Difference between revisions of "Gray Army Base"
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== Description == | == Description == | ||
− | + | The player will accidentally end up here as a part of [[Dude]]'s rift-walking [[Dude's other quest|adventure]]. While the base is swarming with Gray Army Soldiers, the player can avoid combat by wearing an appropriate uniform and avoiding dialogue, ''only'' if they play as a male character. While wearing the [[Gray Soldier Armor|normal uniform]] is enough to stop the soldiers from attacking on sight, outside of the Barracks they will become more alert and will follow and attack the player if they do not succeed a [[Persuasion]] check. The amount of Persuasion needed depends on the area and the uniform the player wears. | |
+ | |||
+ | The [[Gray Officer Armor|officer uniform]] gives the player an ability to make an [[Intimidation]] check on regular soldiers, which works in all areas of the base except the Magatzin (however saluting them also works without any checks). All soldiers in the Magatzin will approach the player on sight regardless of the uniform worn, and will require a Persuasion check to avoid combat (70 for officer uniform and 60 for soldier uniform). Entering any security checkpoint or surveillance room will cause all soldiers to immediately attack the player. | ||
+ | |||
=== Barracks === | === Barracks === | ||
− | * The two | + | * The two northern exits both lead to the Main Hall. |
− | * | + | * The eastern part of the barracks has an opened locker containing [[Gray Soldier Armor]]. |
− | * There is a locker (requires 50 Lockpicking) in the western part of the barracks that contains [[Medal]] oddity (second locker from the top). | + | * Two rooms east of the rift is a secret trap-door that can be detected with 8 [[Perception]], leading to a small basement storage with some electronic components. |
− | * With | + | * There is a locker (requires 50 Lockpicking) in the western part of the barracks that contains a [[Medal]] oddity (second locker from the top). |
+ | * Another locker (requires 50 Lockpicking) in the western part of the barracks contains [[Kzozel Yantar]] (second locker from the bottom in the SE corner). | ||
+ | * There are two lockers (requires 50 Lockpicking) in the central part of the barracks that contain [[Medal]] oddities (sixth locker from the bottom on the western side and third locker from the bottom on the eastern side). | ||
+ | * One of the desks in the computer room contains a [[Haxxor Mk II]] | ||
+ | * With 9 [[Agility]], the player can jump through a fan in the vents to bypass the locked door/guard to the east. | ||
=== Main Hall === | === Main Hall === | ||
− | * | + | * The stairs to the north lead to the Schtab. |
− | * | + | * The locked gate to the west leads to the Magatzin. It can be opened with 100 [[Hacking]] or a keycard found in the upper floor of the base. |
* Both south exits lead to the Barracks. | * Both south exits lead to the Barracks. | ||
* There is a Trgomat that player can use to buy [[Kzozel]], [[Canned Czernina]] and [[Root Soda]] with [[Zlatortiya]]s. | * There is a Trgomat that player can use to buy [[Kzozel]], [[Canned Czernina]] and [[Root Soda]] with [[Zlatortiya]]s. | ||
+ | ** When buying [[Kzozel]], there is a small chance that Trgomat will malfunction and produce [[Kzozel Yantar]] instead. | ||
* Toilets: | * Toilets: | ||
− | ** | + | ** A medical locker in the toilets contains a [[Focus Stim]]. |
− | ** [[Gray Army Officer]] sometimes walks into one of the cabins. | + | ** A [[Gray Army Officer]] sometimes walks into one of the cabins. Players can kill him and take his uniform as long as no one sees them. |
* Armory: | * Armory: | ||
− | ** [[Gray Army Heavy Gunner]] behind the counter has a [[Armory Key (Gray Army Base)|key]] that unlocks the door the armory. | + | ** The [[Gray Army Heavy Gunner]] behind the counter has a [[Armory Key (Gray Army Base)|key]] that unlocks the door the armory. |
− | ** | + | ** A weapon locker in the back of the armory contains a unique SMG, [[RRCh-42]]. |
* There is a crate blocking a trapdoor north of the armory that can be pushed away with 6 effective [[Strength]]. | * There is a crate blocking a trapdoor north of the armory that can be pushed away with 6 effective [[Strength]]. | ||
− | * Vents connect trapdoor north of the armory to a vent shaft next to stairs to the Schtab, and Kitchen's backroom. | + | * Vents connect the trapdoor north of the armory to a vent shaft next to stairs to the Schtab, and Kitchen's backroom. |
* Kitchen: | * Kitchen: | ||
− | ** [[Lunch Lady]] carries [[Rolling Pin]]. | + | ** [[Lunch Lady]] carries the [[Rolling Pin]]. |
− | * If alarm is sounded, metal gates to the north will open and Gray Army Spec Ops team and a few Dobermans will spawn. | + | ** The fridge near the lunch lady contains [[Kzozel Yantar]]. |
+ | * If the alarm is sounded, metal gates to the north will open and Gray Army Spec Ops team and a few Dobermans will spawn. | ||
=== Schtab === | === Schtab === | ||
+ | * There is a secret opening in the ventilation system requiring 9 [[Perception]], connecting the northern and southern parts of the area. | ||
* NW room: | * NW room: | ||
− | ** There is a hidden safe | + | ** There is a hidden safe requiring 9 [[Perception]] that can be opened with 80 [[Lockpicking]] containing 100 [[Zlatortiya]]s, [[Plasma Pistol]] and [[Fusion Cell]]. |
* NE room: | * NE room: | ||
− | ** | + | ** The desk contains the [[Magatzin Keycard (Gray Army Base)]] that can open the gate to the Magatzin. |
− | ** | + | ** A wardrobe contains [[Gray Officer Armor]], some [[Zlatortiya]]s, and a [[Medal]] oddity. |
− | ** | + | ** The eastern door to the room can be opened with 90 [[Lockpicking]] or [[Small Key (Gray Army Base)]]. |
* SE room: | * SE room: | ||
− | ** | + | ** A file cabinet contains a [[Čutura]] oddity. |
=== Magatzin === | === Magatzin === | ||
− | * With 7 [[Agility]], player can jump over the fence west of the entrance, avoiding soldiers guarding the entrance to the storehouse. | + | * With 7 [[Agility]], the player can jump over the fence south-west of the entrance, avoiding the soldiers guarding the entrance to the storehouse. |
− | * [[Gun Lubricating Oil]] can be found on the shelves in the northwestern part of the storehouse. | + | * The rightmost shelves in the southwestern corner contain a [[100-round Ammo Belt]]. |
+ | * The [[Gun Lubricating Oil]] can be found on the shelves in the northwestern part of the storehouse. | ||
== Enemies == | == Enemies == | ||
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* [[Gray Spec Ops Heavy Gunner]] (DOMINATING difficulty or if the alarm was sounded) | * [[Gray Spec Ops Heavy Gunner]] (DOMINATING difficulty or if the alarm was sounded) | ||
* [[Gray Spec Ops Sniper]] (DOMINATING difficulty or if the alarm was sounded) | * [[Gray Spec Ops Sniper]] (DOMINATING difficulty or if the alarm was sounded) | ||
− | * [[ | + | * [[Doberman]]s (DOMINATING difficulty or if the alarm was sounded) |
== Quests == | == Quests == |
Latest revision as of 01:14, 12 October 2024
Gray Army Base | |
Location information | |
---|---|
Music | Grey Army |
Located in | West Underrail |
Areas | Barracks Main Hall Schtab Magatzin |
Connections | Dude's House - Caves (rift) |
NPCs |
Gray Army Base is a location somewhere in West Underrail.
Description
The player will accidentally end up here as a part of Dude's rift-walking adventure. While the base is swarming with Gray Army Soldiers, the player can avoid combat by wearing an appropriate uniform and avoiding dialogue, only if they play as a male character. While wearing the normal uniform is enough to stop the soldiers from attacking on sight, outside of the Barracks they will become more alert and will follow and attack the player if they do not succeed a Persuasion check. The amount of Persuasion needed depends on the area and the uniform the player wears.
The officer uniform gives the player an ability to make an Intimidation check on regular soldiers, which works in all areas of the base except the Magatzin (however saluting them also works without any checks). All soldiers in the Magatzin will approach the player on sight regardless of the uniform worn, and will require a Persuasion check to avoid combat (70 for officer uniform and 60 for soldier uniform). Entering any security checkpoint or surveillance room will cause all soldiers to immediately attack the player.
Barracks
- The two northern exits both lead to the Main Hall.
- The eastern part of the barracks has an opened locker containing Gray Soldier Armor.
- Two rooms east of the rift is a secret trap-door that can be detected with 8 Perception, leading to a small basement storage with some electronic components.
- There is a locker (requires 50 Lockpicking) in the western part of the barracks that contains a Medal oddity (second locker from the top).
- Another locker (requires 50 Lockpicking) in the western part of the barracks contains Kzozel Yantar (second locker from the bottom in the SE corner).
- There are two lockers (requires 50 Lockpicking) in the central part of the barracks that contain Medal oddities (sixth locker from the bottom on the western side and third locker from the bottom on the eastern side).
- One of the desks in the computer room contains a Haxxor Mk II
- With 9 Agility, the player can jump through a fan in the vents to bypass the locked door/guard to the east.
Main Hall
- The stairs to the north lead to the Schtab.
- The locked gate to the west leads to the Magatzin. It can be opened with 100 Hacking or a keycard found in the upper floor of the base.
- Both south exits lead to the Barracks.
- There is a Trgomat that player can use to buy Kzozel, Canned Czernina and Root Soda with Zlatortiyas.
- When buying Kzozel, there is a small chance that Trgomat will malfunction and produce Kzozel Yantar instead.
- Toilets:
- A medical locker in the toilets contains a Focus Stim.
- A Gray Army Officer sometimes walks into one of the cabins. Players can kill him and take his uniform as long as no one sees them.
- Armory:
- The Gray Army Heavy Gunner behind the counter has a key that unlocks the door the armory.
- A weapon locker in the back of the armory contains a unique SMG, RRCh-42.
- There is a crate blocking a trapdoor north of the armory that can be pushed away with 6 effective Strength.
- Vents connect the trapdoor north of the armory to a vent shaft next to stairs to the Schtab, and Kitchen's backroom.
- Kitchen:
- Lunch Lady carries the Rolling Pin.
- The fridge near the lunch lady contains Kzozel Yantar.
- If the alarm is sounded, metal gates to the north will open and Gray Army Spec Ops team and a few Dobermans will spawn.
Schtab
- There is a secret opening in the ventilation system requiring 9 Perception, connecting the northern and southern parts of the area.
- NW room:
- There is a hidden safe requiring 9 Perception that can be opened with 80 Lockpicking containing 100 Zlatortiyas, Plasma Pistol and Fusion Cell.
- NE room:
- The desk contains the Magatzin Keycard (Gray Army Base) that can open the gate to the Magatzin.
- A wardrobe contains Gray Officer Armor, some Zlatortiyas, and a Medal oddity.
- The eastern door to the room can be opened with 90 Lockpicking or Small Key (Gray Army Base).
- SE room:
- A file cabinet contains a Čutura oddity.
Magatzin
- With 7 Agility, the player can jump over the fence south-west of the entrance, avoiding the soldiers guarding the entrance to the storehouse.
- The rightmost shelves in the southwestern corner contain a 100-round Ammo Belt.
- The Gun Lubricating Oil can be found on the shelves in the northwestern part of the storehouse.
Enemies
- Gray Army
- Gray Army Grenadier
- Gray Army Gunner
- Gray Army Heavy Gunner
- Gray Army Sniper
- Gray Army Officer
- Gray Spec Ops Gunner (DOMINATING difficulty or if the alarm was sounded)
- Gray Spec Ops Heavy Gunner (DOMINATING difficulty or if the alarm was sounded)
- Gray Spec Ops Sniper (DOMINATING difficulty or if the alarm was sounded)
- Dobermans (DOMINATING difficulty or if the alarm was sounded)
Quests
Map Gallery
- Xbpl wumb2b.png
Barracks vents
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