<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.stygiansoftware.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Investigate_Lemurian_Health_Center</id>
	<title>Investigate Lemurian Health Center - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.stygiansoftware.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Investigate_Lemurian_Health_Center"/>
	<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;action=history"/>
	<updated>2026-04-03T21:42:59Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=56108&amp;oldid=prev</id>
		<title>Aussiemon: Clarify will checks effect on outcome</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=56108&amp;oldid=prev"/>
		<updated>2024-11-26T05:08:43Z</updated>

		<summary type="html">&lt;p&gt;Clarify will checks effect on outcome&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:08, 26 November 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot; &gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Head southeast from the [[Black Sea Expedition Camp]], and around [[Port Ceto]] until you reach the Port Ceto-Destroyer. Then, go east to a decrepit tower, and south along the shoreline to arrive at your destination. If [[Grim Jetters]] have turned hostile, you can also sneak pass their territory at [[I3]]. A [[Scrap Jet]] can be found behind a tunnel with a few pirates and pitbulls.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Head southeast from the [[Black Sea Expedition Camp]], and around [[Port Ceto]] until you reach the Port Ceto-Destroyer. Then, go east to a decrepit tower, and south along the shoreline to arrive at your destination. If [[Grim Jetters]] have turned hostile, you can also sneak pass their territory at [[I3]]. A [[Scrap Jet]] can be found behind a tunnel with a few pirates and pitbulls.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''Note:''' &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You &lt;/del&gt;can't leave the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;health center halfway with insufficient &lt;/del&gt;[[Will (Base Ability)|Will]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''Note:''' &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;After starting the health center investigation, you &lt;/ins&gt;can't leave &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;without either completing &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;quest or passing a &lt;/ins&gt;[[Will (Base Ability)|Will]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;check&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;or resist &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;granted that you're able to succeed &lt;/del&gt;a will check. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Note that if &lt;/del&gt;you resist every &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;time&lt;/del&gt;, you will not be able to get the [[Body Horror]] feat, but will &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;get &lt;/del&gt;to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply or resist &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with &lt;/ins&gt;a will check. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;successfully &lt;/ins&gt;resist every &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;vision&lt;/ins&gt;, you will not be able to get the [[Body Horror]] feat, but will &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be able &lt;/ins&gt;to leave without facing the final encounter. If you comply &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or fail to resist&lt;/ins&gt;, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full (1300 energy required) to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok (unless you walk out through the hole rather than the newly-opened gate). The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards the player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full (1300 energy required) to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok (unless you walk out through the hole rather than the newly-opened gate). The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards the player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to with 100 [[Electronics]] and by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to with 100 [[Electronics]] and by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;successfully &lt;/ins&gt;resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or failed to resist &lt;/ins&gt;every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Aussiemon</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52589&amp;oldid=prev</id>
		<title>Harperfan7 at 02:51, 6 May 2023</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52589&amp;oldid=prev"/>
		<updated>2023-05-06T02:51:36Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 02:51, 6 May 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot; &gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full (1300 energy required) to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards the player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full (1300 energy required) to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(unless you walk out through the hole rather than the newly-opened gate)&lt;/ins&gt;. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards the player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to with 100 [[Electronics]] and by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to with 100 [[Electronics]] and by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Harperfan7</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52286&amp;oldid=prev</id>
		<title>PaposikG6: /* Walkthrough */</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52286&amp;oldid=prev"/>
		<updated>2023-01-17T17:30:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Walkthrough&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:30, 17 January 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Walkthrough ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Walkthrough ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Head southeast from the [[Black Sea Expedition Camp]], and around [[Port Ceto]] until you reach the Port Ceto-Destroyer. Then, go east to a decrepit tower, and south along the shoreline to arrive at your destination. If [[Grim Jetters]] have turned hostile, you can also sneak pass &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;thier &lt;/del&gt;territory at [[I3]]. A [[Scrap Jet]] can be found behind a tunnel with a few pirates and pitbulls.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Head southeast from the [[Black Sea Expedition Camp]], and around [[Port Ceto]] until you reach the Port Ceto-Destroyer. Then, go east to a decrepit tower, and south along the shoreline to arrive at your destination. If [[Grim Jetters]] have turned hostile, you can also sneak pass &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;their &lt;/ins&gt;territory at [[I3]]. A [[Scrap Jet]] can be found behind a tunnel with a few pirates and pitbulls.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''Note:''' You can't leave the health center halfway with insufficient [[Will (Base Ability)|Will]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'''Note:''' You can't leave the health center halfway with insufficient [[Will (Base Ability)|Will]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52285&amp;oldid=prev</id>
		<title>PaposikG6: /* Walkthrough */</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52285&amp;oldid=prev"/>
		<updated>2023-01-17T17:04:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Walkthrough&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:04, 17 January 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot; &gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full (1300 energy required) to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;teh &lt;/del&gt;player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full (1300 energy required) to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/ins&gt;player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with 100 [[Electronics]] and &lt;/ins&gt;by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52284&amp;oldid=prev</id>
		<title>PaposikG6: /* Walkthrough */</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=52284&amp;oldid=prev"/>
		<updated>2023-01-17T17:02:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Walkthrough&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:02, 17 January 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot; &gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards teh player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(1300 energy required) &lt;/ins&gt;to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This awards teh player with 2 oddity or 2000 classic XP and will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=51712&amp;oldid=prev</id>
		<title>PaposikG6: /* Walkthrough */</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=51712&amp;oldid=prev"/>
		<updated>2022-09-27T13:06:39Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Walkthrough&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:06, 27 September 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot; &gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;awards teh player with 2 oddity or 2000 classic XP and &lt;/ins&gt;will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (succeeded with 14 Will, failed with 12). If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequently gain the Body Horror feat. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>PaposikG6</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=47475&amp;oldid=prev</id>
		<title>Hazardo: /* Walkthrough */</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=47475&amp;oldid=prev"/>
		<updated>2022-01-19T17:00:57Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Walkthrough&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:00, 19 January 2022&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot; &gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Succeeded &lt;/del&gt;with 14 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;will&lt;/del&gt;, failed with 12) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;consequentially &lt;/del&gt;gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room (&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;succeeded &lt;/ins&gt;with 14 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Will&lt;/ins&gt;, failed with 12)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. &lt;/ins&gt;If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;consequently &lt;/ins&gt;gain the Body Horror feat&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Alternatively, you can initiate hostilities and leave without entering the room after destroying the final servant&lt;/ins&gt;. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Hazardo</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=41927&amp;oldid=prev</id>
		<title>SleepCap: /* Walkthrough */</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=41927&amp;oldid=prev"/>
		<updated>2020-07-02T20:52:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Walkthrough&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:52, 2 July 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot; &gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room. (Succeeded with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;16 &lt;/del&gt;will, failed with 12) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequentially gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner - activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room. (Succeeded with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;14 &lt;/ins&gt;will, failed with 12) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequentially gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>SleepCap</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=41880&amp;oldid=prev</id>
		<title>Crows: Added effect of MRI Scanner activation</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=41880&amp;oldid=prev"/>
		<updated>2020-06-14T18:18:31Z</updated>

		<summary type="html">&lt;p&gt;Added effect of MRI Scanner activation&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:18, 14 June 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot; &gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required, or 8 and a crowbar), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, but there are few directly observable effects of turning it on&lt;/del&gt;. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room. (Succeeded with 16 will, failed with 12) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequentially gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;- activating the machine will short-circuit any [[Handmaiden]] or [[Strongman]] that enters the room&lt;/ins&gt;. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room. (Succeeded with 16 will, failed with 12) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequentially gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Missions/Expedition navbox}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Category: Quests]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Crows</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=41629&amp;oldid=prev</id>
		<title>Harperfan7: /* Walkthrough */</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Investigate_Lemurian_Health_Center&amp;diff=41629&amp;oldid=prev"/>
		<updated>2020-05-14T23:17:06Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Walkthrough&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:17, 14 May 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l25&quot; &gt;Line 25:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 25:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the [[Body Horror]] feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;After making first contact, search the room for valuables before talking to [[Deathman]]. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while [[Strongman]] and [[Handmaiden]] scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find [[Lifeman]] on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, or 8 and a crowbar&lt;/ins&gt;), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding [[Microchip Implantation Room Key (Lemurian Health Center)|key]] in the southern part of health center. Stick your good friend [[Phil]] into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner, but there are few directly observable effects of turning it on. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room. (Succeeded with 16 will, failed with 12) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequentially gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner, but there are few directly observable effects of turning it on. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a [[Lemurian Blaster]] inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A Will check can be selected to enter the dark room. (Succeeded with 16 will, failed with 12) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequentially gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Harperfan7</name></author>
	</entry>
</feed>