| “ | Something huge has cropped up on my scanners! A dark, swirly-skied planet is dead ahead. It's covered in a giant storm, but beneath the dark swirls my scanners detect hazy, indistinct heat signatures and a multitude of structures... A thunderous world is probably an improvement over this mind-bogglingly empty vacuum. Should I initiate the landing protocol, Captain? | ” |
— A.S.T.R.O.'s first impression of Phobonos.
Description[]
Phobonos is a planet in the game, 60 Parsecs! that you and your crew can land on.
From the space, the planet appears as dark, with swirly red-colored. Upon arrival, you'll find that constant storms completely engulf the atmosphere and the surface has experienced a number of wars and traumas. Countless structures litter the surface along with evidence of several wars fought throughout the planet's history.
The planet Phobonos is inhabited by two groups of Phoboians. Those known as the Vactrains and those known as the Silo 476’ers. The Vactrains have a station known as the Vactrain Central which should connect to various Silos stockpiled with food and resources. Silo 476 is one of those silos.
Gameplay[]
Phobonos is a very hostile planet. The constant war has many residents doing anything for survival or for safety, so your crew usually ends affected negatively if they cross paths with the planet's natives. Events are usually based around some beings attempting to cause incoveniences to the crew, and sometimes bombs fall nearby either leaving you with the task of defusing them or to get through the effect of a reality-altering nuclear bomb.
In expeditions, only Chemicals and Minerals are available for collection with Expedition System level 1, and the first few locations require items craftable with Crafting Module level 2. Most locations have 2 or 3 hazards, making it necessary to bring more items for a safe expedition, thus making events in the shuttle slightly more dangerous.
Phobonos Haven Ending (Good)[]
Phobonos Haven Ending
- One day you'll receive a transmision asking for help, you'll be asked if you want to investigate it.
- You'll bring a Phobian inside the shuttle, it appears to be in poor health. You'll be asked if you want to help it recover and will be given three item choices: Mask, First Aid Kit, or Tape.
- After using one of the items, the Phobian will be in a better shape, though it will still feel bad.
- Some days after, you'll be asked if you want to use something else to help the Phobian recover. The item options will be the other two items you didn't use in the first recovery event.
- After it's healed, the Phobian will leave the shuttle, and will tip you some information about a Haven in the planet. It tells you that you should go check the Fortress, since there everyone will receive you with open arms. The Fortress will be unlocked for expedition.
- After exploring the Fortress, you'll find that you were lied to, and that your sent crewmate was taken hostage and thrown into a prison, where they met a Phobian that actually knows of a haven in Phobonos. You'll be left waiting a few days to be contacted by the Haven residents.
- Another ending can branch off here, if instead the surivial situation come up where A.S.T.R.O take a few day to translate a message from the phobian's signal (which happen only if the objective doesn't say "WAIT FOR HAVEN'S CALL"), it will lead down the ending path where the crew is tasked with exploring Radiozone and Glade.
- When they contact you, they want to ask you for proof about wheter the planet is actually habitable outside of the Haven. You'll be asked for 40 Chemicals, when you give them away, you'll be left waiting a few more days for contact from the Haven.
- A while after, you'll find that the Haven residents have accepted to let you in and a friendly Phobian will come for you, but some of the aggresive Phobians from the fortress, including the one you helped earlier, are chasing you and the friendly Phobian. You'll have to pick a crew-attributed decision: Agility, Intelligence, or Strength.
- If you are succesful, you'll be safely scorted to the Haven, and the adventure will be over.

Secret Haven Ending (Good)[]
- For this ending is the same as the Haven ending, the only difference is to try not to send any expeditions trip to glade and radiozone during the wailing transmission.
- Following the healing of the sick phobian and sending an expedition to the fortress, you would receive a transmission where it would ask if you trust the phobian who was imprisoned say there is a real haven somewhere, say yes.
Plain Wailing:[]
Captain, our communication equipment is detecting something. I don't think it's a transmission. I think it's a... a wail. Something is crying out for help nearby! Would you like to go and investigate?
Say Yes:[]
- You went out to investigate the eerie crying sound on the stormy dystopian plains, and came back with a stumbling little alien! It seems weak, possibly injured, and as lonely as an emergency escape pod flying through the cosmos. You brought it in and propped it up in a corner. +"Secret Haven" Ending begins
Say No:[]
- ???
Treat The Strange Creature:[]
The little alien we collected from the planet's ruined plains appears to be very, very unwell. You could tret the lost alien in a few ways. How do you want to help it, Captain?

Use Mask:[]
- You squatted next to the sick little alien we picked up from the plains outside and presented it with a new mask. It snatched the mask and turned away in shame, then quickly swapped its old broken apparatus for the new one. It took a deep breath and turned back face to us. Clearly that was just the extraterrestrial doctor ordered! -Mask +"Secret Haven" Ending continues
Use First Aid Kit:[]
- After studying the little weak alien we found outside, you decided to treat is nastier wound you pulled down our first aid kit from the wall before extracting some ustensils, ointments and bandages. Then you got to work. The creature's wounded leg is now tightly wrapped up, cleaned, and sanitised. You can see its beedy eyes through its goggles beaming at you in gratitude +"Secret Haven" Ending continues
Use Tape:[]
- After studying the little weak alien a bit more, you decided to help it out. You grabbed the duct tape roller and went work on the tear in its protective suit. The creature studied the shining, wondrous material on its arm. It looked at you in awe. If only Astrocitizen HQ could know how effectively you were spreading awareness of human power and advancement across the galaxy, sir/ma'am! +"Secret Haven" Ending continues
Use Nothing:[]
- ???
Cure The Phobian:[]
1. (If Mask was used on the event "Treat The Strange Creature") ???
2. (If Medkit was used on the event "Treat The Strange Creature") You decided to perform first aid on the sick alien visitor's leg. Now it looks about more calmly! But, it still shivers with anxiety and pain. What would like to use to help it now?
3. (If Tape was used on the event "Treat The Strange Creature") After we collected the little Phobian from the plain, you thought it best if we tape up the sick alien's torn suit. Once its suit pressurised properly, it breathed a sigh of relief. But, it still ins't in tip-top shape. Use something else to help it out?

Use Mask/First Aid Kit/Tape:[]
- After a couple of hours' rest, the little alien in the shuttle seems cogent and breathing more easily... And he just sopke a broken English! These Phobians must be sharp as stalagmites if they can pick up a language so quickly. -Mask | The lonely Phobian explains that it is an Exile, cast out from its home, Silo 1799. It believed the world outside was safe after it found records of a paradise zone to the west, untouched by war or fallout. But saying such a thing is taboo in their race's agoraphoic, post-war culture. The Exile marks the haven fortress on your map and suggests we visit. Perhaps you can spare someone for the journey, Captain? +Add expedition location "Fortress" +???
Use Nothing:[]
- ???
A Real Haven?:[]
Remember, sir, that your crewmate was imprisoned in the fortress with a Phobian who said they came from a real safe enclave. A real haven! Apparently it is nestled between two dangerous hazards far to the northeast ; a radioactive zone, and a mysterious forest glade. We've been caught out before, Captain, but would this death row prisoner lie...? Should we head out for the apparently real haven?

Say Yes:[]
- You decided that the Phobian your crewmate was imprisoned with was probably telling the truth about the existence of a real paradise on Phobonos. You sent of with their directions in hand, and returned a few hours later with surprising news - this haven IS real! You came upon its walls, and were hailed by a Phobian who reconised you. You parlayed with the Phobians at the haven. They seemed open to letting you in, but needed to work out terms. You decided to return to the shuttle in the darkening Phobian night. I hope we'll hear from them soon. +"Secret Haven" Ending continues
Say No:[]
- ???
Resource Sharing:[]
1. (1st time) A Phobian is approaching the shuttle, looking about itself warily and clutching its shoulders, and hailing us. It's th one from the real haven! It came with good news. The Phobians will let us alive in their walled paradise on one condition: we prove the world outside is habitable. They haven't left the enclave in decades and wish to see substances that have been subjected to the non-haven atmosphere for testing. They ask for 40 chemical samples. Hand them over?
2. (2nd time) A figure approaches in the distance - it's the Phobian from the haven again! It doesn't seem comfortable being out here in the wastelands. "Still want in haven? Give chemicals." Hand over 40 chemical samples samples, sir?

Say Yes:[]
- (With enough resources) The Phobian from the haven who demanded proof of the world's contamination levels nodded in acceptance when you handed over the chemicals we had gathered. -40 chemical samples | It placed them in a conical container which it then carried away on its head, saying it would return once they had performed some tests. A new home could be around the corner, Captain! +"Secret Haven" Ending continues
- (With not enough resources) The Phobian from the haven, who demanded chemicals, was a little confused when you sais "yes" then failed to find the goods. "I swore I had some in here", you muttered, searching through the shuttle's containers. The Phobian cocked its head and withdrew from the shuttle, saying it would return another time.
Say No:[]
- ???
Escape To The Haven:[]
In the distance, a Phobian is flying towards us on a high-powered vehicle. I believe it's one who wants to take us to the haven, sir! But wait, something is in tow... No - it's a barbarian cavalcade! Helmed by the little freak we helped out days ago! The Phobian from the haven pulls up. "Haven you can come! But help with THEM" It screams, frantically pointing at the neon drenched convoy billowing towards us. We can try to find a good hiding post, fight the impending troupe head-on, or hop on the vehicle and run, sir. At this point, I'm not sure which option is the best!

Show Strength:[]
- ???
- ???
Show Intelligence:[]
- The friendly Phobian was rapidly approching, with the legion of horribles in tow. You quickly remebered that among the planet's many pillbow-like bunkers, several were nearby and at least one was probably a good hiding place. You grabbed the Phobian and your crew and picked a hiding place... You chose wisely! Grabbing the friendly Phobian, you ducked into a bunker which clearly had stairs running down the inside. You worked your way through the silo corridors, and used an emergency exit to double back on the barbarians. Once you finished watching them trek into the pillbox after you, you closed the two-ton door behind them and made off for the haven with your Phobian pal. (Win)
- ???
Show Agility:[]
- ???
- ???
Cold Wars Ending (Good)[]
Mysterious Whistle:[]
Captain, the mysterious signal detected nearby turned out to be aliens! The chatter sounds like walkie-talkie comms emanating from a ruined alien tunnel that runs off into deep darkness. What would you like to explore the tunnel with? Some protection, a weapon, or a light source would be wise as a bare minimum.

Use Lighter/Armor:[]
- You went creeping into the alien tunnel nearby with trepidation. You had only just come upon a warped station platform when a group of aliens appeard and aimed weapons at you! They must have been watching us for some times as they were able to speak in a broken, aproximated English. They said they need our help. They run Vactain Central, a planet-wide vacuum tunnel system links countless supply stockpiles all over Phobonos. However the inhabitants of neighbouring Silo 476 are too dangerous to connect with. Apparently the war was wrecked this world was started by the 476ers over 200 years ago. They asked for our help when times comes. +???
Use Gun:[]
- Not long after you left to explore the tunnel nearby, gun in hand, an explosion rang out and dust billowed forth from its dark mouth. You came stumbling out, bleeding and bruised. You found a warped train platform and met some Phobians who didn't like the gun you hoisted! They fired upon you and destroyed the tunnel you were in. Close call, Captain.
Use Nothing:[]
- You decided not to explore the tunnel shaft nearby. The chatter from within IS rather off-putting. However, Captain, I must recommend you have a look at some point. It appears to have rails along the bottom, as if it's part of a transport network. It may help secure our long-term survival on this desolate world.
Representative Of Silo 476:[]
An alien is knocking at our door, sir/ma'am! It speaks through its mask in broken English just like the ones from Vactrain Central. Exept this one says it is from Silo 476... so the "bad guys"? The more it talks, the more complicated things get. "Nobody know how war start, but everyone know who vactrain have - Vactrain Central! We kill them. Help us. Or their side you on." Side with the aliens from Silo 476?

Say Yes:[]
- You agreed to help the masked creature from Silo 476. It nodded and made a barely perceptible bow. It said it would come back with a plan of attack to get rid of the fools at Vactrain Central once and for all. +???
Say No:[]
- ???
Energy Drill (Silo 476):[]
1. (1st time) A masked creature from Silo 476 aproaches and states they will be making an attack on the evil Phobians in Vactrain Central in a few days. Crucial to their plan is a drill to tunnel between stations and ambush them. They have been low on power for years, and the drill demands 100 megawatts to function optimally. Share power with the Silo 476?
2. (2nd time) The Phobian hermit approaches again and asks about power for their drill. This time he anxiously rubs where his ears would be and constantly shifts from foot to foot. "Vactain important. Time limited. Vactrain Central battering defenses. Please power." They seem worried, sir/ma'am. Provide them with 100 megawatts worth of energy for the drill?
3. The little alien is kicking the shuttle door again. This time he seems completely dejected. "Power," it cries, kicking a stone. It must be waiting for us to provide power for their drill attack Vactain Central. Send over 100 megawatts worth of energy for the drill?

Use Energy:[]
- (With enough resources) "Thanking, thanking, thanking," the little warpped-up alien muttered to us when you offered a hefty canister of fuel for their attack on Vactrain Central -100 Energy | It said they will be making their attack in a few days and will call when we're needed. It shuffled away back into its fallout shelter. Imaging leaving out your last days in a depressing bunker! Truth is stanger than fiction, sir/ma'am. +???
Use Nothing:[]
- (1st time) When the little Phobian asked for power to make their drill attack on Vactrain Central, you had to decline. If we Have another opportunity like that, we'd best take it if possible, sir/ma'am. The Vactrain system could connect us with endless wealth and resources!
- (2nd time) When the little Phobian asked for power to make their drill attack on Vactrain Central, you had to decline. Again. If the vactrain system is as powerful and far-reaching as they suggest, it could ensure our survival for ma,y years, if not decades, to come. Let's consider this carefully next time.
Vactrain's Last Resort (Silo 476):[]
The alien from Silo 476 came running back over to the shuttle. This is the moment! They're making their attack! The drill is powering up to bore into Vactrain Central! You promptly run off with the masked being. And return a few hours later with good news. The attack was a success! The Phobians at Vactrain Central have been captured or killed. The problem is that now they can't get the vactrains running properly. Vactrain Central's last resort was to sabotage the system. Who should we send to try and solve the strange lock on the vactrain system?

Choose Someone:[]
- (If the Captain is choose + If the Captain is enough intelligent) ??? (WIN)
- (If someone other than the Captain is choose + If the sent character is enough intelligent) We did it! Emmet/Deedee/Baby/Megan/Tom/April solved the lock that Vactrain Central's inhabitants put on the global vactrain system before they were defeated. The system is now functioning. Within a couple of stops on the smooth, vacuum-pulled train with the 476ers, you found a huge warehouse hundreds of stories deep, brimming with food, materials, and resources. There was enough to last hundreds of years, at least. We're no longer living on the wire - survival is ensured, Captain! Congratulations on a successful survivaloperation. (WIN)
- (If the Captain is choose + If the Captain is not enough intelligent) ???
- (If someone other than the Captain is choose + If the sent character is not enough intelligent) ???

Overrun Ship Ending[]
- Failing the last decision in the Phobonos Haven route gets you this ending, where the crew and the friendly Phobian suffer a violent end and the ship is left to be dismantled by the aggresive Phobians.

Locations[]
For more info. about hazards and what items to take, see Hazards.
| Location | Chance For | Hazards | Length | Unlock |
| Glade | Minerals | Spikes | 3 Days | |
| Warhead Town | Chemicals,
Artifact |
Space Monsters | 3 Days | |
| Radiozone | Chemicals,
Artifact |
Biohazard,
Spikes, Space Monsters |
3 Days | |
| Fortress | Minerals | Space Monsters | 3 Days | Haven Route |
| War Factory | Chemicals,
Armor, Gun |
Pentagram,
Biohazard |
2 Days | Expedition System
Level 2 |
| Large Bunker | Energy,
Atomic Battery |
Darkness | 2 Days | Expedition System
Level 2 |
| Monument | Minerals,
Lighter, Shovel |
Pentagram,
Space Monsters |
2 Days | Expedition System
Level 2 |
| Broken City | Chemicals,
Gas Mask |
Darkness,
Space Monsters |
2 Days | Explore the
Large Bunker |
| Dead Airport | Energy,
Communicator, Handbook |
Biohazard,
Darkness, Spikes |
2 Days | Explore the
Large Bunker |
| Quarry | Minerals,
Duct Tape, Atomic Battery |
Spikes | 2 Days | Explore the
Monument |
| Bomb Siro | Energy,
First Aid Kit |
Darkness,
Biohazard |
1 Day | Expedition System
Level 3 |
| Storm Zone | Energy,
Atomic Battery |
Darkness,
Spikes |
1 Day | Expedition System
Level 3 |
Gallery[]
Gallery goes over here.




