I Was a Teenage Exocolonist requires multiple playthroughs to experience it in its entirety to unlock everything and understand its story. This also goes for how to experience each and every Colony Job to factor into its full completion. Which ones you happen to prioritise is completely up to you in order to shape your player character’s future as eventually depicted in its epilogue that results in 1 of 29 endings.
Please note that not all activities and job roles can be unlocked in a single playthrough. Commit to building up your character in one role or area to see each sector expand and all the possibilities unlock over time.
What Colony Jobs and other activities are there and what stats do they represent?
The Living Quarters
Help in the kitchens (+2 Creativity, +2 Empathy, +1 Tammy)
Cook (+2 Creativity, +2 Empathy, +1 Tammy)
Babysitting (+2 Empathy, 1+ Creativity, +1 Tammy)
Barista (+3 Empathy, +3 Creativity, +1 Tangent)
Play the Photophonor (+3 Creativity, +1 Bravery, +1 Nomi-Nomi)
Engineering
Study Life Sciences (+2 Biology, +1 Reasoning, +1 Tangent)
Study Engineering (+1 Engineering, +2 Reasoning, +1 Tangent, +1 Nomi-Nomi)
Study Humanities (+2 Creativity, +2 Persuasion, +1 Tangent)
Tutor children (+3 Reasoning, +1 Empathy, +1 Nomi-Nomi)
Repair robots (+3 Engineering, +2 Creativity, +1 Nomi-Nomi)
Assist in Medbay (+3 Biology, +3 Empathy, +1 Tangent)
The Garrison
Play Sportsball (+2 Bravery, +1 Toughness, +1 Anemone)
Defence training (+2 Combat, +1 Animals, +1 Anemone, +1 Vace)
Lookout Duty (+3 Perception, +1 Animals, +1 Anemone)
Guard Duty (+3 Combat, +2 Bravery, +1 Vace)
Expeditions
Sneaking out (+2 Bravery, +1 Perception, +1 Dys)
Explore nearby (+2 Bravery, +1 Perception, +1 Dys)
Survey the plains (+3 Perception, +1 Animals, +1 Dys)
Forage in the Valley (+2 Perception, 2+ Biology)
Survey the Ridge (+2 Perception, +2 Engineering, +1 Dys)
Hunt in the swamps (+3 Animals, +2 Combat, +1 Vace)
Explore Glow (+2 Bravery, +1 Perception)
Command
Deliver supplies (+2 Organizing, +1 Perception, +1 Marz, +1 Rex)
Work in the depot (+2 Organizing, +2 Persuasion, +1 Marz)
Work construction (+3 Engineering, +2 Toughness, +1 Rex)
Assist the Governor (+3 Persuasion, +3 Organizing, +1 Marz)
Leading (+3 Persuasion, +3 Bravery, +1 Marz)
Geoponics
Shovel dirt (+3 Toughness, +1 Cal)
Work on the farm (+2 Biology, +2 Toughness, +1 Cal)
Research Xenobotany (+2 Biology, +2 Organizing, +1 Cal)
Tend the animals (+3 Animals, +2 Empathy, +1 Cal)
How should I determine which jobs I should prioritize?
It can be an initially grueling task when determining how best you should go about the numerous months leading up to your 20th birthday in the Colony. But don’t be too deterred since the game requires you to play as every type of player character you can for the full story, and this means how exactly you shape them into who they become, including which skill sets and jobs they end up preferring.
This all comes into play in how you develop and level up specific skills, befriend others in the colony via affiliating to their own skill preferences, and aiming for different outcomes and endings in each life. The game is all about making new memories. By honing in on particular job paths, you will be rewarded with new experiences each and every time to open up more story paths and other unlocks including within the gallery and perks that aid you in the card challenges.
So if you are shaping your player character to become a fighter, someone capable of holding down the fort from alien attacks, be our guest. Or maybe you would prefer to a farmer, or aid in the quest of finding a cure from the Shimmer disease. The choice is ultimately yours to make, and one in which the game requires you to play around with to experience every possible past life your player character can experience.
Related: What are Collectibles in I Was a Teenage Exocolonist? Answered.
Published: Aug 29, 2022 08:22 am