversation inspired by the image. You must collect the first ten slides and talk to Kidman about all of them in order to unlock an event that produces the eleventh slide.