Difference between revisions of "Water Treatment Facility"
m |
|||
(14 intermediate revisions by 2 users not shown) | |||
Line 36: | Line 36: | ||
* The NE room: | * The NE room: | ||
** The door requires 35 [[hacking]] or can be opened with [[Master Keycard (Water Treatment Plant)]] | ** The door requires 35 [[hacking]] or can be opened with [[Master Keycard (Water Treatment Plant)]] | ||
− | ** The boss is in this room carries [[Master Key(Water Treatment Plant)]] | + | ** The boss is in this room carries [[Master Key (Water Treatment Plant)]] |
** The locker has a [[Gold Ring (Water Treatment Plant)]] and a [[Loaded Dice]] oddity, 1 XP | ** The locker has a [[Gold Ring (Water Treatment Plant)]] and a [[Loaded Dice]] oddity, 1 XP | ||
+ | ** Depending on the dungeon type, the shelves will contain different random components from one of the related categories: psi, firearm parts, chemical, mechanical, electronic or medical | ||
+ | * The N room: | ||
+ | ** Has a door that can be forced open with 9 [[Strength]] (it's also possible to walk around it) | ||
+ | ** Has a secret ventilation shaft that can be detected with [[Perception]]. It leads to a secret room: | ||
+ | *** Shelves contain an [[Incendiary Blob Trap]], [[Advanced Mechanical Repair Kit]] and [[Encyclopedia Fragment]] oddity, 1 XP | ||
+ | *** The secret room can also be reached from the ventilation shaft of the upper level | ||
+ | * The ventilation shafts: | ||
+ | ** Has several [[Bear Trap]]s. 65 [[Traps]] is sufficient to recover them. | ||
+ | * The central windowed room: | ||
+ | ** The door can be opened with 50 [[Hacking]] or with [[Master Keycard (Water Treatment Plant)]] | ||
+ | ** Has a box requiring 40 [[Hacking]] containing random psi items | ||
+ | * The little room just north of the central windowed room: | ||
+ | ** Has a door that requires 35 [[Lockpicking]] or can be opened with [[Master Key (Water Treatment Plant)]] | ||
=== Upper floor === | === Upper floor === | ||
Line 45: | Line 58: | ||
** A ladder lead to the lower floor | ** A ladder lead to the lower floor | ||
** The door to the north requires 30 [[Lockpicking]] | ** The door to the north requires 30 [[Lockpicking]] | ||
+ | * From the walkway on the western wall it's possible to jump over the pipes with 9 [[Agility]], leading to a otherwise unavailable section of the ventilation shaft. There is a bag there containing containing an [[Adrenaline Shot]], [[Compass]], random [[Goggles]], random machete and some other loot | ||
+ | * The ventilation shafts: | ||
+ | ** Is trapped with multiple traps. They can all be recovered with 65 [[Traps]] skill | ||
+ | ** In the central shaft (accessible from the generator room) is a secret shaft (9 [[Perception]] required). It leads to a death stalker corpse that has a [[Crawler's Eye]] oddity, 2 XP | ||
+ | * The NE room: | ||
+ | ** The box requires 35 [[Hacking]] to open | ||
+ | * The N room (power generator) | ||
+ | ** The west door requires 50 [[Hacking]] or [[Master Keycard (Water Treatment Plant)]] | ||
+ | ** The north door requires 50 [[Lockpicking]] or [[Power Room Key (Water Treatment Plant)]] | ||
+ | ** The shelves contain a [[Master Key (Water Treatment Plant)]] | ||
+ | ** On the table is a secret (need [[Perception]] to detect) [[Plasma Cell]] | ||
+ | ** Cutting the power with the [[Power Box]] will unlock all electronic doors and turn off cameras | ||
+ | * The NW room: | ||
+ | ** The box requires 35 [[Hacking]] | ||
+ | * The storage room along the walkway: | ||
+ | ** Has a locker requiring 40 [[Lockpicking]] | ||
== Quests == | == Quests == |
Latest revision as of 18:26, 26 January 2024
Water Treatment Facility | |||||
Random dungeon information | |||||
---|---|---|---|---|---|
Music | Cornered | ||||
Located in | Junkyard tunnels | ||||
Areas | Upper floor Lower floor | ||||
Connections (Random) |
Ladder (NE) Ladder (W) Ladder (SW) | ||||
NPCs | Varies | ||||
|
Water Treatment Facility is a random dungeon.
Description
A fairly large and complex two-floor random dungeon that's always in the same place, the tunnels between Mushroom Cove and Junkyard, if it appears. Also has a random quest taking place inside it, Mushroom Cove scavenger.
Master Keycard unlocking all electronically locked doors can be found in the surveillance room on the east side of the dungeon. Master Key for mechanical locks can be found on shelves inside the power room, and the dungeon's random boss carries a duplicate of this key. A locker in the boss room contains Loaded Dice oddity and Gold Ring with JR engraving.
One of the doors on the lower floor leading to the boss room is stuck and requires 9 Strength to force open, but there are other routes around it. The dungeon also has a number of Perception checks that reveal: a secret crawlspace, a hidden opening, a medical kit, a plasma cell, a box of shotgun shells, a box of bullets.
Random factors
This dungeon has six random presets that significantly influence how it plays. The boss room is in northeast corner of the lower floor.
Type | Boss | Enemies and other dangers | Scavenger injury |
---|---|---|---|
Psi | Mr. Dom with two mind controlled slaves fighting | Slaves (who become neutral once Mr. Dom is killed), Cryogas | Skull showing through skin |
Dogs | Shroomseed | Dogs, Pit Bulls E, Doberman E, Slick, Bear Traps | Animal bites all over |
Mutie | Dr. Oddloathe and Successful Experiment | Failed Experiments, Muttie, Overgrown Experiment, Toxic Gas, Acid Blob Traps | Green Pustules And Mutations |
Bots | The Botsmith with Plasma SentryHD | Small Sentry Bots, Sentry Bots, Kamikaze Bots | Bullet wounds all over the body |
Edison | Professor Edison with Auto-Turret | Electrified floors, Frag Mines, HE Mines, Auto-Turrets | Burns on hands, feet, and knees |
Fire | Alev with two Acolytes | Acolytes, Propane tanks | Severe burns all over |
Smaller random factors include presence of walkway in southeast part of the upper level, location of Power Room Key (water control or pump room), location of the entrance ladder (NE, W, SW) and gender of the mushroom cove scavenger corpse in SGS surgery room.
Lower floor
- The east room:
- Has a secret first aid box that can be detected with Perception. It contains some Antidotes
- The shelves contain a Power Room Key (Water Treatment Plant)
- A ladder leads to the upper floor
- The NE room:
- The door requires 35 hacking or can be opened with Master Keycard (Water Treatment Plant)
- The boss is in this room carries Master Key (Water Treatment Plant)
- The locker has a Gold Ring (Water Treatment Plant) and a Loaded Dice oddity, 1 XP
- Depending on the dungeon type, the shelves will contain different random components from one of the related categories: psi, firearm parts, chemical, mechanical, electronic or medical
- The N room:
- Has a door that can be forced open with 9 Strength (it's also possible to walk around it)
- Has a secret ventilation shaft that can be detected with Perception. It leads to a secret room:
- Shelves contain an Incendiary Blob Trap, Advanced Mechanical Repair Kit and Encyclopedia Fragment oddity, 1 XP
- The secret room can also be reached from the ventilation shaft of the upper level
- The ventilation shafts:
- Has several Bear Traps. 65 Traps is sufficient to recover them.
- The central windowed room:
- The door can be opened with 50 Hacking or with Master Keycard (Water Treatment Plant)
- Has a box requiring 40 Hacking containing random psi items
- The little room just north of the central windowed room:
- Has a door that requires 35 Lockpicking or can be opened with Master Key (Water Treatment Plant)
Upper floor
- The east room:
- Has a secret box of shotgun shells that can be detected with Perception
- Has a desk with a Master Keycard (Water Treatment Plant) and an Old Data Medium oddity, 1 XP
- A ladder lead to the lower floor
- The door to the north requires 30 Lockpicking
- From the walkway on the western wall it's possible to jump over the pipes with 9 Agility, leading to a otherwise unavailable section of the ventilation shaft. There is a bag there containing containing an Adrenaline Shot, Compass, random Goggles, random machete and some other loot
- The ventilation shafts:
- Is trapped with multiple traps. They can all be recovered with 65 Traps skill
- In the central shaft (accessible from the generator room) is a secret shaft (9 Perception required). It leads to a death stalker corpse that has a Crawler's Eye oddity, 2 XP
- The NE room:
- The box requires 35 Hacking to open
- The N room (power generator)
- The west door requires 50 Hacking or Master Keycard (Water Treatment Plant)
- The north door requires 50 Lockpicking or Power Room Key (Water Treatment Plant)
- The shelves contain a Master Key (Water Treatment Plant)
- On the table is a secret (need Perception to detect) Plasma Cell
- Cutting the power with the Power Box will unlock all electronic doors and turn off cameras
- The NW room:
- The box requires 35 Hacking
- The storage room along the walkway:
- Has a locker requiring 40 Lockpicking
Quests
Possible locations
This random dungeon can only appear in junkyard tunnels.
The following entrance fragments can lead into this dungeon.
- Lower Caves, Junkyard tunnels 1 and 4 (Water Treatment Facility entrance)
Map Gallery
Note that parts of random dungeon layout are different each time it appears. This is just an example.
|