Maia Guide

How to redeem '3rd Echelon' map - [DEPRECATED; GAMESPOT REMOVED THE PAGE] for Tom Clancy's Splinter Cell: Conviction

Full Maia Guide*

Overview

Some simple pointers on how to get started on Maia. *Like the game, this guide is a work in progress. I’ll add more things to the guide over time. You may be looking for The Official Wiki[www.maiawiki.com]

Getting Started/Controls

Controls

WSAD = Movement
Mousewheel = zoom in and out
Middle Mouse button = rotates camera
Left Mouse = Select Modes/ Open Mail
Mouse Over = item Information
H = Select Mode
J = Room Mode
K = Object Mode
Pause = Pause the game
f12 = Screenshot.
F5 = Save
F9 = Load

Debug:
-/+ Keypad = Modify game time speed. (This will not be in final game, so don’t report bugs!)
L = Lander arrives
Ctrl + T = Research
Z + X + Left Mouse = Fire!
Looking for other debug commands? You’ll find them in the console input section or guide.

Select Mode
Left Mouse = Follow Character/Select Rock to destroy.
Right Mouse = Delete Object

Room Mode
Left Mouse = Place Room
Ctrl + Left Mouse = Delete Room
Press 1-9 or q and e to cycle through different room types.

Object Mode
Left Mouse = Place Object
Ctrl + Left Mouse = Snap to grid placement.
R = Rotate Clockwise 45 Degrees
T = Rotate AntiClockwise 45 Degrees
Left Mouse + Mouse movement = Freeform Rotate
Left Mouse + Mouse movement + Ctrl = Freeform Rotate at 45 degree angles.

Press 1-9 or q and e to cycle through different Item types.

Building Objects

One of the first things you will need to do is build a workshop along with a workshop table and drill. Using these objects, colonists can start constucting other rooms and objects.

Clearing an area

You can get to select mode by clicking the hand at the bottom of the UI or pressing H. Then click the rock you wish to clear. Make sure there is a way for the IMP robot to get to the rock to clear it.

Building Materials

To gain building materials you will need to put minerals from the rock walls through a smelter. After building a smelter your colonists will take rocks to the machine. You’ll then need to click the machine to get it working. Colonists will come collect their resources and go off to work.

Rooms

The best way to keep everyone alive is to have a decent size of each room. See the rooms section of this guide for more information.
Ideally, you will want each room to be at least 3×3. Also it’s worth keeping in mind rooms can not be directly connected and will need room casing inbetween. Make sure you mine out large enough areas.

Warning!

Don’t clear rocks between the base and the outside world. Bad atmosphere will pour in to your base and asphyxiate your colonists.

Objective

Whilst in sandbox mode the objective is to keep everyone alive for as long as possible whilst building a functional base. There are currently a few standalone missions. In these your objective is to keep everyone alive whilst meeting the mission requirements.

Icons

#
Icon
Description
1
Displays help information
2
Mail! Once clicked shows an email you received
3
Opened/read email.
4
Tells you the power suppy at the point the email was sent
5
Someone in your base has died. Click to see how they died
6
There has been a research advancement
7
Solar Event Warning Alert
8
Cycles through emails
9
Loads a previous save
10
Saves current game.
11
This icon cycles you though the colonists
12
This icon cycles you though the creatures outside
13
This icon cycles you though the IMP Robots
14
Select mode. Clicking this means you are able to direct the IMP and select things
15
Room mode. Clicking this means you are able to build rooms
16
Object mode. Clicking this means you are able to place objects
17
Calls down more colonists
Appears when tracking object
Moves you to first person mode.

Room Types

Room Casing

Generic room.

Living Area

Somewhere for the colonists to rest.

Storage

With an atmosphere that’s not only controlled strictly, but also quite sternly, a storage room is neither too hot, too cold, too damp or even too bright. It’s a perfect place for a team of colonists to keep their inventory. It doesn’t even get dusty.

Workshop

Underfloor heating produces an almost forge-like ambience, as well as helping to keep busy craftspeople warm. Most importantly, a workshop offers the resource which is most critical to those engaged in practical activities, that being an abundance of power outlets

Research Lab

A science lab presents the opportunity for theoretical, technological and medical research, all within the same space. Science is not discreet and scientific disciplines overlap, so it makes perfect sense to create a space in which all research can be conducted, where ideas can cross-fertilize and where flights of fancy can be shot down before anyone gets carried away.

Hydroponics

So humid as to almost produce a state of constant rainfall, a hydroponics chamber is a photosynthesist’s paradise. It’s damp (with water carefully filtered), warm and well-lit, three things that mean it’s not entirely unappealing to other, perhaps unwanted lodgers.

Livestock Containment

Under the glare of warm UV lamps this is the perfect place to raise various forms of walking meat.

Medical

Illness and injury come to all sooner or later, while one colonist’s harm is another colonists excuse to indulge any Hippocratic habits they might have. As well as providing the equipment, pharmaceuticals and ambience conducive to recovery, a medical centre is equipped to allow colonists to self-medicate in moderation, should this be necessary.

Radiation Containment

(Needs to be unlocked using research)
A layer of lead, steel and reinforced concrete surrounds a reactor room, offering excellent containment in the unfortunate and really very unlikely event of a vessel breach. This ensures the highest chance of survivability for all those discerning enough to be outside of a reactor room during this inauspicious incident.

In Cave

In parts of the cave, you can place extra items to help preserve the base.

Outside

The area outside the base.

Room
Items
Room Casing
Red Glowstick*
Green Glowstick*
Atmosphere Generator*
Work Light*
Turret*
Uplighters*
Floor Lamp*
Air Ven System*
Living Area
Single Bed
Couch
Toilet
Table
Storage
Flywheel Energy Storage System
Material Hopper
Workshop
Workshop Table
Workshop Drill
Nanoscale 3D Printer
Microwave Smelter
Utility Robot
Research Lab
Computer Terminal
Tape Storage Drive
Fossil inspection stand
Lab table
Bum Support
Desk
Hydroponics
Hydroponic fruit tree
Hydroponic Planter
Livestock Containment
No Extra
Medical
Meat trolley
Intravenous drip
Radiation Containment
Fission Reactor
Fusion Reactor
Supercapacitor
Cave
Airlock
Bulkhead Door
Geothermal Generator
Shaped Mining Charge
Outside
Weather Station
Wind turbine
Solar Still
Seismic Station
Solar Array
Flag
Geothermal Generator
Shaped Mining Charge
Suit Refill Point

*Available in all rooms.

Placeable Objects A – L

Item
Description
Room
Image
Airlock
Enter and exit the base without letting out oxygen or letting in bad atmosphere
Cave

Air Vent System
Pulls atmopshere in or out of your rooms.
All Walls

Atmosphere Generator
Provides heat and breathable air for the colonists. It uses the largest amount of power. Left click to turn on and off.
All
Building Materials
Part of the constuction process
Currently in Storage Room
Bulkhead Door
Protective door for your base. Through research, it can be reinforced.
Cave
Bum Support
A chair for sitting
Research Lab
Computer Terminal
Does important research to improve your base. See reseach for more detail.
Research Lab
Couch
For Colonists to sit down and rest.
Living Area
Circuit Breakers
Turns power off and on in rooms
All Walls
Desk
A desk
Research Lab
Door
Enter and leave rooms. Sometimes they will speak to you.
All
Fission Reactor
Outputs power 5MW.
Radiation Containment
Flag
Waves in the wind
Outside
Flywheel Energy Storage System
Stores a small amount of energy
Storage
Fossil inspection stand
Can hold discovered fossils for colonists to gather research data from
Research Lab
Fusion Reactor
Source of power. Output: 10MW
Radiation Containment
Glowsticks
Glowstick to illuminate areas.Currently in blue and red. Can effect colonists emotions.
All
Geothermal Generator
Generates power using geothermal vents on Maia’s surface.
(Over vents) in caves and outsite
Hydroponic fruit tree
Provides food for colonists when grown
Hydroponics
Hydroponic Planter
Provides food for colonists when grown. Potato, kale, broccoli and carrots
Hydroponics
Intravenous drip
Treats paitents and provides food whilst they heal.
Medical

Placeable Objects M – Z

Material Hopper
Allows for the storage of Minerals
Storage
Meat trolley
Heals injured colonists when they rest upon the trolley
Medical
Microwave Communication Tower
Allows further research
Outside
Microwave Smelter
Turns minerals into
Workshop
Nanoscale 3D Printer
Prints out new IMP Robots
Workshop
Native Flora Sample Containers
Gain research from plants
Research
Necropsy table
Use to gain research from animal parts.
Research
Proximity Bounding Mine
Use to protect base from incoming creatures
Outside
Shaped Mining Charge
Watch out! Explosives!
Cave and Outside
Seismic Station
Allows for tracking earthquakes and gathering research data passively
Outside
Single Bed
A bed for a single person to rest
Living Area
Solar Array
Generates power from the sun
Outside

Solar Still
Creates water for colonists to use
Outside

Suit Refill Point
Refill point for colonists taking long journeys outside.
Outside

Supercapacitor
Stores large amounts of energy
Radiation Containment
Table
Table for colonists to sit round and eat.
Living area
Tape Storage Drive
Stores research data
Research Lab
Toilet
A Toilet
Living Area
Turret
Defends the base from creatures.
All
Uplighters
Lights for your colonists
All Rooms
Utility Robot
Repairs broken equipment
Workshop
Weather Station
Allows for tracking weather patterns and gathering research data passively
Outside
Wind turbine
Generates power from Maia’s winds
Outside
Work Light
A light
All
Workshop Drill
used for the construction of Mid tier objects
Workshop
Workshop Table
Allows for the construction of all other objects
Workshop

Colonist’s Needs

Your colonists have several needs. Here are the basic ones.

Food/Food Production

Food can be obtained via Ration Crates, Hydroponic Fruit Trees and eating Uberhuhns.

Food
Description
Image
Uberhuhns (Chickens)
After building a livestock cointainment, your chickens will start multiplying. You should never have less than 4 chickens. Colonists (and some other creatures) will eat chickens. Chickens will be drawn towards light sources.
Ration Packs
When starting a base, you will be given a limited amount of rations for your colony. Once these run out, they will start having to rely on other forms of nutrition.

Food can be obtained via Ration Crates, Hydroponic Fruit Trees, Hydroponic Planters and Uberhuhn.

Stats
Potato
Broccoli
Kale
Carrots
Hydroponic Fruit Tree
Light Requirement
High
High
High
High
High
Growth Rate
Low
Medium
Medium
High
Low
Food Kilojoules
High
Low
Low
Medium
High
Food Micronutrients
Low
High
High
High
High

Quick Note: Carrots grow 4x faster than Potatoes whilst Kale and Broccoli are 3x faster than Potatoes.

Water

Water can be obtained via water barrels. Solar Stills provide water and IMPs will carry the water barrels in to the storage room.

Atmosphere

Atmosphere can be generated via Atmosphere generators and Hydroponic Fruit Trees.

Rest

Colonists gain rest via sitting on the floor, sitting on a couch and sleeping in a Bed.

Social

Colonists need to have social contact with other team members to be happy. When happy, colonists will run to their jobs. Thes means happier colonists will be more productive.

Colonist Moods

Colonists now experience emotions. Emotions can be effected by colonists actions, their environment and even by other colonists! Their moods will normalise towards a general apathy in a neutral environment. Emotions are being added during the 0.49 update.

Happiness

Colonists moods will be improved by:

  • Social contact
  • Being active
  • Resting
  • Eating (and to a small extent drinking)
  • Being in well lit areas.

Happy colonists use more energy and do more work.

Sadness

Colonists moods will decrease when:

  • They are in dark rooms
  • They put dead colonists in body bags.
  • There is a lack of social contact
  • When surrounded by blue lighting.

Sad colonists eat less, do less work and use less energy. Sad colonists do not run.

Anger

Colonists may become angry if they become irritated. Incredibly sad or happy colonists won’t get angry.

  • Colonists will become angry when when:
  • Their mood is low/sad.
  • You deliberately antagonise them.
  • When their environment has a lot of red lighting
  • When equipment breaks repeatedly.
  • When their attempts at social interaction fail.

Angry colonists may ignore orders.. or worse.

Sanity

Sanity effects your colonist’s ability to work in a rational manner. Insane colonists may suffer from large mood swings, act irrationally and pose a danger to the mission.

Sanity can be effected by:

  • Witnessing death, or dealing with dead bodies.
  • Constant social isolation
  • Being left in dark rooms
  • Traumatic events such as animal attacks and explosions.

Robots

IMP Robot

The IMP Robot duties are: mining, moving minerals and water barrels, destroying plants.

You start with only one IMP but more can be created with the Nanoscale 3D Printer once you have built it in the workshop.

Mouse-over shows it’s current task (if any) and also power and lubrication.

Utility Robot

The Utility Robot will aid the colonists in their tasks. As of update 0.5 the Utility robot repairs broken items.

Repair Arm
The first type of Arm added for the Utility Robot is the Repair arm. This arm allows the robot to repair equipment around the base.

Minerals and Building Materials

As your IMP Robot digs out the cave walls it will find minerals. These minerals are used in the construction of the base. Currently every piece of cave has a mixture of different minerals.

The picture below is of the minerals that came from the area the IMP Robot just mined.

As you can see there is a mixture of different things in one piece of rock rather than soild ore blocks*.

In 0.49, Colonists will be able to turn minerals into building materials.

*This information may change as the game is developed

Temperature

Base temperature is now a measurable factor in Maia.
Hover over walls to see the temperature of that room. This will effect colonists in different ways.
It is possible for colonists to die from being too cold or too hot.

The caves of Maia are cold and dark, players can create heat by placing the new wall mounted space heaters as well as the existing atmosphere generators. Various other items create heat too, for example smelters, computers, human bodies, chickens and lights.

Hypothermia

Too Cold!
Colonists can die if they get too cold.

Colonist Breath

When the base is cold you will be able to see colonists breath. This breathing will speed up or slow down depending on how worn out the colonists are.

Hyperthermia

Too Hot!
Be careful not to make the rooms too hot as colonists will burn up, quite literally.

Email System

In the top left hand corner of the screen there is an email system. The colonists will use this to tell you important information about their needs.

Your first email will be an introduction to the email account. There is only room for 6 emails so make sure you delete them by right clicking the icon. The colonists will send you small poems and strange statements that give you clues on their current status. For example, a colonist may state that they need rest, this tell you that you made need to place a living area or bed.
The email system will also inform you of deaths and research.

Research

To progress your colonies research you will need to build a Research Lab and Computer. Building a Tape Storage Drive will enable you to store research.
At the moment, the research tiers are random.

Types of Reseach

Research is split into several fields.

  • Technological
  • Local Ecology
  • Material
  • Energy
  • Meteor Research

Colonist as they work and interact with the world gain each of these as Raw data, once they have a good amount they will input the data into a near by Computer Terminal. Once enough data is imputed the computer will process the information and produce a new Tech that could be used around the base, these Techs are automatically applied.

Setting up an Reseach Lab

Required:

  • 1 Computer Terminal – Lets colonists store knowledge they have gained and then is processed into new Tech.

Additional:

  • Tape Storage Drives – Allows for additional Research to be stored, these are required if you want to Research more than two Techs.
  • Fossil inspection stands – Not only do these store fossils that you have found, but colonists who interact with them gain additional raw data.
  • Native Flora Sample Containers – Colonists who interact with them gain additional raw data.
  • Necropsy Table – Used to preform Necropsies
  • Seismic Stations – Collects and transfers Raw data automatically when set-up correctly.
  • Weather Stations- Collects and transfers Raw data automatically when set-up correctly.

Creatures, Plants and Weather.

Maia’s Creatures

These are the Maia native creatures currently in the game:

Creature
Image
Description
Megacephalalgia
The largest of the known creatures, The Megacephalalgia is docile. However, It can become angered at fast moving obects.
Voxnocturnus
These molerat-like creatures only come out at night. They are not hostile but will chew through your eqipment if it’s placed near or in their habitat. They create burrows and the creature can be deterred by destorying them. The creature is inspired by synapsids.
Unknown
These aggressive protobird creatures may attack and enter your base looking for food. They really like the taste of Uberhuhn.

Plants

Currently the flora on Maia are a mixture of different kinds of native plants.
Yours colonists can study these plants by putting them in Native Flora Sample Containers.

Weather

Currently Maia’s weather changes rapidly. There’s solar flares, snowstorms and downpours of rain.

Fire!

Fire was introduced to the game in update 0.48.
Fire burns using the atmophere and fuel(objects). If an object gets too hot it will catch fire and spread to other objects as they receive heat from the flames.

Ways of putting out fires
  • Closing doors to prevent more atmophere entering the room
  • Allowing colonists to put out the flames when they have a suit on

Warning

Burning chickens can easily spread fire throughout your base and set other objects alight. This could lead to you loosing your colonists food supply. Consider locking the chickens away until it’s safe.

Explosives!

Shaped Mining Charge


The Shaped Mining Charge is able to cause cave-ins, remove material and overall be extremely destructive.

Yeild:20KJ/4.78011e-006kiloton

Left click to detonate!

Proximity Bounding Mine

These mines can be used to destroy creatures that come near it. Once used will need to be replaced.

Cats and Dogs

Each base starts of with a cat and a dog. In the current build these pets wander off into the wilderness.

Powering the Base

Powering the base is important and necessary to your colonies survival.

These objects generate power from various resources.

  • Wind Turbine
  • Solar Array
  • Fission Reactor
  • Fusion Reactor
  • Geothermal Generator

You can store the generated power in these machines.

  • FlyWheel Energy Storage System
  • Supercapacitor

Console Input

Press ` to enter the console.

Once in the console there are a few commands you can use to effect gameplay.

Instabuild

Typing “instabuild” or “u” into the console will automatically build all placed objects.

Earthquakes

input:
“earthquake”

Research

This command completes all research.

“research” or “r”

Colonists

Using the console you can effect some colonist states.

input: “all social 1.0” – This will make everyone’s social needs fully fulfilled.

input: “all social 0.0” – This will make everyone need social interactions.

Some other variables you can use are:

mood, irritation, and fatigue

Here’s some examples of how you can use these:

“all mood 1.0” – All the colonist’s moods will be high.

“all mood 0.5” – Everyone’s mood will become medium.

“all irritation 1.0” – Everyone becomes irritated, depending on their mood, they may become angry or be more sad.

“all fatigue 1.0” – This will max out fatigue and will kill everyone.

Spawning objects/creatures

To spawn a creature:

“spawn [ID of Object]” or “s [ID of Object]”

Some of these objects may not yet be implemented properly and as such may crash the game. Make sure you save before trying any of these.

Object/Creature
ID
Turret
0
Flag
1
Work Light
2
Blue Glow Stick
3
Red Glow Stick
4
TBA
5
Desk
6
Chair
7
Couch
8
Computer Terminal
9
Tape Storage Drive
10
Necropsy Table
11
Fossil inspection stand
12
TBA
13
Atmosphere Generator
14
Bed
15
Workshop Drill
16
Workshop Table
17
Nanoscale 3D Printer
18
Medical Bed
19
Medical IV
20
Scanner
21
TBA
22
Hopper
23
Fusion Reactor
24
Fission Reactor
25
Toilet
26
Shower
27
High Tech Table
28
Solar Still
29
TBA
30
Wind Turbine
31
Geothermal Generator
32
TBA
33
Solar Array
34
Supercapacitor
35
Weather Station
36
Seismic Station
37
Bulkhead Door
38
Door
39
Microwave Communication Tower
40
Native Flora Sample Container
41
Flywheel Energy Storage System
42
Suit Refill Point
43
TBA
44
Microwave Smelter
45
Shaped Mining Charge
46
Bounding Mine
47
TBA
48
TBA
49
Avian Feeder
50
Utility Robot
51
TBA
52
TBA
53
TBA
54
Airlock
55
TBA
56
Hydroponic Fruit Tree
57
Potato Planter
58
Kale Planter
59
Broccoli Planter
60
Carrot Planter
61
TBA
62
TBA
63
TBA
64
TBA
65
Uplighter (Wide)
66
Uplighter (Tight)
67
Floor Lamp
68
Air Vent System
69
BodyBag
100
Chicken
101
Dog
102
TBA
103
IMP Robot
104
Water Barrel
105
Fossil
106
Colonist
107
Yukka
108
Grass
109
Baytree
110
Minerals
111
TBA
112
Meteorite
113
Building Materials
114
Ration Pack
115
Cat
116
Megacephalalgia
117
Voxnocturnus
118
Unknown/Magpie
119
Debris
120
Debris Small
121
Araucaria
122
Cycad
123
TBA
124
TBA
125
Maxobjects
126

FAQ

If you’re having any issues with running the game please let us know.
You can either email us at support(at)maiagame.com or head over to the forums.

Also, please let me know if you want a certain thing added to the guide.

SteamSolo.com