Difference between revisions of "Obtain a Submarine"

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{{Quest Infobox
 
{{Quest Infobox
 
| name    = Obtain a Submarine
 
| name    = Obtain a Submarine
| type    = expedition
+
| type    = side
| image    =  
+
| image    = Sub.png
 
| location = [[Black Sea]], [[Blistering Shores]]
 
| location = [[Black Sea]], [[Blistering Shores]]
| rewards  = Mothafuckin' Submarine
+
| givenby = Self
 +
| rewards  = 2000 Classic XP / 2 Oddity XP
  
 +
Submarine<br>
 
Access to [[Abyssal Station Zero]]
 
Access to [[Abyssal Station Zero]]
 
| related  =  
 
| related  =  
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}}
 
}}
  
In order to successfully reach [[Abyssal Station Zero]], you must first get a working submersible. This unstated step can be followed through the clues and connections you've found throughout your exploration of [[The Black Sea]].
+
In order to successfully reach [[Abyssal Station Zero]], you must first get a working submersible. This unstated step can be followed through the clues and connections you've found throughout your exploration of the [[Black Sea]].
  
 
== Objectives ==
 
== Objectives ==
Line 23: Line 25:
  
 
== Walkthrough ==
 
== Walkthrough ==
Head to the last of the facilities in the North that you, presumably, haven't been to yet: Blistering Shores, at coordinates (L12). The region is home to geysers that will do heat damage in a radius, so consider bringing some form of heat resistance. You should land at coordinates (K9), and follow the path up to the facility. There is a heavy crab population in the area, so keep your enter key close to avoid being ambushed. Once you've made it inside, beware of the larger patches of black sand, as the crabs will continue to be a problem. A couple of [[Hermit Crab]]s will be in a garage, which you can shut prematurely if you decide to break the statue holding it up. Once you're near the office at the end of the hall, watch out for plasma mines. Inside, you'll find a generator which you can use to restore power to the facility.
+
Head to the last of the facilities in the North that you, presumably, haven't been to yet: Blistering Shores, at coordinates [[L12]]. The region is home to geysers that will do heat damage in a radius, so consider bringing some form of heat resistance. You should land at coordinates [[K9]], and follow the path up to the facility. There is a heavy crab population in the area, so keep your enter key close to avoid being ambushed. Once you've made it inside, beware of the larger patches of black sand, as the crabs will continue to be a problem. A couple of [[Hermit Crab]]s will be in a garage, which you can shut prematurely if you decide to break the statue holding it up. Once you're near the office at the end of the hall, watch out for plasma mines. Inside, you'll find a generator which you can use to restore power to the facility.
  
Before activating the generator, consider setting traps, as doing so will trigger a [[Sormirbaeren]] attack. Alternatively, if this proves too difficult, there is a console next to the door which you can use to reactivate many [[Strongman]] to fight them for you, though you'll have to take them out as well. Once the fight is over, you can use the aforementioned console to lower the submarine into the water, where you'll be able to enter it. Check the sub's status on its console, and you'll quickly learn that many systems are in a state of disrepair. Entering Abyssal Station's coordinates will bring up a message advising you to tow the submarine to coordinates (L2). There are two known ways to do this.
+
Before activating the generator, consider setting traps, as doing so will trigger a [[Sørmirbæren]] attack (unless you wiped out Geyser Sørmirbæren Village nearby). Alternatively, if this proves too difficult, there is a console next to the door which you can use to reactivate many [[Strongman]] to fight them for you, though you'll have to take them out as well. Once the fight is over, you can use the aforementioned console to lower the submarine into the water, where you'll be able to enter it. Check the sub's status on its console, and you'll quickly learn that many systems are in a state of disrepair. Entering Abyssal Station's coordinates will bring up a message advising you to tow the submarine to coordinates [[L2]]. There are two known ways to do this.
  
 
* The first way is to speak to the [[Ferryman]] about towing the submarine to your desired location. You can find him at one of his trade route locations.
 
* The first way is to speak to the [[Ferryman]] about towing the submarine to your desired location. You can find him at one of his trade route locations.
* The second way (Needs confirmation) is to find the submarine, backtrack, and discuss it with [[Ray]] at his jet ski shop in [[Core City]].
+
* The second way is to tow the submarine yourself with the [[Freighter]] jetski. You can acquire it from [[Ray]] at his jet ski shop in [[Core City]].
  
Once you've successfully gotten the note to tow the submarine (Objective 3) you'll need to backtrack and speak to the Ferryman. On your way out, there may be new crabs to fight through, so proceed with caution. Once you've met up with him you can pay him to tow the sub at a price of 700-500 charons, depending on your mercantile, and after making a persuasion check, or an intelligence check if you've spoken to him about his philosophy. You'll find the sub at coordinates (L2), ready to take you to Abyssal Station Zero.
+
Once you've successfully gotten the note to tow the submarine (Objective 3) you'll need to backtrack and speak to the Ferryman. On your way out, there may be new crabs to fight through, so proceed with caution. Once you've met up with him you can pay him to tow the sub at a price of 700-500 charons, depending on your [[mercantile]], or get it for free if you pass 80 [[persuasion]] check or 8 [[intelligence]] check if you've spoken to him about his philosophy. You'll find the sub at coordinates [[L2]], ready to take you to Abyssal Station Zero.
  
{{Missions navbox}}
+
<gallery>
 +
Sub_inside.png | Inside the Submarine
 +
Sub.png | Outside of the Submarine
 +
</gallery>
 +
 
 +
{{Missions/Expedition navbox}}
 
[[Category:Quests]]
 
[[Category:Quests]]
[[Category:Expedition quests]]
 

Latest revision as of 04:27, 21 June 2024

Obtain a Submarine
Sidequest

Sub.png
Quest information
Location Black Sea, Blistering Shores
Given by Self
Rewards 2000 Classic XP / 2 Oddity XP

Submarine
Access to Abyssal Station Zero

Related quests
Previous:

Investigate Joint Security Headquarters

Follow-up:

Investigate Abyssal Station Zero

In order to successfully reach Abyssal Station Zero, you must first get a working submersible. This unstated step can be followed through the clues and connections you've found throughout your exploration of the Black Sea.

Objectives

  • Obtain Abyssal Station Zero's two-dimensional geographic coordinates (L2) as well as the docking coordinates for the Course system (020 476 118 263 2115).
  • Locate a submarine in one of the Black Sea facilities. Perhaps it could be used to explore the sea's depths.
  • The submarine you discovered at Blistering Shores uses the Course automated docking system to guide the submarine to a facility's automated docking bay. For this to work you'd need docking coordinates, and - due to the submarine's damaged thrusters - a means to tow it to the chosen diving location.

Precursors

In order to complete this task in the most effective manner, the docking coordinates should be acquired before going to Blistering Shores. Completing the quest, Investigate Joint Security Headquarters will get you these.

Walkthrough

Head to the last of the facilities in the North that you, presumably, haven't been to yet: Blistering Shores, at coordinates L12. The region is home to geysers that will do heat damage in a radius, so consider bringing some form of heat resistance. You should land at coordinates K9, and follow the path up to the facility. There is a heavy crab population in the area, so keep your enter key close to avoid being ambushed. Once you've made it inside, beware of the larger patches of black sand, as the crabs will continue to be a problem. A couple of Hermit Crabs will be in a garage, which you can shut prematurely if you decide to break the statue holding it up. Once you're near the office at the end of the hall, watch out for plasma mines. Inside, you'll find a generator which you can use to restore power to the facility.

Before activating the generator, consider setting traps, as doing so will trigger a Sørmirbæren attack (unless you wiped out Geyser Sørmirbæren Village nearby). Alternatively, if this proves too difficult, there is a console next to the door which you can use to reactivate many Strongman to fight them for you, though you'll have to take them out as well. Once the fight is over, you can use the aforementioned console to lower the submarine into the water, where you'll be able to enter it. Check the sub's status on its console, and you'll quickly learn that many systems are in a state of disrepair. Entering Abyssal Station's coordinates will bring up a message advising you to tow the submarine to coordinates L2. There are two known ways to do this.

  • The first way is to speak to the Ferryman about towing the submarine to your desired location. You can find him at one of his trade route locations.
  • The second way is to tow the submarine yourself with the Freighter jetski. You can acquire it from Ray at his jet ski shop in Core City.

Once you've successfully gotten the note to tow the submarine (Objective 3) you'll need to backtrack and speak to the Ferryman. On your way out, there may be new crabs to fight through, so proceed with caution. Once you've met up with him you can pay him to tow the sub at a price of 700-500 charons, depending on your mercantile, or get it for free if you pass 80 persuasion check or 8 intelligence check if you've spoken to him about his philosophy. You'll find the sub at coordinates L2, ready to take you to Abyssal Station Zero.