Difference between revisions of "Abandoned Warehouse"

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* The NE room at the end of the corridor
 
* The NE room at the end of the corridor
 
** Has a locker requiring 45 [[Lockpicking]]
 
** Has a locker requiring 45 [[Lockpicking]]
** Has a footlocker requiring 70 [[Lockpicking]], or can be opened with [[Key (Abandoned Warehouse)]]
+
** Has a footlocker requiring 70 [[Lockpicking]], or can be opened with [[Key (Abandoned warehouse)]]
 
* There is a secret crawlspace (requires [[Perception]] to detect) in the northern corridor where the blood trail is:
 
* There is a secret crawlspace (requires [[Perception]] to detect) in the northern corridor where the blood trail is:
 
** It leads to an area with a [[Rathound]]
 
** It leads to an area with a [[Rathound]]
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* The W room (opened when power is on)
 
* The W room (opened when power is on)
 
** Has shelves containing a [[Warehouse Inventory List]] oddity, 2 XP
 
** Has shelves containing a [[Warehouse Inventory List]] oddity, 2 XP
** has a dead man carrying a [[Key (Abandoned Warehouse)]] and an [[Old Train Schedule]] oddity, 1 XP
+
** has a dead man carrying a [[Key (Abandoned warehouse)]] and an [[Old Train Schedule]] oddity, 1 XP
 
* The central room with barrel (opened when power is on)
 
* The central room with barrel (opened when power is on)
 
** Has a barrel containing an [[Old Data Medium]] oddity, 1 XP
 
** Has a barrel containing an [[Old Data Medium]] oddity, 1 XP

Revision as of 17:46, 6 February 2020

Abandoned WarehouseUncontrolled zone

Abandoned warehouse strange device.png
Dungeon information
Music Cornered
Located in Lower Underrail
Areas Floor 1
Floor 2
Connections Lower Underrail area B13
NPCs None
Technical
Map file(s) aw1-1
aw1-2

An abandoned warehouse near Rail Crossing, directly south of it. It can be entered from Lower Underrail area B13.

Description

Initially the entire warehouse seems to be abandoned and without power, thus its elevators won't work. However, a strange device with numerous power cables connected to it can be found in one of the first floor rooms.

Removing Strange Power Cell from the device causes the warehouse's power and defenses to jump back on, opening shutter doors to security robot bays, closing the main entrance and powering the elevators. To exit the warehouse after this, one must either hack a security terminal to gain level 2 access required for opening the main entrance, or find a security key card.

Floor 1

  • The ventilation shafts are split into 2 separate shafts, one covering the southern rooms and the other the northern rooms
  • The surveillance room just next to the entrance
    • Both front and back doors requires 50 Lockpicking to open (but the room can be reached from the back room through the ventilation shaft)
    • Has an unpowered elevator (can be activated after recovering the Strange Power Cell and using the nearby computer)
  • The middle room on the southern wall:
    • Its door requires 40 Lockpicking (but the room can also be reached from the ventilation shaft)
    • Has a locker requiring 50 Lockpicking
  • The SW west room
    • Has an unpowered elevator (can be activated after recovering the Strange Power Cell and using the nearby computer)
  • The NE room at the end of the corridor
  • There is a secret crawlspace (requires Perception to detect) in the northern corridor where the blood trail is:
  • The NNE room:
    • Has the Strange Power Cell for the quest Rail Crossing quest, Disable plasma walkers. Picking it up will power up the whole building and activate its bot defenses
    • Has a locker with a Marked Card Deck oddity, 2 XP
    • Has a computer which, once powered on:
      • Can be used to activate the elevators, granting access to the upper floor
      • Can be hacked to level 1 (disable the cameras) or level 2 (open the front door). 70 Hacking is sufficient to get level 2 access.
  • The W room (opened when power is on)
  • The central room with barrel (opened when power is on)

Enemies

Map Gallery