Difference between revisions of "Abandoned Facility"
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=== Sector 1 === | === Sector 1 === | ||
* Elevator room: | * Elevator room: | ||
− | ** The power is off | + | ** The power of the elevator is initially off. The point of this area and quest is to repair it to escape |
** The electronic lock requires [[Generator Room Keycard (Core City)]]. It opens the generator room. | ** The electronic lock requires [[Generator Room Keycard (Core City)]]. It opens the generator room. | ||
* The generator room: | * The generator room: | ||
** The desk contains a [[Biocorp Technology Catalog Fragment]] oddity, 1 XP | ** The desk contains a [[Biocorp Technology Catalog Fragment]] oddity, 1 XP | ||
− | ** The hydraulic generator | + | ** The hydraulic generator can be used to turn on the elevator once the pump is initialized in ''Sector 2''' |
* Storage area east of the elevator room: | * Storage area east of the elevator room: | ||
** The fenced door can be opened with 95 [[Lockpicking]] or with [[Armory key (Core City)]] | ** The fenced door can be opened with 95 [[Lockpicking]] or with [[Armory key (Core City)]] | ||
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** Can also be opened with the [[Maintenance Room Keycard (Core City)]] | ** Can also be opened with the [[Maintenance Room Keycard (Core City)]] | ||
** A Computer rack contains [[Generator Room Keycard (Core City)]] | ** A Computer rack contains [[Generator Room Keycard (Core City)]] | ||
− | * The | + | * The security room to the south: |
** Is inhabited by 3 [[Mutie]]s | ** Is inhabited by 3 [[Mutie]]s | ||
** Has a [[Blueprint: Tabi Boots]] | ** Has a [[Blueprint: Tabi Boots]] | ||
** The computer console can be hacked to disable the robots in the next sector | ** The computer console can be hacked to disable the robots in the next sector | ||
+ | * The main storage room to the west: | ||
+ | ** Can be opened with [[Storage Room Keycard (Core City)]] from area '''Sector 2''' | ||
+ | ** Has some [[Coil Spider]]s | ||
+ | ** Has shelves containing [[Hydraulic Generator Parts]] and an [[Old World Booze Bottle]] oddity, 2 XP | ||
+ | ** Has 3 [[Pipe]]s on the shelves, needed to repair the pipes | ||
=== Sector 2 === | === Sector 2 === | ||
Line 57: | Line 62: | ||
** has an [[HE Mine]] that requires 90 [[Traps]] to disarm | ** has an [[HE Mine]] that requires 90 [[Traps]] to disarm | ||
** has some patrolling [[Plasma Sentry]]s | ** has some patrolling [[Plasma Sentry]]s | ||
+ | ** All the doors can be opened by [[Vivian]] if you ask her through the [[JKK Comm Device]] | ||
* The Research room (with 3 computer desks): | * The Research room (with 3 computer desks): | ||
− | ** Can be accessed from | + | ** Can be accessed from the ventilation shaft |
** The middle desk contains [[Storage Room Keycard (Core City)]] | ** The middle desk contains [[Storage Room Keycard (Core City)]] | ||
** The southern desk requires 80 [[Lockpicking]] | ** The southern desk requires 80 [[Lockpicking]] | ||
* The storage room (east room): | * The storage room (east room): | ||
** Has a barrel containing an [[Insect Repellent]] oddity, 3 XP | ** Has a barrel containing an [[Insect Repellent]] oddity, 3 XP | ||
− | + | * The pumping room: | |
+ | ** The hydraulic pump can be initiated once the 3 [[Pipe]]s have been used to repair the broken pipe sections (two in '''Sector 2''' and one in '''Sector 1''') | ||
== Enemies == | == Enemies == |
Revision as of 16:50, 29 March 2020
Abandoned Biocorp Facility | |||||
Dungeon information | |||||
---|---|---|---|---|---|
Music | Cornered | ||||
Located in | Core City | ||||
Areas | Elevator Sector 1 Sector 2 | ||||
Connections | Core City utility | ||||
NPCs | Vivian | ||||
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Abandoned Facility is a dungeon in Core City.
Description
An old, abandoned Biocorp research facility located under Core City, accessible via the Core City's utility elevator during and after JKK questline.
It is split into three sectors. Sector 1 contains hydraulic generator room, armory, main storage, large offices, maintenance room and security room. Some Muties, possibly the facility's old staff or test subjects exposed to unknown mutagens, also reside here. To the south is Sector 2 which contains secondary storage, labs and another part of the hydraulic generator. Plasma Sentry guardians are still active within. Sector 3 is to the northeast, but it is inaccessible due to rocks blocking the passage.
Elevator
- Accessed right after following Vivian to the elevator from Core City passages, area Utility section
- The switch to the northwest triggers a trap leading you to area Sector 1
Sector 1
- Elevator room:
- The power of the elevator is initially off. The point of this area and quest is to repair it to escape
- The electronic lock requires Generator Room Keycard (Core City). It opens the generator room.
- The generator room:
- The desk contains a Biocorp Technology Catalog Fragment oddity, 1 XP
- The hydraulic generator can be used to turn on the elevator once the pump is initialized in Sector 2'
- Storage area east of the elevator room:
- The fenced door can be opened with 95 Lockpicking or with Armory key (Core City)
- The middle locker contains a Fancy Lighter oddity, 2 XP
- The locker in the corner requires 75 Lockpicking
- The office (with the tents and the Muties):
- A box requires 90 Hacking
- A barrel contains a Barrel Soup Ladle oddity, 2 XP
- A desk contains a Train Log oddity, 1 XP
- A desk contains Maintenance Room Keycard (Core City)
- A desk to the south contains Sector 2 Keycard (Core City)
- A desk to the south contains Armory key (Core City)
- The southwest door:
- Can be opened with Sector 2 Keycard (Core City)
- Leads to the area Sector 2
- The maintenance room in the NE corner
- Can be reached from the ventilation shaft in the restroom
- Can also be opened with the Maintenance Room Keycard (Core City)
- A Computer rack contains Generator Room Keycard (Core City)
- The security room to the south:
- Is inhabited by 3 Muties
- Has a Blueprint: Tabi Boots
- The computer console can be hacked to disable the robots in the next sector
- The main storage room to the west:
- Can be opened with Storage Room Keycard (Core City) from area Sector 2
- Has some Coil Spiders
- Has shelves containing Hydraulic Generator Parts and an Old World Booze Bottle oddity, 2 XP
- Has 3 Pipes on the shelves, needed to repair the pipes
Sector 2
- The corridor:
- has an HE Mine that requires 90 Traps to disarm
- has some patrolling Plasma Sentrys
- All the doors can be opened by Vivian if you ask her through the JKK Comm Device
- The Research room (with 3 computer desks):
- Can be accessed from the ventilation shaft
- The middle desk contains Storage Room Keycard (Core City)
- The southern desk requires 80 Lockpicking
- The storage room (east room):
- Has a barrel containing an Insect Repellent oddity, 3 XP
- The pumping room:
- The hydraulic pump can be initiated once the 3 Pipes have been used to repair the broken pipe sections (two in Sector 2 and one in Sector 1)
Enemies
- Muties: the current residents of Sector 1
- Coil Spiders: hiding in the the main storage room
- Plasma Sentries: old security robots still active and patrolling Sector 2
Quests
- Escort Vivian: You accidentally end up trapped in the facility
Map Gallery
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