Abilit Archive
Mini-games
21 mini-games — from network hacking to cloud fishing. Each teaches itself in ten seconds, and the reward grows with your stars.
- 35% of the score or more — the normal reward
- 65% or more — reward ×1.5
- 90% or more — reward ×2.2
Cube Stabilization
Where to find it: The bridge — the Cube button (the section opens at level 12), and the story step «Cube Stabilization 2».
The corrupted Cube sits in the centre with three containment rings around it. Pulses fly out of it, and each must be snuffed out with a precise tap the moment it reaches its ring. The dirtier the Cube, the nastier the rhythm: difficulty depends on both hero level and current corruption.
- Pulses fly from the Cube to the rings. Tap when one hits its glowing point.
- Don't touch the red spikes — let them pass.
- 5 hits in a row — bonus. The tape below shows what's next.
Reward: Lowers Cube corruption by 5 points plus 2 per point scored — up to 50 per run. A successful run counts toward the saga goal «Pass a trial».
Forge rhythm
Where to find it: The forge (from level 8): every item assembled at the workshop goes over the anvil.
A rhythm game at the anvil. Gem notes slide down two or three lanes toward the gold line, and every tap on the beat is a hammer blow. «Perfect» strikes sparks, every four accurate blows in a row add a streak bonus, and the ingot turns into a blade before your eyes.
- Notes slide down the lanes to the gold line.
- Tap the lane when a note is on the line.
- Empty strikes break the combo. Better rhythm, better blade.
Reward: The forged item's quality: a masterpiece gets +35% to its stats, great +22%, solid +12%, scrap −12%.
Network hack
Where to find it: Anomalies on planet surfaces («Investigate») and hacks in text quests.
A probe enters the network on the left and works its way through the nodes to the core on the right. Protected nodes are covered in ice, viruses crawl along the links, and data packets lie off the short route — you will have to make a detour for them. The trace grows every second: finish before you are found.
- Tap a highlighted node — the probe heads for the core.
- Crack the ice, dodge viruses — both raise the trace.
- All three packets — three stars. Full trace — failure.
Reward: Success pays 5 abilit and 150 credits multiplied by stars (×1 / ×1.5 / ×2.2). Failure burns 5 fuel. In a quest, the outcome sends the story down the win or loss branch.
Abilit mining
Where to find it: After clearing a planet — «Mine Abilit on the planet» in the loot window (once per site); also surface anomalies and text quests.
A drill in a cross-section of rock: three shafts going deep, and you steer the drill down, switching between them. Soft soil goes fast, hard rock heats the drill, and overheating jams it for a couple of seconds. Ore, abilit veins and rare deep veins score points; gas pockets cost points and spike the heat.
- Hold Drill, switch shafts with the arrows.
- Ore +1, vein +3, rare vein +6. Gas −4 — steer around.
- Rock heats the drill. Overheat jams it — let it cool.
Reward: Abilit for every point mined; at 75% accuracy or better, a rare material on top.
Kai'Tor tempering
Where to find it: The story trial «Chapter 7. The Kai'Tor Forge».
The Kai'Tor smiths test a guest with heat. Hold the bellows and the blade heats up with momentum; release and it cools. The target heat zone shifts by stage: heating, forging, tempering. Drafts push the needle, and the best score lies in the zone's gold middle.
- Hold Bellows to heat with momentum, release to cool.
- Keep the needle in the bright zone, ideally its gold middle.
- The zone shifts each stage, drafts push the needle.
Reward: At least one star passes the trial: the campaign step counts, its rewards are paid and the saga goal «Pass a trial» is ticked. Did not work out — try again right away from the bridge.
Hydrolite breath
Where to find it: The story trial «Chapter 4. Hold Your Breath» — the underwater path through the Hydrolite temple.
A diver swims across the reef toward the temple. Pearls lie along a breathing wave — whoever catches the rhythm of inhale and exhale collects them all. Jellyfish sting and steal oxygen, currents push you up and down, and air bubbles give you a breather.
- Hold to rise, release to sink.
- Follow the hint bubbles to pearls. Air bubbles refill oxygen.
- Jellyfish sting, currents push. No oxygen — failure.
Reward: At least one star passes the trial: the campaign step counts, its rewards are paid and the saga goal «Pass a trial» is ticked. Did not work out — try again right away from the bridge.
Shadow truth
Where to find it: The Shadow faction's trial from the campaign's set of story tests — alongside the Kai'Tor, Hydrolite, Serki and Lisitan games.
An interrogation. The suspect answers questions and you decide: truth or lie. There is plenty to read: pulse and pupils on the face, slips like «I swear» and «honestly» in the phrase, and when face and phrase disagree — evidence, which never lies. There are only two pieces of evidence, so spend them wisely.
- The suspect answers. Decide: truth or lie.
- A pulse past the white line and «I swear», «honestly» mean a lie.
- Face and phrase disagree? Open evidence — it never lies (two per case).
Reward: At least one star passes the trial: the campaign step counts, its rewards are paid and the saga goal «Pass a trial» is ticked. Did not work out — try again right away from the bridge.
Serki purification
Where to find it: The story trials «The Citadel's Inner Gates» and «Purging the Singular».
A connection puzzle. On the left is the purifier beam, on the right the hive node, and between them a field of crystals. Draw a link cell by cell so it passes through as many corrupted crystals as possible: each one on the path gets purified. A step costs energy, a pure crystal gives it back, and spores cannot be crossed.
- Draw a link from the beam to the hive on the right, cell by cell.
- Corrupted crystals on the path get purified. Steps cost energy, pure crystals give it.
- Spores block the way. Reach the hive and press Purify.
Reward: At least one star passes the trial: the campaign step counts, its rewards are paid and the saga goal «Pass a trial» is ticked. Did not work out — try again right away from the bridge.
Lisitan riddle
Where to find it: The story trial «Chapter 8. The Puzzle Planet».
The timekeepers' temple floor is laid with tiles, and each lives in one of three times: past, present or future. A tap shifts a tile and its cross neighbours through time. Match the target pattern within the temple's move count — a solution always exists, and there is a «Step back» button.
- Tiles: past (ruins), present (clock), future (city).
- A tap shifts a tile and its cross neighbours forward or back.
- Match the target pattern within the temple's move count. The badge in a tile's corner shows the era it needs.
Reward: At least one star passes the trial: the campaign step counts, its rewards are paid and the saga goal «Pass a trial» is ticked. Did not work out — try again right away from the bridge.
Pod landing
Where to find it: «Challenges by the ramp» on a planet's surface. Gravity comes from the planet's passport, and in storms, dust, blizzards and ash the wind is twice as strong.
The pod falls toward the surface, and you have to set it down on the pad — softly and with fuel to spare. The main thruster slows the fall, the side thrusters fight the drift. On heavy planets you fall faster, and at high difficulty the pad is narrower.
- Hold Thrust to slow your fall: touch down softly.
- Arrows ← → fire side thrusters. The wind pushes you.
- Land on the pad and save fuel for a better score.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Asteroid chase
Where to find it: An asteroid's card in open space — the chase button.
Five lanes, your ship at the bottom, and rows of rocks, boulders and pirates who switch lanes halfway pour down from above. Survive 30 seconds and grab as many loot crates as you can. Standing still will not work: every third row aims right at you.
- Tap a lane or press ← → to switch lanes.
- Dodge rocks and pirates: three hits and you are done.
- Grab crates; the shield blocks one hit.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Haggling
Where to find it: Trader ships in space, and in settlements — the market, the warehouse and the fuel depot.
You are selling a load of cargo, and the trader knows his ceiling — how much he is willing to pay — but keeps quiet. Each turn you name a price: at or below the ceiling he meets you halfway, above it he gets angry and loses patience. The «I'm leaving» bluff moves him a lot, but costs a lot. Out of patience — no deal.
- Set your price with the slider and the trader will move toward it.
- Ask above his limit and he gets angry and loses patience.
- A bluff moves him a lot but costs patience. Shake hands in time.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Signal scan
Where to find it: Science stations in space, the comm tower and radio mast in settlements, and sometimes the day's shift or a seasonal event.
The spectrum holds noise, interference and one real signal — a narrow peak with a steady pulse. Turn the frequency dial, tell the signal apart from the drifting humps of interference and hold on it until it locks. You need three signals, and leftover time counts as a bonus.
- Sweep the dial: the real signal is a narrow pulsing peak.
- Wide drifting humps are interference. Watch signal strength.
- Hold the dial on the signal until it locks. Find three.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
High-Low
Where to find it: The card table at the cantina, the pirate shack and the bounty office; sometimes a seasonal event.
A cantina game for plain credits. A card is face up — guess whether the next one is higher, lower or equal. Each correct guess in a row is worth more than the last, a miss burns the table pot, and «Take» puts it safely in your pocket. Played cards stay visible, so counting is not just allowed but expected. Ten turns.
- Guess whether the next card is higher, lower or equal.
- Each correct card in a row is worth more. A miss burns the table pot; take it to keep it safe.
- Played cards are shown, so count them. The stake is plain credits.
Reward: The stake is 20 + 5 credits per hero level, and the payout is the stake multiplied by stars (×1 / ×1.5 / ×2.2); even with no stars a quarter of the stake comes back.
Ship repair
Where to find it: «Challenges by the ramp» on the surface, the workshop and drilling rig in settlements, and sometimes the day's shift.
A field of pipes: straights, corners and crosses. On the left is a power cell, on the right a valve, and you must connect them by rotating pipes before the pressure goes into the red. A path always exists, but half of its pipes start out crooked, and decoys are everywhere.
- Tap a pipe to turn it a quarter.
- Connect the power cell on the left to the valve on the right.
- Pressure is rising: finish before it hits red.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Safecracking
Where to find it: Heists in text quests — the «Listen for the clicks» trial at an old combination safe.
A dial with 40 notches and a three-number code. The closer the dial gets to the right number, the louder the pin sounds — a wave on screen and a buzz on your phone. Hear the peak — set it. Three misses and the alarm goes off, the job is blown. Time is limited, and what is left counts as a bonus.
- Turn the dial with a finger or arrows and listen for the pin.
- The closer the number, the louder the wave and the buzz.
- At the peak, press Set. Misses raise the alarm.
Reward: The outcome sends the quest down the success or failure branch; on top, credits and experience by stars, like every world game.
Pilot duel
Where to find it: The card of any ship in space except traders and caravans — challenge its pilot to a duel.
Five passes that test your reflexes. The opponent waits, then shows a manoeuvre, and you must answer instantly: missile — dodge, ram — shield, an opening — fire. Press before the signal and it is a false start, round lost. At high difficulty the pilot feints: shows one move and swaps it for another.
- Wait for the enemy move: jump the gun and you lose the round.
- Missile: dodge. Ram: shield. Opening: fire.
- Faster answers score more. Five passes.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Precursor cipher
Where to find it: Ruin gates, crystal shrines and temples in settlements, decryptions in text quests, the day's shift and the «Night of Ghosts in the Warp» season.
On the slab is a lock of three or four glyphs with no repeats. Enter a guess and the slab answers: a beam means a glyph is in the right place, a ring means it is in the cipher but elsewhere. Pure logic, no language needed — just your head. Crack it within the par number of tries for a full score.
- Put glyphs into the lock and press Check.
- A beam means right place, a ring means right glyph, wrong place.
- Glyphs never repeat. Tries are few, so think.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Cloud fishing
Where to find it: Gas giants in open space — fly up and cast the harpoon.
Flying creatures drift in a gas giant's clouds: sky fish and cloud mantas, which are worth more and pull harder. Throw the harpoon, then play your catch: keep the tension in the green zone while it thrashes in waves. Pull too hard and the line snaps.
- Tap the sky to throw the harpoon. Mantas are worth more.
- Hold Pull to raise tension, release to ease it.
- Reel in the green zone. Too much and the line snaps.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Hover race
Where to find it: «Challenges by the ramp», and in settlements — the landing pad, nomad tents, barricade and shipyard; sometimes a seasonal event.
A top-down track: the hover flies forward on its own and you steer left and right. Gates must be flown through — a miss costs a second and a half, boost pads on the racing line speed you up, rocks off to the side stun you. Your rival runs just slower than a perfect pilot — beat him.
- Steer by dragging along the track or holding ← →.
- Fly through the gates: a miss adds 1.5 seconds.
- Boost pads speed you up, rocks stun you. Beat the rival.
Reward: Credits and experience grow with hero level and stars: one star pays the full reward, two ×1.5, three ×2.2, a failure a quarter. One paid run per spot every 20 minutes and no more than five an hour; the daily challenge adds another ×1.5.
Warehouse sorting
Where to find it: A shift in a settlement: each day a settlement has its own job, and most often it is the warehouse.
An honest shift at the warehouse. Crates ride a conveyor belt that ends in a switch chute and three marked bins. Flip the chute so each crate drops into the bin with its mark. Until you touch it, the chute points to scrap — slacking off is not an option.
- Crates ride the belt. Tap a bin to switch the chute.
- A crate drops where the chute points. Crate and bin marks must match.
- With no chute set, crates go to scrap. You are paid per correct one.
Reward: Pay in credits and experience by stars, like every world game, and a shift also earns settlement fame: a point for every star.


