Surviving Mars Wiki

Mysteries are in-game storylines that usually contain a potentially harmful or alien element. Only one Mars and one Asteroid mystery may take place during a game.

Mars Mysteries

Mars mysteries start between 1 and 15 Sols after certain requirements are met. Every mystery will grant a random wonder technology if successfully completed. If all wonder technologies have been researched the mystery will grant a breakthrough instead.

Mystery Objectives (effects) Can be failed Requirements Difficulty
The Power of Three
  1. Investigate the Mystery Cube anomaly (unlocks Dark Spectrometry technology)
  2. Research the Dark Spectrometry technology (   Cube decorations)
  3. Decide what do do with the Black Cubes
    1. Store 150 Black Cubes (random Wonder or Breakthrough technology)
    2. Destroy 150 Black Cubes (random Wonder or Breakthrough technology)
    3. Use 384 Black Cubes (random Wonder or Breakthrough technology)
  4. (optional) Investigate the Cube Disaster anomaly (unlocks S.H.E.P.I.D. technology, working concrete extractor needed)
  5. (optional) Research the S.H.E.P.I.D. technology (Sensor Towers protect buildings)
Yes (too much time passes) 100   Colonists 20%
Inner Light
  1. Research the Dream Simulation technology (Applicant with the Genius trait)
  2. Have at least 100 colonists with the Dreamer trait (random Wonder or Breakthrough technology, Dreamer trait gives +15 productivity)
  3. (optional) Build a Cloning Vat (2000   Research)
No 100   Colonists 20%
Beyond Earth
  1. Research the Beyond Earth Initiative technology (repeatable, allows choosing a project)
  2. Complete 3 of the 4 projects by supplying 4 Rockets for each
    1. Aldrin Base requires 30     Advanced Resources (10 Scientist Applicants, +25% Fusion Reactors Power Production)
    2. Spring City requires 80   Polymers (10 Botanist Applicants, 10 Geologist Applicants,   Ganymede Rice crop)
    3. Port Vesta requires 80   Electronics (-5% cost of Robotics techs, +20% Extractor Production)
    4. Rubicon Station requires 200   Metals first time, 120   Metals subsequent ($200M Funding, -10% cost of Physics and Engineering techs)
Yes (too much time passes) 120   Colonists 20%
The Philosopher's Stone
  1. Research the Crystalline Entity Properties technology (crystals can be connected to the   Power grid)
  2. Power an Alien Crystal (powered crystals scan their sector and produce 1-2   Rare Metals per Sol)
  3. Decide what to do with the crystals
    1. Power all Alien Crystals (random Wonder or Breakthrough technology, 100   Electronics, 100   Machine Parts)
    2. Destroy all Alien Crystals (additional   Research)
No 5 Sectors scanned 20%
The Dredgers
  1. Investigate the Dredger Encounter anomaly (additional Funding)
  2. Research the Dredger Morphology technology, every investigated Dredger brings 50% research progress (detects future landings)
  3. Research the Dredger Wavelength Decoding technology, every destroyed Dredger brings 50% research progress (can destroy Dredgers)
  4. Decide your motivation
    1. The prosperity of our Colony is our first and only concern... ($250M Funding)
    2. This is not an act of aggression but instead a step towards mutual understanding... (50 Applicants)
  5. Decide what to do with the Dredgenaught
    1. Wait for it to leave (random Wonder or Breakthrough technology, unlock Magnetic Extraction technology)
    2. Destroy it (random Wonder or Breakthrough technology, unlock the Xeno-Extraction technology, and 100   Concrete, 100   Rare Metals)
No 100   Colonists 40%
Artificial Intelligence
  1. Build a   Network Node ($500M Funding)
  2. Build a second   Network Node ($1000M Funding)
  3. Decide what to do with Number Six
    1. Delay your decision and try to negotiate with the corporation and Number Six.
    2. Purge Number Six.
    3. Insert Number Six into the Colony’s systems. (2500   Research)
  4. Research the Number Six Tracing technology (discover 10 Server Hive anomalies)
  5. Investigate 10 Server Hive anomalies (capture Number Six)
  6. Decide what to do with Number Six
    1. Purge the AI. (random Wonder or Breakthrough technology)
    2. Let it run in a closed environment forever. (random Wonder or Breakthrough technology, 10% reduced research costs)
No 100   Colonists 40%
  1. Research the Sphere Protection technology (spheres no longer drain Health)
  2. Research the Purpose of the Spheres technology (  Power Decoy)
  3. Construct a   Power Decoy (traps spheres)
  4. Research the Xeno-Terraforming technology (spheres can be destroyed)
  5. Dismantle all spheres (50   Metal,   Rare Metals, or   Polymers for each, random Wonder or Breakthrough technology)
No 100   Colonists 40%
St. Elmo's Fire
  1. Research the St. Elmo's Fire technology
  2. Construct a   Large Water Tank and fill it with   Water (unlocks Will of the Wisp technology)
  3. Research the Will of the Wisp technology (  Light Trap)
  4. Construct a   Light Trap (   Wisp Lamp decorations)
  5. Trap 30 wisps
  6. Decide what to do with the wisps
    1. Symbiotic coexistence. (random Wonder or Breakthrough technology, Light Traps produce   Power)
    2. Experiment upon them. (random Wonder or Breakthrough technology, Light Traps produce   Research)
  7. (optional) Investigate the Sinkhole anomaly (choice between 25   Polymers or 2500   Research)
No 100   Colonists 40%
The Last War
  1. Decide whether Earth can change
    1. Only united can we hope to conquer the void. (+5% War Tension)
    2. Earth won't change. (50 Applicants, +10% War Tension)
  2. Decide whether to land the 1st Refugee Rocket
    1. Land (20 Colonists with the Refugee trait, -5% War Tension)
    2. Wait until refugees die in orbit (+5% War Tension)
  3. Decide whether to submit to the UN inspection
    1. Submit to UN inspection. (-10 Morale)
    2. Deny allegations. (+10% War Tension)
  4. Brace for a temporary cutoff in rockets and recurring meteor bombardment to the colony
  5. (optional) Deliver necessary resources to recurring incoming supply rockets for 30   Rare Metals (-10% War Tension for each rocket delivered)
  6. Decide whether to land the 2nd Refugee Rocket
    1. Land (50 Colonists with the Refugee trait, -10% War Tension)
    2. Wait until refugees die in orbit (+5% War Tension)
  7. Decide whether to land the 3rd Refugee Rocket
    1. Land (100 Colonists with the Refugee trait, -20% War Tension)
    2. Wait until refugees die in orbit (+5% War Tension)
  8. Deliver necessary resources to the final supply rockets (-30% War Tension for each rocket delivered)
    1. 1st rocket: 100   Rare Metals
    2. 2nd rocket: 400   Metals
    3. 3rd rocket: 200   Electronics
    4. 4th rocket: 200   Machine Parts
    5. 5th rocket: 200   Food
  9. (optional) Do not let 10 Colonists die of non-natural causes (else +5% War Tension)
Yes (War Tension reaches 100%) 150   Colonists 60%
  1. Research the Wildfire Cure technology, every medical brings 5% research progress up to 50% (  Curetato Crop, medical buildings remove the Infected trait)
  2. Cure all Colonists (50 Colonists with the Refugee trait)
  3. Export Wildfire Cures to Earth (random Wonder or Breakthrough technology, $200 M Funding for each export after the infection is cured)
  4. (optional) Investigate the crashed satellite anomaly
Yes (Infection reaches level 5) 100   Colonists 60%
  1. Investigate the EsoCorp Rover anomaly
  2. Decide what to do with the information
    1. Expose EsoCorp (choice between Applicants with rare traits or $1500M Funding)
      1. Research the Defense Turret technology (  Defense Turrets)
      2. Defeat the first invasion wave (  Repaired EsoCorp Rovers)
      3. Defeat the second invasion wave (random Wonder or Breakthrough technology)
    2. Blackmail Esocorp (choice between $500M Funding, 30   Rare Metals or a breakthrough technology but 15% of the Colonists will become Renegades)
    3. Keep the secret (can keep repairing EsoCorp rovers)
  3. (optional) Repair the EsoCorp rovers ($500M Funding each)
Yes (Colony is destroyed) 100   Colonists 60%
  1. Investigate timed anomalies (10   Metal or 1000-1500   Research each)
  2. Survive the Ion Storm (unlocks Ion Storm Prediction technology)
  3. Research the Ion Storm Prediction technology (predicts Ion Storms)
  4. Survive the Ion Storms (unlocks Dream Reality technology)
  5. Construct   Project Morpheus within 20 Sols (random Wonder or Breakthrough technology)
Yes (fail to construct Project Morpheus) 120   Colonists 60%

Hard Mysteries mechanics

War Tension

The Last War mystery features a mechanic called War Tension which measures how close the war on Earth is from becoming a nuclear war. It increases at a rate of 1% per Sol and can be increased or lowered by mystery choices. There are three possible outcomes of the mystery depending on War Tension:

  • If War Tension is reduced to 0%, the war ends with a peace treaty. Resupply becomes available at reduced costs, there is a spike in applicants, and one random technology is gained.
  • If War Tension doesn't reach 0% or 100% in 100 Sols, the war will end with the Second Cold War. Resupply becomes available but costs are increased by 50% for 50 Sols.
  • If War Tension reaches 100%, a nuclear war will start. Export, Research Outsourcing and Resupply will become unavailable. 50 Sols later contact with the remaining humans is reestablished. Passenger Rockets become available again but nothing else and all applicants will have the Refugee quirk.

Infection Level

Wildfire features a mechanic called Infection Level which measures how close the infection on Earth is from eradicating all humans. It increases every time an Earthsick Infected colonist leaves Mars and is reduced every time a Rocket loaded with the Wildfire Cure is sent to Earth. It goes through 5 levels, with the following effects:

  1. Contained - initial stage
  2. Endemic - export prices increase
  3. Epidemic - applicant pool depleted
  4. Pandemic - resupply costs increase
  5. Extinction - most of Earth's population is dead and Export, Research Outsourcing and Resupply will become unavailable. 50 Sols later contact with the surviving humans is reestablished and Export, Research Outsourcing and Resupply become available again.

Marsgate Invasion

Between 10 and 30 Sols after the Marsgate trial if you exposed EsoCorp you will be notified that EsoCorp rovers are approaching Mars and gain access to the inexpensive Defense Turret Breakthrough. A few days later the first wave will arrive and EsoCorp rovers will descend all over the map. They will advance towards the colony and bombard anything within range with missiles, while Defense Turrets will counter them. It should be noted that Defense Turrets have greater range than EsoCorp rovers. The maintenance bar will act as a health bar. Once the first wave will be destroyed the second wave will approach but you will be notified that destroyed EsoCorp rovers can be repaired and used or salvaged for resources. Once the second wave is destroyed the mystery ends and you will gain the random Wonder or Breakthrough technology.

Metatron Ion Storms

The Metatron mystery will eventually start creating ion storms, artificial disasters that disables all out-dome buildings within a certain radius. Metatron sends up to five ion storms at once and each one continues for several sols.

Asteroid Mysteries

Asteroid mysteries will trigger shortly after landing on certain asteroids.

Mystery Objectives (effects)
Dangerous Radiation
  1. Investigate 3 Radiation Source anomalies
    1. Use the RC Explorer, we can't risk anything else.
    2. Use Drones, we must ensure this gets cleared quickly. (lose 2 drones)
    3. Send in colonists, opportunities like this are rare. (2 or 3 colonists die)
  2. Investigate the Radiation Source anomaly (2   Exotic Minerals deposits, 1   Water deposit, morale boost for all colonists on the asteroid)
Rocket Malfunction
  1. Investigate the first Foreign Materials anomaly (1500   Research)
  2. Investigate the second Foreign Materials anomaly (1500   Research)
  3. Investigate the Potential Third Device anomaly (30   Electronics, choice to increase the Comfort of certain colonist specializations)
  4. (optional) Supply the Asteroid Lander with 20   Electronics (allows the Asteroid Lander to take off again)
Signs of Organic Matter
  1. Investigate 10 Strange Markings anomalies (choice to increase the Morale of certain colonist specializations)
  2. Investigate 5 Additional Irregularities anomalies (choice between 10   Electronics, 2800   Research or 50% progress towards a technology)
  3. Investigate 5 Potential Satellite Samples anomalies ($400M Funding)
This is the rover we are looking for!
  1. Investigate the A Rover...? anomaly
  2. Decide what to do with the rover and the data
    1. Our asteroid, our rover! (50   Metals, 30   Electronics, 12   Polymers, option to pay $300M for an Engineer Morale increase)
    2. This is not our business.
    3. The owner is probably most interested in the data. (50   Metals, 30   Electronics, 12   Polymers, $300M)
A Dying Wish
  1. Bring the Tourist with the Astronomer trait to Mars (1 Tourist)
  2. Bring the Tourist with the Astronomer trait to the mystery asteroid
  3. Support the Tourist with the Astronomer trait for 2 Sols
Game concepts
Governance   Commander Profile  Sponsors  Domes  Buildings  Colonists  Research  Resources  Exploration
Utilities   Drones  RC vehicles  Rockets
Events   Disasters  Mysteries  Milestones  Wonders
Meta   Modding  Mods  Patches  Developer diaries  Achievements  Communities  IRC