Difference between revisions of "Rescue the Professor"

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[[Professor Oldfield]] is hold in the sector E3 inside the two story building. There are multiple ways of rescuing him:
 
[[Professor Oldfield]] is hold in the sector E3 inside the two story building. There are multiple ways of rescuing him:
 
* By negotiating with [[Captain Grim]]. Depending on your [[persuasion]]/[[intimidation]] and [[mercantile]] skill you will either give very little camp's resources or very much, diminishing camp ability to defend against natives. With high enough skill you can also negotiate safe passage through pirate territory to Lemurian ruins.
 
* By negotiating with [[Captain Grim]]. Depending on your [[persuasion]]/[[intimidation]] and [[mercantile]] skill you will either give very little camp's resources or very much, diminishing camp ability to defend against natives. With high enough skill you can also negotiate safe passage through pirate territory to Lemurian ruins.
* By forceful entry, killing pirates as you move toward E3 sector. Player can also call Chief Briggs and order an attack on the pirate base to get some combat support, weakening the pirates and creating a hole in Port's walls at E3 which player can use to disembark their jet ski there (keep in mind that doing so will cost the Expedition few sec-troopers and jet-skis)
+
* By forceful entry, killing pirates as you move toward E3 sector. Player can also call Chief Briggs and order an attack on the pirate base to get some combat support, weakening the pirates and creating a hole in Port's walls at E3 which player can use to disembark their jet ski there (keep in mind that doing so will cost the Expedition five sec-troopers as well as few jet-skis)
 
* By sneaking into cellar of two story building at E3. Once you are in the building, you will need to kill [[D' Flinger]] and use his key to open the professor's cell. Then use his other key and open the manhole. Jump in there, and move toward the exit while protecting Oldfield from giant hermit crab [[Thrasher]] and [[Siphoner]]s. You will exit at E4 sector. If you have managed to kill all pirates at coordinates E4, F4 and G4, you can alternatively lead him to the main gate of the pirate base without any risk of Oldfield getting killed by critters. Once Oldfield is in safe location, either bring a jet ski and take him to the camp or call [[Chief Briggs]] through [[NavCom Device]] to pick you up.  
 
* By sneaking into cellar of two story building at E3. Once you are in the building, you will need to kill [[D' Flinger]] and use his key to open the professor's cell. Then use his other key and open the manhole. Jump in there, and move toward the exit while protecting Oldfield from giant hermit crab [[Thrasher]] and [[Siphoner]]s. You will exit at E4 sector. If you have managed to kill all pirates at coordinates E4, F4 and G4, you can alternatively lead him to the main gate of the pirate base without any risk of Oldfield getting killed by critters. Once Oldfield is in safe location, either bring a jet ski and take him to the camp or call [[Chief Briggs]] through [[NavCom Device]] to pick you up.  
* You can pretend to join pirates during the negotiations (90 [[Persuasion]] required) to get to the prison. Then, turn on the captain and free Oldfield.
+
* You can pretend to join pirates during the negotiations (90 [[Persuasion]] or 8 [[Intelligence]] required) to get to the prison. Then, turn on the captain and free Oldfield.
 
* You can attack the captain and his lieutenants during the negotiations. You will need enough of either [[Strength]], [[Melee]], [[Dodge]], [[Temporal Manipulation]], [[Thought Control]] or have [[Yell]] feat in order to successfully attack first. Keep in mind that you will be disarmed. If you successfully managed to distract them, you will also be able to scream into the [[NavCom Device]] to commence the attack which will draw away a number of pirates from the nearby area (works the same as commencing the attack normally)
 
* You can attack the captain and his lieutenants during the negotiations. You will need enough of either [[Strength]], [[Melee]], [[Dodge]], [[Temporal Manipulation]], [[Thought Control]] or have [[Yell]] feat in order to successfully attack first. Keep in mind that you will be disarmed. If you successfully managed to distract them, you will also be able to scream into the [[NavCom Device]] to commence the attack which will draw away a number of pirates from the nearby area (works the same as commencing the attack normally)
 
* If you fail to attack first during meeting with the captain (or do it intentionally), you will be quickly stunned, stripped of all your belongings and thrown to the cell next to professor. There you can find a [[Lockpick Mk II]] hidden in the toilet to open your cell (70 [[Lockpicking]]) and escape or [[Persuasion|persuade]] D'Flinger to come closer and then grab his cell key with enough dexterity, strength or melee skill. Player may also find in their cell components necessary to craft a [[Shiv]]. If player has managed to convince Flinger to come nearby, they can instantly kill him with the provisional weapon if they have enough melee skill. After disposing of Flinger, grab your stolen gear hidden in the container on the floor above and proceed with the rescue.
 
* If you fail to attack first during meeting with the captain (or do it intentionally), you will be quickly stunned, stripped of all your belongings and thrown to the cell next to professor. There you can find a [[Lockpick Mk II]] hidden in the toilet to open your cell (70 [[Lockpicking]]) and escape or [[Persuasion|persuade]] D'Flinger to come closer and then grab his cell key with enough dexterity, strength or melee skill. Player may also find in their cell components necessary to craft a [[Shiv]]. If player has managed to convince Flinger to come nearby, they can instantly kill him with the provisional weapon if they have enough melee skill. After disposing of Flinger, grab your stolen gear hidden in the container on the floor above and proceed with the rescue.

Latest revision as of 04:49, 8 May 2024

This page contains content from Underrail: Expedition expansion.
Rescue the Professor

Rescue the Professor.png
Quest information
Location Black Sea Expedition Camp
Given by Chief Briggs
Rewards 2000 + 1500 classic XP / 2 + 2 oddity XP
700 Stygian Coins
Aegis Patroller Key

This quest will trigger some time after player has either investigated Crimson Meadow Horticulture Center or Nexus of Technology. It will also automatically happen if player goes to sleep after opening the Arch Keep.

Objectives

  • Liberate the professor either through negotiating with the pirates or by infiltrating their base. There is a patrol at coordinates F4 in case of the former. Whatever happens, Aegis Incorporated is ready to move in.

Walkthrough

Professor Oldfield is hold in the sector E3 inside the two story building. There are multiple ways of rescuing him:

  • By negotiating with Captain Grim. Depending on your persuasion/intimidation and mercantile skill you will either give very little camp's resources or very much, diminishing camp ability to defend against natives. With high enough skill you can also negotiate safe passage through pirate territory to Lemurian ruins.
  • By forceful entry, killing pirates as you move toward E3 sector. Player can also call Chief Briggs and order an attack on the pirate base to get some combat support, weakening the pirates and creating a hole in Port's walls at E3 which player can use to disembark their jet ski there (keep in mind that doing so will cost the Expedition five sec-troopers as well as few jet-skis)
  • By sneaking into cellar of two story building at E3. Once you are in the building, you will need to kill D' Flinger and use his key to open the professor's cell. Then use his other key and open the manhole. Jump in there, and move toward the exit while protecting Oldfield from giant hermit crab Thrasher and Siphoners. You will exit at E4 sector. If you have managed to kill all pirates at coordinates E4, F4 and G4, you can alternatively lead him to the main gate of the pirate base without any risk of Oldfield getting killed by critters. Once Oldfield is in safe location, either bring a jet ski and take him to the camp or call Chief Briggs through NavCom Device to pick you up.
  • You can pretend to join pirates during the negotiations (90 Persuasion or 8 Intelligence required) to get to the prison. Then, turn on the captain and free Oldfield.
  • You can attack the captain and his lieutenants during the negotiations. You will need enough of either Strength, Melee, Dodge, Temporal Manipulation, Thought Control or have Yell feat in order to successfully attack first. Keep in mind that you will be disarmed. If you successfully managed to distract them, you will also be able to scream into the NavCom Device to commence the attack which will draw away a number of pirates from the nearby area (works the same as commencing the attack normally)
  • If you fail to attack first during meeting with the captain (or do it intentionally), you will be quickly stunned, stripped of all your belongings and thrown to the cell next to professor. There you can find a Lockpick Mk II hidden in the toilet to open your cell (70 Lockpicking) and escape or persuade D'Flinger to come closer and then grab his cell key with enough dexterity, strength or melee skill. Player may also find in their cell components necessary to craft a Shiv. If player has managed to convince Flinger to come nearby, they can instantly kill him with the provisional weapon if they have enough melee skill. After disposing of Flinger, grab your stolen gear hidden in the container on the floor above and proceed with the rescue.

All of the options except the negotiations will cause pirates to attack the expedition camp after the rescue in the same manner as natives do unless player has killed enough of them or killed all their leaders.

This is the counterpart quest to Prevent kidnapping.