Difference between revisions of "Abandoned Waterway Facility"
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* Is inhabited by [[Mutant]]s, [[Hunchback Mutant]]s and [[Mutated Dog]]s | * Is inhabited by [[Mutant]]s, [[Hunchback Mutant]]s and [[Mutated Dog]]s | ||
* The south east corner | * The south east corner | ||
− | ** Is accessible from a different entrance in '''Waterways 11''' which requires high speed with your [[Jet Ski]] ( | + | ** Is accessible from a different entrance in '''Waterways 11''' which requires high speed with your [[Jet Ski]] (required speed is between 265 and 464). |
** Is inhabited by [[Azuridae]] and [[Azuridae Goliathus]] | ** Is inhabited by [[Azuridae]] and [[Azuridae Goliathus]] | ||
* Has an abandoned [[Skimmer]], [[Scrap Jet]] and [[Scooter]]. They come with some valuable [[Jet Ski]] parts. | * Has an abandoned [[Skimmer]], [[Scrap Jet]] and [[Scooter]]. They come with some valuable [[Jet Ski]] parts. |
Revision as of 18:19, 21 December 2020
Abandoned Waterway Facility | |||||
The remains of an old naval facility, intersected by numerous waterways.
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Zone information | |||||
Music | Subterra | ||||
Located in | Lower Caves | ||||
Areas | East waterway facility West waterway facility East basement West basement | ||||
Connections | Core Ring (east) | ||||
NPCs | |||||
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Abandoned Waterway Facility is a location in Core Ring.
Description
This area is accessible with a Jet Ski from the Core Ring, area Waterways 11. The Jet Ski is needed to access the different parts of the area.
East waterway facility
- Is inhabited by Mutants, Hunchback Mutants and Mutated Dogs
- The south east corner
- Is accessible from a different entrance in Waterways 11 which requires high speed with your Jet Ski (required speed is between 265 and 464).
- Is inhabited by Azuridae and Azuridae Goliathus
- Has an abandoned Skimmer, Scrap Jet and Scooter. They come with some valuable Jet Ski parts.
- Has 2 respawning Lake Poppy spots
- On an island on the south side is a respawning Gremlin Stool and a respawning Red Dream Mushroom
- Along the south wall, SW of the mushroom island, is a skeleton carrying some poisons and bolts
- In the SW building is a Greater Fusion Cell and a computer rack with a Box of Cables (Abandoned Waterways Facility)
- At the center of the area, outside to the east of a long building, is a barrel containing a Regenerative Vest
- In the NW building is a switch which turns on the crane console
- Once power has been turned on with the switch, the crane console can be activated:
- With an Advanced Electronic Repair Kit and some skill in Electronics (25 is enough)
- or with the Box of Cables (Abandoned Waterways Facility) found in the SW building
- Once the crane has been activated and the debris removed, the West waterway facility becomes accessible
- The western building has a trapdoor leading to area East basement
- On the 'island' south of the bridge is a hidden stash (requires Perception to detect)
West waterway facility
- The east exit leads to area East waterway facility
- The west exit leads to area
- Once combat is engaged, the metal gates will close behind you
- In the building SW of the 2 grates is a green button. Pushing it opens the first metal gate
- The path opened by the first gate grants access to the eastern building which has a second green button
- Pushing the second green button opens the second gate, allowing you to leave the facility
- Is inhabited by Mutie Sharpshooter, Mutie Marksman, Mutie Technician, Mutie Gunner, Mutie Shotgunner, Mutie Vendor and Auto-Turrets. Some of them are on Jet Skis.
- The NE building has shelves containing a BioIn HDS 2 large suspension part
- The fenced area to the north has jet ski parts containing a BArm Grinder 350
- The SW building:
- Has a locker containing an Old Diver's Helmet oddity, 2 XP.
- Has a trapdoor leading to area West basement
West basement
- Has a ladder leading to area West waterway facility
- The east exit leads to area East basement
- Is inhabited by Coil Spiders and Greater Coil Spiders
- Has a respawning Mindshroom
- The SE room has 2 boxes requiring 90 Hacking each. The west one contains 2 high level Plasma Cores
- The west room has a fuse box:
- Firing at it will disable it
- Pulling the nearby switch will have the same effect, but it will also trigger some parts of the area near pipes to catch fire
- The weapon room in the SW corner
- Requires 115 Lockpicking to enter
- Contains various weapons and weapon parts
- Has a weapon locker requiring 90 Lockpicking. It contains some steel armor pieces
East basement
- Has a ladder leading to area Eastwaterway facility
- The west exit leads to area West basement
- An area is blocked by some destructible rocks. This area:
- Has shelves with rare electronic equipment (Polarizer, Magnifying Neuroscopic Filter: Neural Overload)
- Has a box containing an Electric Lantern
- Has a box requiring 85 Hacking
NPCs
Map Gallery
- Xpbl ojyc2.png
West waterway facility
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