Difference between revisions of "Investigate Abyssal Station Zero"

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(Created page with "{{Expedition}} {{Quest Infobox | name = Investigate Abyssal Station Zero | type = expedition | image = Abyssal Station.png | location = Abyssal Station Zero | g...")
 
 
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* Drag him by force to open the gate (16 effective [[Strength]] required).  
 
* Drag him by force to open the gate (16 effective [[Strength]] required).  
 
* [[Intimidation|Intimidate]] him (90 effective skill required) to open the gate (you will also need 10 effective [[Strength]]).  
 
* [[Intimidation|Intimidate]] him (90 effective skill required) to open the gate (you will also need 10 effective [[Strength]]).  
* You can use [[Dirty Kick]] to incapacitate him and then drag him to the gate (8 effective [[Strength]] required).  
+
* You can use [[Dirty Kick]] to incapacitate him and then drag him to the gate (8 effective [[Strength]] required).
 +
* Drag him him to the gate with [[Wrestling|wrestling]].
 
Failing any of the checks or attacking him during the conversation will cause him to go into panic and run away, trying to hide from you.
 
Failing any of the checks or attacking him during the conversation will cause him to go into panic and run away, trying to hide from you.
  
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=== Persuading Todd ===
 
=== Persuading Todd ===
 
During the first conversation with his personas, Todd's family will ask you where you came from.  
 
During the first conversation with his personas, Todd's family will ask you where you came from.  
* Mentioning Biocorp will cause Todd to fall into panic.  
+
* Mentioning Biocorp will cause Todd to fall into panic but it is possible to calm him down by claiming that you meant something different.  
* Claiming that you are from Lemuria will make them call you a liar. With 110 effective Persuasion you can bluff that you came from New Lemuria, established by survivors of the war with Biocorp. Failing this check will cause Todd to refuse to talk with you anymore.
+
* Claiming that you are from Lemuria will make them call you a liar. With 110 effective Persuasion (or 85 effective and [[Lemurian Engineer Suit]] or [[Lemurian Security Marine Armor]]) you can bluff that you came from New Lemuria, established by survivors of the war with Biocorp. Failing this check will cause Todd to refuse to talk with you anymore.
 
Any other option is enough to continue the conversation. Todd's personas will not allow him to open the gate unless you manage to convince them.  
 
Any other option is enough to continue the conversation. Todd's personas will not allow him to open the gate unless you manage to convince them.  
 
* Angus - Todd's father will rant about his son being a failure for not being even able to use a simple [[Empty Tool Bracer (Abyssal Station Zero)|Tool Bracer]]. Find the item in one of the rooms and then ask him to show you how to use it. Then choose correct dialogue options to show Angus that his son wasn't a complete failure. High [[Intelligence]] will give you a hint, about how to do this.
 
* Angus - Todd's father will rant about his son being a failure for not being even able to use a simple [[Empty Tool Bracer (Abyssal Station Zero)|Tool Bracer]]. Find the item in one of the rooms and then ask him to show you how to use it. Then choose correct dialogue options to show Angus that his son wasn't a complete failure. High [[Intelligence]] will give you a hint, about how to do this.
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* Stig - Todd's father-in-law will claim that opening the R&D dome would cause too much stress for Todd and could be harmful for his health. You will need to read Todd's medical records on the computer console in one of the rooms to proceeded. Then choose correct dialogue options to convince Stig. Depending on what answers you choose, Stig will be more or less convinced. With 9 effective [[Will]], correct options will be highlighted.
 
* Stig - Todd's father-in-law will claim that opening the R&D dome would cause too much stress for Todd and could be harmful for his health. You will need to read Todd's medical records on the computer console in one of the rooms to proceeded. Then choose correct dialogue options to convince Stig. Depending on what answers you choose, Stig will be more or less convinced. With 9 effective [[Will]], correct options will be highlighted.
 
#{{hiddensection|Solution|Correct dialogue options are: 4, 1, 2, 5, 4}}
 
#{{hiddensection|Solution|Correct dialogue options are: 4, 1, 2, 5, 4}}
* Asta - Todd's mother-in-law will refuse to speak to you, but by convincing her husband she too will be convinced.
+
* Asta - Todd's mother-in-law will refuse to speak to you, but by convincing her husband she will be convinced as well.
 
After persuading all of his personas, you can ask Todd to open the gate for you.
 
After persuading all of his personas, you can ask Todd to open the gate for you.
 +
 
=== R&D dome ===
 
=== R&D dome ===
Keep going northwest until you find yourself in a room with [[Shadowlith|strange dark monolith]]. Characters with [[Psi Empathy]] and at least 16 effective [[Will (Base Ability)|Will]] score are able to focus on it, and gain [[Outer Visions]] feat.
+
Keep going northwest until you find yourself in a room with [[Shadowlith|strange dark monolith]]. Characters with 6 effective [[Will (Base Ability)|Will]] score as well as at least 50 effective skill in any psi school, are able to focus on it, and gain [[Outer Visions]] feat.
  
 
Turn on the power station to the north and then use console to the west to open the room containing the [[ACoNR (Abyssal Station Zero)|ACoNR]]. However, once you take it, the Shadowlith will activate, the dome will be filled with darkness and the gate behind the monolith will close. Open the gate by interacting with control panel nearby and run to the exit. You will be chased by [[Void Creature]]s that are spawned by the Shadowlith. The only way destroy it and stop the spawning is with the {{spoiler|[[Ethereal Torch]]}}.
 
Turn on the power station to the north and then use console to the west to open the room containing the [[ACoNR (Abyssal Station Zero)|ACoNR]]. However, once you take it, the Shadowlith will activate, the dome will be filled with darkness and the gate behind the monolith will close. Open the gate by interacting with control panel nearby and run to the exit. You will be chased by [[Void Creature]]s that are spawned by the Shadowlith. The only way destroy it and stop the spawning is with the {{spoiler|[[Ethereal Torch]]}}.

Latest revision as of 15:15, 9 August 2023

This page contains content from Underrail: Expedition expansion.
Investigate Abyssal Station Zero

Abyssal Station.png
Quest information
Location Abyssal Station Zero
Given by Professor Oldfield
Rewards 1000 Stygian Coins
Related quests
Previous:

Investigate JSHQ

Objectives

  • Professor Oldfield wants you to go to Abyssal Station Zero, located in the Black Sea's southeastern bay. Once there - find the Acorn.

Walkthrough

Once you have obtained the submarine and managed to transport it to coordinates L2, use it to descend into the depths of Black Sea.

You will find the station seemingly abandoned. Make your way to the next area - you will now find yourself in the Residential Dome One. From there go west and you will find a locked gate to the R&D dome. Phil Bridges' microchip implant will not work. While looking around the dome, you will find something unexpected - a living person, Todd.

Todd is not a particularly good conversational partner, but you can get him to talk by pretending to converse with his family - four alternate personas, he made to cope with being alone. Talking with them can reveal to the player the station's history and that Todd has a microchip in his hand that can open the R&D dome.

  • You can simply mercilessly kill Todd and take his severed arm from his dead body to open the gate.
  • Drag him by force to open the gate (16 effective Strength required).
  • Intimidate him (90 effective skill required) to open the gate (you will also need 10 effective Strength).
  • You can use Dirty Kick to incapacitate him and then drag him to the gate (8 effective Strength required).
  • Drag him him to the gate with wrestling.

Failing any of the checks or attacking him during the conversation will cause him to go into panic and run away, trying to hide from you.

Lastly you can attempt to convince him to open the gate.

Persuading Todd

During the first conversation with his personas, Todd's family will ask you where you came from.

  • Mentioning Biocorp will cause Todd to fall into panic but it is possible to calm him down by claiming that you meant something different.
  • Claiming that you are from Lemuria will make them call you a liar. With 110 effective Persuasion (or 85 effective and Lemurian Engineer Suit or Lemurian Security Marine Armor) you can bluff that you came from New Lemuria, established by survivors of the war with Biocorp. Failing this check will cause Todd to refuse to talk with you anymore.

Any other option is enough to continue the conversation. Todd's personas will not allow him to open the gate unless you manage to convince them.

  • Angus - Todd's father will rant about his son being a failure for not being even able to use a simple Tool Bracer. Find the item in one of the rooms and then ask him to show you how to use it. Then choose correct dialogue options to show Angus that his son wasn't a complete failure. High Intelligence will give you a hint, about how to do this.
Solution

Correct dialogue options are: 2 - Put it on and wait, 2 - 'Uh what?', 2 - 'How do I press on it?', 5 - 'What do you mean, move up?', 2 - Move your whole arm up, 2 - Make a circle with your hand, 3 - 'Now what?'

  • Shelley - to convince Todd's overprotective mother you will need first to interact with two animated portraits found in the rooms nearby, depicting the Newmans and Øyvindrs. You will then need to steer the discussion to make Shelley talk about the portrait and then comment on it. High Persuasion will highlight dialogue options regarding the portrait when they appear.
Solution

1 - Talk with her about the Great War and then comment on the majestic red field from the portrait.
2 - Say that she did well as a parent and tell her that she looked stunning on the portrait.
3 - Say that Todd looks like she feeds him well and comment that he looks worried on the portrait.
4 - Say that his father-in-law must be working hard with Todd and then comment about how wonderful Todd's wife Synna looked on her family portrait.

  • Stig - Todd's father-in-law will claim that opening the R&D dome would cause too much stress for Todd and could be harmful for his health. You will need to read Todd's medical records on the computer console in one of the rooms to proceeded. Then choose correct dialogue options to convince Stig. Depending on what answers you choose, Stig will be more or less convinced. With 9 effective Will, correct options will be highlighted.
Solution

Correct dialogue options are: 4, 1, 2, 5, 4

  • Asta - Todd's mother-in-law will refuse to speak to you, but by convincing her husband she will be convinced as well.

After persuading all of his personas, you can ask Todd to open the gate for you.

R&D dome

Keep going northwest until you find yourself in a room with strange dark monolith. Characters with 6 effective Will score as well as at least 50 effective skill in any psi school, are able to focus on it, and gain Outer Visions feat.

Turn on the power station to the north and then use console to the west to open the room containing the ACoNR. However, once you take it, the Shadowlith will activate, the dome will be filled with darkness and the gate behind the monolith will close. Open the gate by interacting with control panel nearby and run to the exit. You will be chased by Void Creatures that are spawned by the Shadowlith. The only way destroy it and stop the spawning is with the Ethereal Torch.

Once you left the R&D dome, go back to the submarine and go back to the camp and report to the Professor. You can either show him the Acorn or lie about not finding it and keep it for yourself. Either way, afterwards he will proclaim that the expedition is over and that they will be leaving the Black Sea soon.

If you managed to convince Todd, he will be waiting for you at the submarine. If player agrees to take him to the surface, they can later help Todd find a new home. Professor Oldfield will be more than willing to take the last Lemurian to the Expedition Camp if you mention him during your report from Abyssal Station Zero. Doing so will also reward you with 1000 more Stygian Coins.