Difference between revisions of "Abandoned Warehouse"

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Removing [[Strange Power Cell]] from the device causes the warehouse's power and defenses to jump back on, opening shutter doors to security robot bays, closing the main entrance and powering the elevators. To exit the warehouse after this, one must either hack a security terminal to gain level 2 access required for opening the main entrance, or find a [[Security Key Card (Abandoned warehouse)|security key card]].
 
Removing [[Strange Power Cell]] from the device causes the warehouse's power and defenses to jump back on, opening shutter doors to security robot bays, closing the main entrance and powering the elevators. To exit the warehouse after this, one must either hack a security terminal to gain level 2 access required for opening the main entrance, or find a [[Security Key Card (Abandoned warehouse)|security key card]].
  
=== Floor 1 ===
+
=== Floor 1 (upper) ===
 
 
* The ventilation shafts are split into 2 separate shafts, one covering the southern rooms and the other the northern rooms
 
 
* The surveillance room just next to the entrance
 
* The surveillance room just next to the entrance
 
** Both front and back doors requires 50 [[Lockpicking]] to open (but the room can be reached from the back room through the ventilation shaft)
 
** Both front and back doors requires 50 [[Lockpicking]] to open (but the room can be reached from the back room through the ventilation shaft)
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** Has a locker requiring 45 [[Lockpicking]]
 
** Has a locker requiring 45 [[Lockpicking]]
 
** Has a footlocker requiring 70 [[Lockpicking]], or can be opened with [[Key (Abandoned warehouse)]]
 
** Has a footlocker requiring 70 [[Lockpicking]], or can be opened with [[Key (Abandoned warehouse)]]
* There is a secret crawlspace (requires [[Perception]] to detect) in the northern corridor where the blood trail is:
+
* There is a secret crawlspace (requires 7 [[Perception]] to detect) in the northern corridor where the blood trail is:
 
** It leads to an area with a [[Rathound]]
 
** It leads to an area with a [[Rathound]]
 
** The area has a footlocker with [[Boxing Gloves]] (rare item)
 
** The area has a footlocker with [[Boxing Gloves]] (rare item)
 
* The NNE room:
 
* The NNE room:
 
** Has the [[Strange Power Cell]] for the quest [[Rail Crossing]] quest, [[Disable plasma walkers]]. Picking it up will power up the whole building and activate its bot defenses
 
** Has the [[Strange Power Cell]] for the quest [[Rail Crossing]] quest, [[Disable plasma walkers]]. Picking it up will power up the whole building and activate its bot defenses
 +
** Has shelves with [[Tungsten Crowbar]]
 
** Has a locker with a [[Marked Card Deck]] oddity, 2 XP
 
** Has a locker with a [[Marked Card Deck]] oddity, 2 XP
 
** Has a computer which, once powered on:
 
** Has a computer which, once powered on:
*** Can be used to activate the elevators, granting access to the upper floor
+
*** Can be used to activate the elevators, granting access to the lower floor
*** Can be hacked to level 1 (disable the cameras) or level 2 (open the front door). 70 [[Hacking]] is sufficient to get level 2 access.
+
*** Can be hacked to level 1 (disable the cameras) or level 2 (open the front door). 60 [[Hacking]] is sufficient to get level 2 access. Level 2 access can also be obtained with the [[Security Key Card (Abandoned warehouse)]] found on the lower floor
 +
*** The door opened with level 2 is the exit/entrance of the warehouse. The door is actually located in the [[Lower Underrail|Lower Underrail area B13]] area
 
* The W room (opened when power is on)
 
* The W room (opened when power is on)
 
** Has shelves containing a [[Warehouse Inventory List]] oddity, 2 XP
 
** Has shelves containing a [[Warehouse Inventory List]] oddity, 2 XP
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* The central room with barrel (opened when power is on)
 
* The central room with barrel (opened when power is on)
 
** Has a barrel containing an [[Old Data Medium]] oddity, 1 XP
 
** Has a barrel containing an [[Old Data Medium]] oddity, 1 XP
 +
 +
=== Floor 1 ventilation shafts ===
 +
* The ventilation shafts are split into 2 separate shafts, one covering the southern rooms and the other the northern rooms
 +
 +
=== Floor 2 (lower) ===
 +
* This floor can be accessed from the elevators on floor 1, once they are reactivated
 +
* There is a [[Frag Mine]]s by the western elevator (requires 70 [[Traps]] to recover it)
 +
* The 1st door from the western elevator:
 +
** The door can be opened with 50 [[Hacking]]
 +
* The 2nd door from the western elevator:
 +
** the door can be opened with 70 [[Hacking]]. It leads to the caves, which can be reached from the main room without any hacking.
 +
** behind the door are shelves that contain a [[Sports Almanac]] oddity, 3 XP
 +
* The large SE room:
 +
** The dead man carries a [[Security Key Card (Abandoned warehouse)]] and an [[Old Train Schedule]] oddity, 1 XP
 +
** The northern shelves contain a [[Train Driver Manual]] oddity, 1 XP
 +
* The caves:
 +
** Have a respawning [[Mindshroom]]
 +
** Have a pile of rubble containing a [[Trilobite Fossil]] oddity, 1 XP
  
 
== Enemies ==
 
== Enemies ==
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* [[Kamikaze Bot]]s
 
* [[Kamikaze Bot]]s
 
* [[Plasma Sentry]]
 
* [[Plasma Sentry]]
 +
* [[Crawler]] (in the caves, the [[Plasma Sentry]] will fight it if they are seen together)
  
 
== Map Gallery ==
 
== Map Gallery ==

Latest revision as of 11:28, 5 March 2024

Abandoned WarehouseUncontrolled zone

Abandoned warehouse strange device.png
Dungeon information
Music Cornered
Located in Lower Underrail
Areas Floor 1
Floor 2
Connections Lower Underrail area B13
NPCs None
Technical
Map file(s) aw1-1
aw1-2

An abandoned warehouse near Rail Crossing, directly south of it. It can be entered from Lower Underrail area B13.

Description

Initially the entire warehouse seems to be abandoned and without power, thus its elevators won't work. However, a strange device with numerous power cables connected to it can be found in one of the first floor rooms.

Removing Strange Power Cell from the device causes the warehouse's power and defenses to jump back on, opening shutter doors to security robot bays, closing the main entrance and powering the elevators. To exit the warehouse after this, one must either hack a security terminal to gain level 2 access required for opening the main entrance, or find a security key card.

Floor 1 (upper)

  • The surveillance room just next to the entrance
    • Both front and back doors requires 50 Lockpicking to open (but the room can be reached from the back room through the ventilation shaft)
    • Has an unpowered elevator (can be activated after recovering the Strange Power Cell and using the nearby computer)
  • The middle room on the southern wall:
    • Its door requires 40 Lockpicking (but the room can also be reached from the ventilation shaft)
    • Has a locker requiring 50 Lockpicking
  • The SW west room
    • Has an unpowered elevator (can be activated after recovering the Strange Power Cell and using the nearby computer)
  • The NE room at the end of the corridor
  • There is a secret crawlspace (requires 7 Perception to detect) in the northern corridor where the blood trail is:
  • The NNE room:
  • The W room (opened when power is on)
  • The central room with barrel (opened when power is on)

Floor 1 ventilation shafts

  • The ventilation shafts are split into 2 separate shafts, one covering the southern rooms and the other the northern rooms

Floor 2 (lower)

  • This floor can be accessed from the elevators on floor 1, once they are reactivated
  • There is a Frag Mines by the western elevator (requires 70 Traps to recover it)
  • The 1st door from the western elevator:
    • The door can be opened with 50 Hacking
  • The 2nd door from the western elevator:
    • the door can be opened with 70 Hacking. It leads to the caves, which can be reached from the main room without any hacking.
    • behind the door are shelves that contain a Sports Almanac oddity, 3 XP
  • The large SE room:
  • The caves:

Enemies

Map Gallery