Difference between revisions of "Joint Security Headquarters"
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If the player hadn't wiped out the native village nearby, destroyed the [[Black Rock Totem]] or killed [[Sørmirbæren Bäsekar]], they will be ambushed by a group of Sørmirbæren upon leaving the facility. | If the player hadn't wiped out the native village nearby, destroyed the [[Black Rock Totem]] or killed [[Sørmirbæren Bäsekar]], they will be ambushed by a group of Sørmirbæren upon leaving the facility. | ||
+ | |||
+ | ==Walkthrough== | ||
+ | This section can be tricky, particularly for gear-dependent characters, as the player is required to put all of their equipment (including what they are wearing) in the Item Container at the entrance to proceed. The items are then transferred to the (locked) Decontamination office and the player must find a way to get into the security office to get their items back while avoiding security cameras, [[Seahorse Plasma Turret]]s, [[Strongman|Strongmen]] and [[Handmaiden]]s. | ||
+ | |||
+ | The turrets and cameras can be deactivated from the northernmost office, but this requires going west to the armory and through the spider-infested area to do so. [[Stealth]] is very helpful here, as are Psionics. Make sure to refill psionic reserves before entering! A character with [[Hacking]] can get a Haxxor device and batteries in the west office (although this requires avoiding or fighting a Strongman), but other characters will need to get [[TNT]] from the unlocked cabinet in the armory to the west to blow a hole in the wall. Laying one TNT far away from the Decontamination office first may draw enemies toward it, allowing the player to destroy the Decontamination office wall with a second TNT and then slip into the office to re-equip. | ||
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+ | The security office to the west has two electronic locks that grant access to a large spider-infested storage area. The Strongmen in that area will fight the spiders, allowing a player to loot the armory while they are busy. If the Strongmen can be avoided, a player can run up the stairwell to the west end of that area and use the console to open up all of the storage rooms (and their attendant spiders). If the Strongmen are still alive and active, they will fight the spiders for the player. The northeastern storage area has a broken wall that allows access back to the entrance area where a console can be used to lift the lockdown and disable the cameras and turrets. | ||
=== Outside === | === Outside === |
Revision as of 14:27, 25 August 2023
Joint Security Headquarters | |
Due to all the automated combat machinery, you can also surmise that this is some sort of a military base.
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Dungeon information | |
Music | Unknown |
Located in | Black Sea |
Areas | |
Connections | Black Sea |
NPCs |
Joint Security Headquarters is a heavily armed facility located far to the north of Black Sea Expedition Camp, deep inside Sørmirbæren territory.
Description
The entrance to the Joint Security Headquarters lies at coordinates F12, however the player can also park their jet ski at E11 in a small native outpost and make their way to F12 on foot. Inside of the facility can be accessed only after upgrading your clearance level at Nexus of Technology and implanting microchip into your own hand in Lemurian Health Center. Because of the heavy presence of automatons, EMP Grenades are very useful here.
If the player hadn't wiped out the native village nearby, destroyed the Black Rock Totem or killed Sørmirbæren Bäsekar, they will be ambushed by a group of Sørmirbæren upon leaving the facility.
Walkthrough
This section can be tricky, particularly for gear-dependent characters, as the player is required to put all of their equipment (including what they are wearing) in the Item Container at the entrance to proceed. The items are then transferred to the (locked) Decontamination office and the player must find a way to get into the security office to get their items back while avoiding security cameras, Seahorse Plasma Turrets, Strongmen and Handmaidens.
The turrets and cameras can be deactivated from the northernmost office, but this requires going west to the armory and through the spider-infested area to do so. Stealth is very helpful here, as are Psionics. Make sure to refill psionic reserves before entering! A character with Hacking can get a Haxxor device and batteries in the west office (although this requires avoiding or fighting a Strongman), but other characters will need to get TNT from the unlocked cabinet in the armory to the west to blow a hole in the wall. Laying one TNT far away from the Decontamination office first may draw enemies toward it, allowing the player to destroy the Decontamination office wall with a second TNT and then slip into the office to re-equip.
The security office to the west has two electronic locks that grant access to a large spider-infested storage area. The Strongmen in that area will fight the spiders, allowing a player to loot the armory while they are busy. If the Strongmen can be avoided, a player can run up the stairwell to the west end of that area and use the console to open up all of the storage rooms (and their attendant spiders). If the Strongmen are still alive and active, they will fight the spiders for the player. The northeastern storage area has a broken wall that allows access back to the entrance area where a console can be used to lift the lockdown and disable the cameras and turrets.
Outside
- Area is guarded by multiple Seahorse Plasma Turrets
- Crate by the water contains Capacitive Deionizator oddity
- There is a small cave on the western wall leading to an area with Lingula plant, 2 Glittershrooms and a dead man (9 Agility required)
Main Hall
- There is inactive Naga Protector outside of the scanner room
- Decontamination room can be accessed by breaking the wall or with 90 effective Hacking
- There is a desk with Rubber Polish Spray oddity
- Western room:
- There are two Fusion Cells and one Plasma Cell
- Desk contains Haxxor Mk III
- There is a hole in the wall through which player can enter into the armory (6 Agility required)
- Office can be accessed through armory or barracks
- One desk contains Expired Caffeinated Chocolate Bar oddity
- Another desk contains Naga Protector Diagnostic and Configuration Tool (Black Sea)
- Security console can be used to lift lockdown
- Western exit leads to the armory
- Northern exit leads to the barracks (guarded by Seahorse Plasma Turrets)
- Eastern exit leads to the dockyard (guarded by Seahorse Plasma Turrets)
- Elevator leads to Joint Security Command level
Armory
- One of the cabinets in the security office contains Lemurian Officer Chevrons oddity
- Desk in the armory contains Expired Caffeinated Chocolate Bar oddity and Blueprint: Plasma Mine
- One of the cabinets in the armory contains 3 TNT Charges and two EMP Grenades Mk II
- Dead body up the stairs contains Rubber Polish Spray oddity
- Gates can be opened with 100 Hacking or by interacting with heavily damaged computer console upstairs
- NE gate leads to the office in the main hall
- Behind NW gate is a small colony of spiders
- Small Scrappy Engine, Scrappy Vehicle Battery 150 and Vehicle Repair Kit can be found here
Barracks
- Patrolled by Naga Protectors
- Agility 9 check unlocks shortcut to the other side
- Cabinet behind a breakable wall in the dining hall contains Ornate Lemurian Cutlery oddity
- Cabinet in the north section along the western wall contains Lemurian Philharmonic Pamphlet oddity
- Cabinet in the north section along the north wall towards the western side contains Miss Maiden Toy oddity
- Cabinet in the north section along the north wall towards the eastern side contains Expired Caffeinated Chocolate Bar oddity
- Another cabinet in the north section along the north wall towards the eastern side contains Rubber Polish Spray oddity
- Dead security captain's corpse in northwest corner has Lemurian Blaster, Security Command Office Keycard (Joint Security Headquarters) and Lemurian Officer Chevrons oddity
- Cabinet near the body contains Blueprint: Twitch and Lemurian Security Marine Armor
Dockyard
- Desk in a room to the south has Capacitive Deionizator oddity
- Computer console can open inner dock gate
- There is an inactive Naga Protector which will awaken if player gets too close
- On the other side of the dockyard are two plasma turrets
- Reef Glider jet ski is here
Joint Security Command
- First bottom office:
- Can be opened with 130 Hacking or Security Command Office Keycard (Joint Security Headquarters) from Lemurian Health Center
- One cabinet contains Regenerative Mixture
- Other cabinet contains Laser Pistol, Plasma Cell and Plasma Grenade Mk II
- Second bottom office:
- Desk contains Psionic Mentor: Precognition
- Computer console contains coordinates to Abyssal Station Zero
- First top office:
- Can be opened with 130 Hacking or Security Command Office Keycard (Joint Security Headquarters) from the barracks
- Desk contains one Super Health Hypo
- Cabinet contains Laser Pistol, Plasma Cell and Plasma Grenade Mk II
- Second top office:
- Can be opened with 130 Hacking or Security Command Office Keycard (Joint Security Headquarters) from lighthouse at LEMCO
- Desk contains a Cigar
- Cabinet contains Laser Pistol, Plasma Cell and Plasma Grenade Mk II
- War room:
- Body of a dead security commander contains Lemurian Blaster, Fold-M 7 (Joint Security Headquarters), Reef Glider Key, Contingency Plan Z oddity
- Touching the war table or the commander's body will activate Strongmen and Handmaidens (this will also happen if player hacks the doors to the offices)
Enemies and other hazards
Outside:
Inside:
- Seahorse Plasma Turrets
- Plasma Mines
- Strongmen
- Handmaidens
- Naga Protectors
- Giant Creepers and Giant Weavers
Map Gallery
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