Investigate Lemurian Health Center
Investigate Lemurian Health Center | |||||
Quest information | |||||
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Location | Lemurian Health Center | ||||
Given by | Professor Oldfield | ||||
Rewards | 2000 classic XP / 2 oddity XP 500 Stygian Coins | ||||
Related quests | |||||
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After talking to Professor Oldfield about the true purpose of the expedition, he will give you the next set of sites to investigate. It is necessary to get through the Health Center before you are able to make it past the scanners at the Joint Security Headquarters.
Objectives
- Investigate Lemurian Health Center, located at coordinates I1. Report your findings to Professor Oldfield
- You've found a microchip implantation/extraction unit at the Lemurian Health Center. Find out if it's still functional
Walkthrough
Head southeast from the Black Sea Expedition Camp, and around Port Ceto until you reach the Port Ceto-Destroyer. Then, go east to a decrepit tower, and south along the shoreline to arrive at your destination. If Grim Jetters have turned hostile, you can also sneak pass thier territory at I3. A Scarp Jet can be found behind a tunnel with a few pirates and pitbulls.
Note: You can't leave the health center halfway with insufficient Will.
Once inside you should go to the northwestern corner of the lobby, where you'll find a console. Choose 'summon available servants' in order to get the Receptionist to her post. Talk to her, and you might start to notice something strange is going on. She'll open one of the three doors to a new part of the hospital. Once in the new section, you'll start to encounter the first of many visions, you'll get one every room. With each encounter you'll be given the choice to comply, or resist granted that you're able to succeed a will check. Note that if you resist every time, you will not be able to get the Body Horror feat, but will get to leave without facing the final encounter. If you comply, the opposite is true.
After making first contact, search the room for valuables before talking to Deathman. Consider equipping some form of shock damage, or planting traps, as regardless of your dialogue choices, He will storm off while Strongman and Handmaiden scatter out. Once you've dealt with them, return to the lobby to find a new door open. In the next room you'll find Lifeman on the south end, who insists on opening a door in spite of the fact that there is a perfectly good hole in the neighboring wall. Either make a strength check to help him open it (12 strength required), or charge his battery up to full to get him through. The latter option requires quite a few batteries, but you can find some throughout the facility. Afterwards, more hostile servants will run amok. The microchip unit should also be present in the northwestern corner, which you can access by either lockpicking into the room or finding its corresponding key in the southern part of health center. Stick your good friend Phil into the machine to commandeer his chip, and implant it in your hand. This will allow you to get past the scanners at the Security Headquarters.
Once you're back in the lobby, go through the final set of doors and work your way south through the hostile servants. There's an MRI scanner, which you can restore power to by using an advanced electronic repair kit on the power box in the southeastern corner, but there are few directly observable effects of turning it on. Once you're done head through the elevator and into the morgue. There's a freezer you can enter, either through hacking or a ventilation shaft, which has a Lemurian Blaster inside. The only other room has the last of the 4 named servants, who will offer you a choice depending on your reaction to the visions. If you resisted every encounter, you'll only be able to leave without entering the final chamber. A will check can be selected to enter the dark room, but you will fail it and die instantly regardless of how high your will is. (Died in this manner with a will of 12, could be possible?) If you complied with every encounter, you will have to face the source of the hospital phenomenon in order to leave, and consequentially gain the Body Horror feat. Once you've finished your business, simply exit the way you came in and report back to the professor.
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