Biomare

From Anarchy Online Wiki [AOWiki]
Revision as of 20:51, 1 October 2018 by Rorist (talk | contribs) (→‎Travelling to Biomare: add waypoint command)

BiomareBanner.jpg

BiomareViewEntrance.jpg

Foreman's Office - also known as Biomare (Biological Materials Research) is a static Dungeon in The Longest Road designed for players from level 40 up to level 100. This dungeon has a level limit that does not allow characters over 100 to enter, even with Warp, and no lower limit. Biomare is well suited for leveling a little after leaving the Temple of the Three Winds; although players may well choose to obtain items from Steps of Madness first, it is designed to exclude XP gain by making all its enemies very tough and low level.

Players wanting to do the Missions can speak with their Side contact first. The Omni contact, Dr. Hercules Lincoln, is a couple of whompahs away, at Outpost 10-3. Clanners can find Investigator Ace Starr just up the road out of Biomare, on the north side of the T-junction with the Longest Road itself.

Outside is a base hidden in a curve of hills which can only be accessed from the northwest side, even from the air. The entrance, at 1930 775, is labeled "Foreman's Office". It is one of many such doorways, but the only one on the minimap that shows the symbol of an actual working door.

The Stern Guard and Male Lieutenant enemies on the outside do Energy damage; attacking them, or allowing one's pets to attack them (even putting the pets on Follow is not sufficient in some cases, although can help) flags the player for PvP combat for a few minutes.

The first section of the dungeon is a series of high ceiling corridors with rogue Omni guards mostly under level 50. As in all the static dungeons in AO all the mobs have much higher hit points then their counterpart in missions or in the wild.

One team member should 'Pull' the 'Reception Clerk' only halfway and then Kite or Tank for a bit; approach/attack and then retreat to the center of the room, either evading (Kite) or just soaking up damage and healing themselves with meds or nanos (Tank) rather than fight with the full team. They should only rejoin the team when the Mechdog and Guard spawn. The reason for this is the number of guards spawned is dependent on the number of players in the vicinity of the Reception Clerk around the time he is attacked.

The respawn on the mobs is around ten minutes so always bear that in mind when working through the dungeon, wait too long in one place and you could get in trouble.

About halfway through you will reach an underground cave with mutants and lab technicians, that is where the dungeon starts to get harder with mobs that will give those level 65+ experience.

The mobs in the dungeon drop far more loot than outside or in missions, this dungeon can be be profitable as well as enjoyable. Humanoids in AO tend to drop lucrative armor and weapons, and all mobs in Biomare are at least semi-humanoid, if only in terms of drops. If you want to maximize profits, then the usual loot rule applies: bring backpacks. Lots of backpacks.

The facility's staff have long been continuing the Omni-Tek tradition of genetic experimentation on unwilling subjects, but for whatever reason, either overzealousness or perhaps due to a release of toxic chemicals, driving them insane, they have gone too far for even OT to ignore. The facility is thus under investigation by OT as well as the Clans.

If proof of Omni-Tek genetic experiments was needed; after all, every Breed other than Solitus is living proof of that, then the little outpost of Drumdar, east of Biomare, has more. In September of 29479, Drumdar was attacked by mutants from the Biomare materials research facility. A mist rose up and filled the forest around the village before the mutants appeared, giving time for nearby Clansmen to make their way to the village and help rally a defense with the villagers and the ICC Peacekeepers. Later it was found that some of the mutants were horribly deformed members of Drumdar who had gone missing.

MapTheLongestRoad.jpg

Travelling to Biomare

BiomareAirView.jpg

Biomare is hidden benath the Omni-Tek Mining Facility in the Middle of The Longest Road, at the Coordinates 2000,800 (/waypoint 2000 800 795). On the map it is marked in red as "Omni-Tek Bio Facility".

Biomare is an Omni-Tek installation, meaning it is very easy for Omnis and Neutrals to reach the facility via Whompah. There is a whompah right next to the entrance to the research complex. Both Outpost 10-3 and 4 Holes have whompahs leading to the 2HO whompah to the Longest Road whompah.

For Clanners it is a bit more difficult, of course you can try using the 2HO whompah. Grid to 2HO, then run a bit east to the nearby Whompah to The Longest Road. There are some Omni guards there, but they are not too tough, so you could probably make it.

Of course you can as well run from Bliss, where the nearest Clan-whompa is located. This way you will learn, where the zone The Longest Road got its name from.

In the Fixer Grid just use exit 6-L, sixth floor, exit on the left side.

Clanners can't walk freely in the outdoor portion of the Omni mining facility and have to cope with the Omni guards there (a Male Lieutenant and some Stern Guards).

If you complete the Recapture Beacon Mission you can directly warp yourself from neutral Borealis in front of the entrance of Biomare. Engineers cannot warp you inside, but they can warp you in front of the entrance.

The Security Card Mission makes fighting through many guards optional, rather than mandatory, and that mission shares many steps with one to get a useful item, the Collar of Amplification. It is therefore recommended that players make the minor preparations to start the Collar of Amplification Mission before entering Biomare. The Omni contact for the mission is near the whompahs in Outpost 10-3, and the Clan contact is amongst some buildings north of the Biomare complex, at the T-junction of the entrance road and the main road.

Higher levels in Subway, Temple of Three Winds and Biomare would be able to kill things so easily, there would be no challenge; banning teleportation into those instances has an obvious justification. But characters cannot be teleported out, either, which only makes the process more time-consuming. At least in Biomare one is never very far from an Emergency Exit teleporter.

Inside Biomare

Zones Alpha, Sewers, Beta, Gamma, and Delta:
Throughout Biomare, Omni Guards (that are hostile to players of any faction) and other enemies stand guard, patrol, and spawn in response to player actions. Many of these attacks can be prevented by carrying the mission reward Security Clearance ID Card.

Reception

The first room is a large hall with a row of pillars on either side, and a stepped dais at the end. Take care when approaching the Reception Clerk, for he will sound the alert, and guards and the more dangerous Mechdogs and Guards will be summoned. The number summoned equals the number of players that were in his vicinity when he was first alerted to the presence of intruders. Pulling the Clerk with a single team member works well in this situation, but there is a delay between the Clerk being attacked and the summoning of aid, so the puller needs to linger a little before returning to the team, or team members will be counted among the attackers.


Map

Biomare Map

This map shows the exact locations of the Security Cams, Emergency Exits and the Securty Teleporters, who divide Biomare in separate Zones.

Missions

In Biomare there are now some missions to be undertaken. These guide you through the whole facility and give you some background about the things going on here. In addition you will get quite some nifty items and some decent experience.

Security Card Mission

The Security Card Mission is a series of missions providing security clearance, getting all those grey mobs off your back.

Security Clearance ID Card - Gamma Clearance Gamma Card

Collar of Amplification Mission

The Collar of Amplification Mission rewards a series of missions with the Collar of Amplification.

Collar of Amplification Collar of Amplification

Kill T.I.M. Mission

The Kill T.I.M. Mission is a mission to dispose of the big robot T.I.M. for about 180.000 XP.

Recapture Beacon Mission

The Recapture Beacon Mission is a mission involving some heavy fighting to get the das Recapture Beacon, that can warp you directly from Borealis to Biomare.

Recapture Beacon Recapture Beacon

When starting, without Alpha clearance or better, any of the Sewers missions, Find Maintenance Supervisor, finding Theresa Cameron in the Hangar, or missions after that, it is perfectly safe to run directly to the sewers to avoid combat altogether (almost-remember the guards are mostly ranged attackers). The guards always turn back before entering the sewer, and when the heat is off, the player can resume fighting their way through further.

Loot & Items

Biomare is especially rich on common drops. Almost every mob can drop up to ten different items in his level range including armor, weapons, jewelry, instruction discs and notum. Some things do not drop though, e.g. there are no nano crystals. Especially for new or broke players it is quite easy to get several backpacks full of shop food. Farming monster parts for Blood Plasma can be more lucrative, but requires processing time and Pharmacalogical Technology skill.

Besides the common loot, there is some special loot to be found, most of it being nodrop but some useful items also can be traded.

Weapons

Salvaged Beetle Blaster

Salvaged Beetle Blaster (nodrop)
Nice Rifle for low agents with some neat specials.

Gunbeetle

Gamma Ejector

Gamma Ejector (nodrop)
Decent weapon for low fixers, dual wieldable.

Bodyguard

Customized IMI Desert Reet 1000

Customized IMI Desert Reet 1000 (nodrop)
Very strong pistol, dual wieldable, the best there is for froobs.

Lab Director

Armor

Collar of Amplification

Collar of Amplification (nodrop)
An item for the NECK slot, that buffs treatment and one nano skill free of choice. Very useful for engineers with their big pets.

Collar of Amplification Mission reward]]


Combat Medic's Light Tank Armor

Combat Medic's Light Tank Armor (nodrop, Doctor)
Only for doctors, but very useful, especially for the extra treatment.

Neutralizer


Assault-class Tank Armor

Assault-class Tank Armor (nodrop, Enforcer)
This tank armor is a must have for any enforcer. Though the Exarch Robe having better values, having the tank armor in your inventory allows for casting a 2000 point absorption shield, undoubtedly the difference between life and reclaim at some point.

Bodyguard
Rik-Rak

Corroded Ring

Corroded Ring (nodrop)
One of the rare rings that can be worn with Grid Armor.

Tri Plumbo

Storm Carbonum Plate Helmet
Storm Carbonum Breastplate
Storm Carbonum Plate Arms
Storm Carbonum Plate Boots
Storm Carbonum Plate Gloves
Storm Carbonum Plate Legs

Storm Carbonum Armor - Clan Only
The standard armor for all classes with some very useful buffs. Easiest for Atrox to equip at low to mid levels, easy enough for Solitus at any level, fairly easy for Opifex, but difficult for Nanomage. Boots do not appear to drop, or are extremely rare. This armor can also be made via tradeskilling, but here the finished armor drops in the range of ql60 to ql100.

BiomareMobTriPlumbo.jpg
Tri Plumbo

Sealed Order FPGA-202

Sealed Order FPGA-202
This form is needed in the tradeskill recipe to create the All-Match Augmented Bow Tie.

All-Match Augmented Bow Tie All-Match Augmented Bow Tie

This item buffs your tradeskills by 12.

Lab Director


Sealed Order XITL-0127

Sealed Order XITL-0127
This form is needed for the tradeskill recipe to create the OT Standard Executive Secretary Suit.

OT Standard Executive Secretary Suit OT Standard Executive Secretary Suit

Lab Director


Sealed Order BLCG-7791

Sealed Order BLCG-7791
This form is needed for the tradeskill recipe to create the Standard Clans Administration Suit Clan.

Standard Clans Administration Suit Standard Clans Administration Suit Clan

Lab Director

Misc

Security Clearance ID Card - Gamma Clearance

Security Clearance ID Card - Gamma Clearance (nodrop)
Equipped in HUD1 you won't be attacked by the guards in Biomare, up to the third golfball-teleport.

Security Card Mission reward

Recapture Beacon

Recapture Beacon (nodrop)
This item warps you directly from Borealis to Biomare.

Recapture Beacon Mission reward

Personal Safe

Personal Safe
This container can be opened without tools, but with some break & entry skill. Contains a random item, usually shop food. In very, very rare cases a Instruction Disc (Summon Grid Armor Mk I) or Instruction Disc (Summon Grid Armor Mk II) may be in the container.

Instruction Disc (Summon Grid Armor Mk I) Instruction Disc (Summon Grid Armor Mk I)
Instruction Disc (Summon Grid Armor Mk II) Instruction Disc (Summon Grid Armor Mk II)

Security Officer
Research Technician

HUD Upgrade: Enhanced Target Acquisition

HUD Upgrade: Enhanced Target (nodrop)
A targeting scope with low requirements and buffing the crit chance.

T.I.M.

HUD Upgrade: Personal S.T.M

HUD Upgrade: Personal S.T.M (nodrop, Engineer)
This engineer-item buffs electrical engineering and quantum physics.

T.I.M.

Enhanced NCU Chip with Recompiling Core

Enhanced NCU Chip with Recompiling Core
A NCU-Memory with low requirements and nano-cost reducer. Compared with Dark Memories there are two main advantages:

  • no level requirement
  • not nodrop, so can be traded

Very nice for little twinks in the fifteens.

They drop off Executive Protectors who get spawned by the Lab Director.

Executive Protector

Notum Chip
Notum Fragment
Enriched Notum Nugget

Notum Chips, Notum Fragments und Enriched Notum Nuggets
Used in some tradeskill recipes:

Notum drops from ql30 to ql100.

all
Biomare mobs

Aged Brandy

Aged Brandy
Can be consumed. Can be sold for a good price to the shops.

Chief Base Protector



Mobs in Biomare

Common Mobs

Guard Mechdog
Guard Mechdog

Outpost Sentry
Outpost Sentry

Base Protector
Base Protector

Chief Base Protector
Chief Base Protector

Cargo Haul Bot
Cargo Haul Bot

Security Droid
Security Droid

Toxic Floater
Toxic Floater

Toxic Bloater
Toxic Bloater

Base Defender
Base Defender

Chief Base Defender
Chief Base Defender

Heavy Cargo Haul Bot
Heavy Cargo Haul Bot

Refuse Bot
Refuse Bot

Security Guard
Security Guard

Security Officer
Security Officer

Suppressor
Suppressor

Behavior Observer
Behavior Observer

Neutralizer
Neutralizer

Alpha Bio Construct
Alpha Bio Construct

Shadow Mutant
Shadow Mutant

Chemical Vindicator
Chemical Vindicator

Beta Bio Construct
Beta Bio Construct

Bodyguard
Bodyguard

Data Collector
Data Collector

Research Technician
Research Technician

Executive Protector
Executive Protector

Transgenic Experiment
Transgenic Experiment

Adrenated Scorpiod
Adrenated Scorpiod



Unique Mobs

Investigator - Ace Starr
Investigator - Ace Starr
1855,1215
The Longest Road

Dr. Hercules Lincoln
Dr. Hercules Lincoln
1135,2375
Outpost 10-3

Maintenance Worker - Rodriguez
Maintenance Worker - Rodriguez
280,365

Efficiency Expert - Linda Osmos
Efficiency Expert - Linda Osmos
150,365

Reception Clerk
Reception Clerk
210,330

Maintenance Supervisor Johnson
Maintenance Supervisor Johnson
210,175

Gunbeetle
Gunbeetle
Shuttle Hangar

Data Analyst - Theresa Cameron
Data Analyst - Theresa Cameron
255,35

Blind Eyemutant
Blind Eyemutant
370,175 on the bridge

Lab Assistant - Evelynn Shead
Lab Assistant - Evelynn Shead
382,215

Captain Rik-Rak Jones
Captain Rik-Rak Jones
380,310

Containment Unit System Droid
Containment Unit System Droid
410,260



Boss Mobs

Tri Plumbo
Tri Plumbo
140,175

Lab Director
Lab Director
380,365

T.I.M.
T.I.M.
380,250



See Also

Links