Can I do AnCom first playthrough?
Only if you knowingly delay RealWare chip money — viable, but harder than learning extraction on generic contracts first.
AnCom secret data Quasimorph guide: start conditions, chip sale warnings, Tunnel Rats quest clear, and both endings without softlocks. Verified August 2026.
AnCom quest prerequisites, Tunnel Rats build, and map walkthrough beats.
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The AnCom arc is one of Quasimorph's fully voiced 1.0 storylines — anarcho-communist AnCom versus corporate reality, with two endings gated by reputation, key items, and choices you cannot take back. The headline quest added in the big 1.0 update is deliberately harder than side content — community guides budget multiple wipes while learning shotgun choke geometry. Tunnel Rats, Percy, and cheap shotguns remain the teaching clear — not the only win, but the lowest-variance learning path. Optional AnCom data trade side jobs raise rep without skull pressure. This AnCom storyline Quasimorph guide covers start conditions, the hard multi-floor quest, proven clears, and branch warnings. Verified August 16, 2026 · Steam.
AnCom story beats appear once you have AnCom reputation and campaign week advanced past early tutorial space. The board adds skull-rated story contracts separate from generic Elimination jobs near the Magnum.

AnCom runs data trade side content — secrets, manifests, and rep bundles. These are optional grind for rep, not mandatory for the main quest, but they train stealth routes you reuse on the finale map.
RealWare has its own two-ending arc — full trigger order is on the RealWare storyline. AnCom and RealWare rep can coexist early, but chip sales and final ideological choices fork. Plan two playthroughs or one disciplined single route — see all endings. Patch 1.0.2 lets AnCom reward augment chips at Technology 6.
Start conditions met — next is what not to click.
Quasimorph endings are missable by item sale and dialogue, not hidden QTEs. AnCom specifically warns against handing their macguffin chip to corporate buyers.
| Choice | Risk | Safer play |
|---|---|---|
| Sell AnCom chip to RealWare | Locks AnCom branches | Store chip until story prompt clarifies |
| Sell to Titan if RealWare rejects | Still bad for AnCom | Hold — wiki labels this a branch killer |
| Ignore AnCom rep grind | Story never appears | Budget five-employer plan with AnCom included |
| Take Civil Resistance manifest same week | Resource drain | Finish one movement arc at a time |
| Final dialogue pick | Ending fork | Save before last hub conversation |
Search traffic around ancom secret data points to optional intel packages that raise rep faster. They are side content — do not confuse them with the mandatory quest objective on the multi-floor map.
The pair differs by final choice and possibly prior rep thresholds — exact labels live on the endings checklist to avoid spoiler walls here. Mark both in your save planner if you are achievement hunting (82 Steam achievements at 1.0).
Branches noted — the quest map is where clears actually fail.
The 1.0 AnCom quest is a fixed-layout (or semi-fixed) multi-floor infiltration with high-tier enemies, tight AP checks, and meager loot — designed as narrative punishment, not farming.
| Phase | Goal | Tip |
|---|---|---|
| Floor entry | Identify patrol rhythm | Stealth open if possible — noise stacks reinforcements |
| Mid floors | Objective markers | Read terminals once — time kills clone via meter + wounds |
| Hold rooms | Survive crossfire | Shotguns in CQC; do not sprint across courtyards |
| Pre-boss | Medical spend | Use med kits here — finale is not heal-friendly |
| Extract / complete | Follow script trigger | Do not loot corpses if blood is low |
Community footage shows three skull rating and three floors on related Civil Resistance missions — expect AnCom parity. Skulls correlate with Power scaling, not your operator level display.
Story maps are not meter-free. Long clears push Quasimorphosis — bring anti-quasi meds if you already run high on prior floors, extract if eclipse pulses.
Map knowledge helps; build wins the DPS checks — next section.
Community clears cluster on Tunnel Rats for shotgun synergy and corpse loot rules, Percy for raw resistances, and Memory Improvement Module swapping Shelters for Scouts CQC-Specialist to tighten scatter.
Melee can work, but shotgun Marauder loot perks and Dirty Shot scaling match the cramped map geometry posted in quest guides. Eclipse remains fine for skilled players — Tunnel Rats is the lower-variance tutorial build.
If you are still on starter SMGs and one med kit, delay the quest. Community guides report five+ wipes while learning — that is expected, not a skill flag.
Clear the map, then pick an ending deliberately — below.
Matched by build plan, shared topics, and guide progression — not random related links.
AnCom endings resolve the question of whether your PMC serves collective liberation or becomes another corporate knife. Exact titles vary by localization; strategically you are choosing ideological alignment versus pragmatic betrayal branches.
| Branch axis | Typical requirement | Planner note |
|---|---|---|
| Communal ending | High AnCom rep · chip kept · pro-AnCom finale | Achievement hunters — save before hub |
| Alternate ending | Contradictory sells or dialogue | Needs second run or backup save |
| Shared prep | Quest complete flag | Both require living through the map once |
| Cross-story | RealWare/Civil flags | See all endings for mutual exclusions |
Quasimorph campaigns can continue sandboxing after story beats depending on choices — the endings page tracks which flags stop content versus open epilogue contracts.
With 82 Steam achievements at 1.0, AnCom endings are often split across two deliberate playthroughs or save branches — bank before finale hub, screenshot dialogue, and cross-check all endings so you do not trade an ending for a shotgun sale.
Civil Resistance runs parallel themes with manifesto slogans and hard missions — if AnCom is done, read Civil Resistance storyline before you sell another movement chip.
Story clears assume a mid-game Magnum — not day-one gear. Minimum community prep list before you accept the skull card:
Run one boring Elimination job purely to craft shotgun shells and repair kits. AnCom maps rarely pay back what they consume — prep taxes are mandatory.
Optional data trades raise rep if you are short on storyline thresholds. They are slower than combat rep but safer for stealth accounts.
Community clears describe a three-floor structure with escalating chokepoints — exact room art varies by seed, but the *pressure* repeats: open skirmish, narrow hall, objective room with reinforcements.
| Floor | Typical pressure | Tunnel Rats response |
|---|---|---|
| 1 | Patrol pairs · open angles | Stealth shotgun delete · do not Run |
| 2 | Hall stack · flanking spawn | Hold corner · spend med kit before floor 3 |
| 3 | Objective + wave | Dump AP on priority target · extract script immediately |
Waves often trigger on objective interaction, not alarm — read the prompt before you click. Half of community wipes are "I thought I had one more turn."
AnCom quest loot is poor — every extra corpse search is meter and bleed risk. Finish flag, hit extract, repair on Magnum.
Side AnCom data content — separate from the main quest chip — raises reputation through intel handoffs. Search traffic around ancom secret data points here: optional packages, not the macguffin you must not sell to RealWare. Stack two handoffs in one Magnum week when Stealth cards appear — each adds rep without touching the main chip storyline.
| Activity | Reward | Risk |
|---|---|---|
| Data handoff contract | AnCom rep burst | Low combat if Stealth |
| Selling rival intel | Credits + rep swing | Rival Power shifts on map |
| Main quest chip | Story gate | Selling breaks endings — never vendor |
If the main quest outlevels you, data trades and medium Elimination jobs for AnCom are safer rep than forcing the three-floor spike early. Pair Elimination with one Stealth data job the same week to climb rep without burning med stacks on skull content.
Raise AnCom rep, keep the opening chip, craft shotgun meds for the three-floor quest, clear with Tunnel Rats + Percy, save before finale dialogue, and verify both endings against all endings. Sell the chip to RealWare only if you deliberately want the corporate route instead. Budget 3–6 learning wipes on the quest alone before you call the route "broken." Between attempts, run medium AnCom Elimination jobs on Magnum for rep — safer than forcing the skull spike while under-geared. Reload before finale dialogue if you want both endings.
Only if you knowingly delay RealWare chip money — viable, but harder than learning extraction on generic contracts first.
Deploys as a single clone operation in standard story setup — same as other skull missions.
9 across 5 storylines — AnCom contributes two.
Side data trades exist for rep — main storyline chip is different. Never sell the opening chip; guides mark it as branch killer.
Community average is 3–6 learning wipes on the quest alone — craft extras on Magnum between attempts.
Not automatically — but chip sales and finale dialogue forks can. Run separate saves for each ending set if you are completionist.
Possible for experts; shotgun Tunnel Rats remains the teaching clear in community guides.
Civil Resistance storyline or the all endings checklist.
Yes — the three-floor quest expects prior AnCom contracts and the opening chip intact. Grind generic AnCom jobs on Magnum until the skull mission unlocks; rushing RealWare chip sales first soft-locks the anarchist branch.
August 16, 2026
No — but CQC import is the most posted Tunnel Rats clear tech for the quest.
Matched by build plan, shared topics, and guide progression — not random related links.