Difference between revisions of "Abandoned Waterway Facility"
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* Along the south wall, SW of the mushroom island, is a skeleton carrying some poisons and bolts | * Along the south wall, SW of the mushroom island, is a skeleton carrying some poisons and bolts | ||
* In the SW building is a [[Greater Fusion Cell]] and a computer rack with a [[Box of Cables (Abandoned Waterways Facility)]] | * In the SW building is a [[Greater Fusion Cell]] and a computer rack with a [[Box of Cables (Abandoned Waterways Facility)]] | ||
− | * At the center of the area, outside to the east of a long building, is a barrel containing a [[Regenerative Vest]] | + | * At the center of the area, outside to the east of a long building, is a barrel containing a high quality [[Regenerative Vest]] |
* In the NW building is a switch which turns on the crane console | * In the NW building is a switch which turns on the crane console | ||
* Once power has been turned on with the switch, the crane console can be activated: | * Once power has been turned on with the switch, the crane console can be activated: | ||
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* Once combat is engaged, the metal gates will close behind you | * Once combat is engaged, the metal gates will close behind you | ||
** In the building SW of the 2 grates is a green button. Pushing it opens the first metal gate | ** In the building SW of the 2 grates is a green button. Pushing it opens the first metal gate | ||
+ | *** Weapon Locker in that building contains some [[8.6mm Incendiary Round]]s | ||
** The path opened by the first gate grants access to the eastern building which has a second green button | ** The path opened by the first gate grants access to the eastern building which has a second green button | ||
** Pushing the second green button opens the second gate, allowing you to leave the facility | ** Pushing the second green button opens the second gate, allowing you to leave the facility | ||
+ | *** Weapon Locker in that building contains some [[.44 Explosive Round]]s | ||
* Is inhabited by Mutie Sharpshooter, Mutie Marksman, Mutie Technician, Mutie Gunner, Mutie Shotgunner, Mutie Vendor and [[Auto-Turret]]s. Some of them are on Jet Skis. | * Is inhabited by Mutie Sharpshooter, Mutie Marksman, Mutie Technician, Mutie Gunner, Mutie Shotgunner, Mutie Vendor and [[Auto-Turret]]s. Some of them are on Jet Skis. | ||
+ | * At the center of the area, near one of the Auto-Turrets, is a box containing a high quality [[Energy Edge Emitter]] | ||
* The NE building has shelves containing a [[BioIn HDS 2]] large suspension part | * The NE building has shelves containing a [[BioIn HDS 2]] large suspension part | ||
* The fenced area to the north has jet ski parts containing a [[BArm Grinder 350]] | * The fenced area to the north has jet ski parts containing a [[BArm Grinder 350]] | ||
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** Has a weapon locker requiring 105 [[Lockpicking]] containing a crossbow | ** Has a weapon locker requiring 105 [[Lockpicking]] containing a crossbow | ||
** Has a safe requiring 110 [[Lockpicking]] containing some [[Focus Stim]]s and [[Jumping Bean]]s | ** Has a safe requiring 110 [[Lockpicking]] containing some [[Focus Stim]]s and [[Jumping Bean]]s | ||
+ | ** Has a file cabinet containing a high quality [[Soft Foam Padding]] | ||
** Has a respawning [[Cave Ear]] | ** Has a respawning [[Cave Ear]] | ||
* The east building: | * The east building: | ||
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** The security doors can be opened either by [[Hacking]] or by using the correct code found in the personal laptop in the middle island. | ** The security doors can be opened either by [[Hacking]] or by using the correct code found in the personal laptop in the middle island. | ||
** Opening the security doors will bring some muties and their leader [[Drilldozer]]. | ** Opening the security doors will bring some muties and their leader [[Drilldozer]]. | ||
− | ** [[Drilldozer]] | + | ** [[Drilldozer]] wears an [[Industrial Powered Exoskeleton]] and carries a [[Broken Grabber Module]] oddity, 3 XP |
=== Kaya's hideout === | === Kaya's hideout === |
Revision as of 14:12, 29 July 2022
Abandoned Waterway Facility | |||||
The remains of an old naval facility, intersected by numerous waterways.
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Zone information | |||||
Music | Subterra | ||||
Located in | Lower Caves | ||||
Areas | East waterway facility Central waterway facility West waterway facility East basement West basement Kaya's hideout | ||||
Connections | Core Ring (east) Depot A west (south) | ||||
NPCs | Kaya | ||||
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Abandoned Waterway Facility is a location in Core Ring.
Description
This area is an old Biotech facility. It is accessible with a Jet Ski from the Core Ring, area Waterways 11. The Jet Ski is needed to access the different parts of the area. Once the path is opened from the facility, it becomes also available from the Junkyard's Depot A west.
East waterway facility
- The east exit leads to area Central waterway facility
- Is inhabited by Mutants, Hunchback Mutants and Mutated Dogs
- Has an abandoned Skimmer, Scrap Jet and Scooter. They come with some valuable Jet Ski parts.
- Has 2 respawning Lake Poppy spots
- On an island on the south side is a respawning Gremlin Stool and a respawning Red Dream Mushroom
- Along the south wall, SW of the mushroom island, is a skeleton carrying some poisons and bolts
- In the SW building is a Greater Fusion Cell and a computer rack with a Box of Cables (Abandoned Waterways Facility)
- At the center of the area, outside to the east of a long building, is a barrel containing a high quality Regenerative Vest
- In the NW building is a switch which turns on the crane console
- Once power has been turned on with the switch, the crane console can be activated:
- With an Advanced Electronic Repair Kit and some skill in Electronics (25 is enough)
- or with the Box of Cables (Abandoned Waterways Facility) found in the SW building
- Once the crane has been activated and the debris removed, the West waterway facility becomes accessible
- The western building has a trapdoor leading to area East basement
- On the 'island' south of the bridge is a hidden stash (requires Perception to detect) with exceptionally high-quality mutated-dog leather
- The south east corner:
- Is accessible from a different entrance in Waterways 11 which requires high speed with your Jet Ski (required speed is between 265 and 464).
- Is inhabited by Azuridae and Azuridae Goliathus
- Has 3 respawning Lake Poppies
- Has 6 respawning Mindshrooms
- Has 1 respawning Red Dream Mushrooms
- Has 4 respawning Lake Mushrooms
- Has a pile of rubble which contains a Mutated Infant Skull oddity, 1 XP
- There is an Agility check (7 effective skill) leading to small area with an Oozing Shroom
Central waterway facility
- The east exit leads to area East waterway facility
- The west exit leads to area West waterway facility
- Once combat is engaged, the metal gates will close behind you
- In the building SW of the 2 grates is a green button. Pushing it opens the first metal gate
- Weapon Locker in that building contains some 8.6mm Incendiary Rounds
- The path opened by the first gate grants access to the eastern building which has a second green button
- Pushing the second green button opens the second gate, allowing you to leave the facility
- Weapon Locker in that building contains some .44 Explosive Rounds
- In the building SW of the 2 grates is a green button. Pushing it opens the first metal gate
- Is inhabited by Mutie Sharpshooter, Mutie Marksman, Mutie Technician, Mutie Gunner, Mutie Shotgunner, Mutie Vendor and Auto-Turrets. Some of them are on Jet Skis.
- At the center of the area, near one of the Auto-Turrets, is a box containing a high quality Energy Edge Emitter
- The NE building has shelves containing a BioIn HDS 2 large suspension part
- The fenced area to the north has jet ski parts containing a BArm Grinder 350
- The SW building:
- Has a locker containing an Old Diver's Helmet oddity, 2 XP.
- Has a trapdoor leading to area West basement
West waterway facility
- The east exit leads to area Central waterway facility
- The north exit leads to area Kaya's hideout
- The western and central buildings are inhabited by Coil Spiders and Greater Coil Spiders
- The eastern building and the waters is inhabited by muties
- The southeast area:
- Has a barrel containing a high level Nanocomposite Plate
- The player may be attacked by surprise by Greater Siphoner
- The north room in the NW building:
- Has 2 lockers requiring 125 Lockpicking. They contain a Biohazard Suit and a Work Coverall
- Has jetski parts containing a BArm Large Jet Shocks
- Has jetski parts containing a BArm Grinder L450
- Has a box containing several Vehicle Repair Kits, Advanced Electronic Repair Kits, Advanced Mechanical Repair Kits and Hotwiring Kits
- The northwest room in the NW building:
- The shelves containing a BArm Nexus 1700 battery
- The desk containing an Old Diploma oddity, 2 XP
- The computer can be used to open the storage warehouse gates (some Cleanser Bots and Desinsector Bot will be released). It also contains logs related to some mutagen warhead and gas and about bringing equipment and live specimen from Hollow Earth
- The warehouse has 2 toxic containers containing some Mutagen D5
- The southwest room has a box containing a BArm Furnace 900 and a Painted Welding Helmet oddity, 1 XP
- The caves in the southwest:
- Have 2 respawning Mindshrooms
- Have 2 respawning Cave Ears
- have 1 respawning Lake Mushroom
- Have some destructible rocks. They can also be destroyed with 14 Strength. It opens a shortcut to the Junkyard's Depot A west
- The central building:
- Has a personal laptop showing some emergency codes. Those will be useful in the eastern building (unless you have good hacking skills)
- Has a desk with an Employee Awards Collection oddity, 2 XP
- Has a weapon locker requiring 105 Lockpicking containing a crossbow
- Has a safe requiring 110 Lockpicking containing some Focus Stims and Jumping Beans
- Has a file cabinet containing a high quality Soft Foam Padding
- Has a respawning Cave Ear
- The east building:
- In the desk by the computer is a Doctor's Coat
- Has a locker requiring 90 Lockpicking
- The security doors can be opened either by Hacking or by using the correct code found in the personal laptop in the middle island.
- Opening the security doors will bring some muties and their leader Drilldozer.
- Drilldozer wears an Industrial Powered Exoskeleton and carries a Broken Grabber Module oddity, 3 XP
Kaya's hideout
- Kaya, one of the missing persons for the quest Ion's missing group is located here, along with a wounded man who will not survive very long after talking to you
West basement
- Has a ladder leading to area Central waterway facility
- The east exit leads to area East basement
- Is inhabited by Coil Spiders and Greater Coil Spiders
- Has a respawning Mindshroom
- The SE room has 2 boxes requiring 90 Hacking each. The west one contains 2 high level Plasma Cores
- The west room has a fuse box:
- Firing at it will disable it
- Pulling the nearby switch will have the same effect, but it will also trigger some parts of the area near pipes to catch fire
- The weapon room in the SW corner
- Requires 115 Lockpicking to enter
- Contains various weapons and weapon parts
- Has a weapon locker requiring 90 Lockpicking. It contains some steel armor pieces
East basement
- Has a ladder leading to area East waterway facility
- The west exit leads to area West basement
- An area is blocked by some destructible rocks. This area:
- Has shelves with rare electronic equipment (Polarizer, Magnifying Neuroscopic Filter: Neural Overload)
- Has a box containing an Electric Lantern
- Has a box requiring 85 Hacking
NPCs
Quests
- Ion's missing group
- Mutant Questline: Warehouse in the west part of the facility contains cans of dangerous mutagen D5 as well as large quantities of explosives. If the player or one of the hostile bots cause an explosion, cans will be destroyed, slowly leaking mutagen gas, that will turn the player character into a mutant.
Map Gallery
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