Difference between revisions of "Joint Security Headquarters"

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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.
 
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 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 Charge]]s 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.
 
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.

Revision as of 14:28, 25 August 2023

This page contains content from Underrail: Expedition expansion.
Joint Security HeadquartersUncontrolled zone

Due to all the automated combat machinery, you can also surmise that this is some sort of a military base.
JSHQ.png
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 Charges 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

Main Hall

Armory

Barracks

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

Enemies and other hazards

Outside:

Inside:


Map Gallery