Difference between revisions of "Security Card Mission"
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===Tri Plumbo=== | ===Tri Plumbo=== | ||
After disposing of so many of the bugs you get order to get rid of the main bugger in the sewers: [[Biomare - Tri Plumbo|Tri Plumbo]]. He is located in the big hall at the very end of the sewers. You will need quite a strike team to get him down. | After disposing of so many of the bugs you get order to get rid of the main bugger in the sewers: [[Biomare - Tri Plumbo|Tri Plumbo]]. He is located in the big hall at the very end of the sewers. You will need quite a strike team to get him down. | ||
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With a suitably high level team mate, it is not only not necessary to kill Tri Plumbo on your own, but not necessary to be there. Once someone in the team kills Plumbo, the quest will be completed, as long as you are somewhere inside Biomare, such as waiting at your contact agent. | With a suitably high level team mate, it is not only not necessary to kill Tri Plumbo on your own, but not necessary to be there. Once someone in the team kills Plumbo, the quest will be completed, as long as you are somewhere inside Biomare, such as waiting at your contact agent. | ||
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===Maintenance Supervisor Johnson=== | ===Maintenance Supervisor Johnson=== | ||
Revision as of 14:52, 22 June 2015
This is a Quest in Biomare, providing more freedom to move there. To stop all the mobs in the early zones from attacking you, you acquire security clearance, granted by a security clearance ID card. Equipping this in HUD1 will put an end to all the endless fighting in the lower zones of Biomare. Biomore is devided into four zones (Alpha, Beta, Gamma and Delta) that are interconnected by security teleporters. Part of this quest is parallel to the Collar of Amplification Quest, so its wise to do both quests at the same time. |
Map
Missions
StartThe start location of the quest depends on your faction. |
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Clan
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Omni
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Neutrals can select freely one of the mobs, but have of course stick to their choice. |
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Security-CamsThe first mission requires you to turn off six Security-Cams using a Camera Scrambler that is provided by your contact agent. just use the tool on six different cams and the mission is complete. Mission duration is 9 hours which starts over after each camera is disabled. After turning off one cam this cam vanishes into thin air and it needs some minutes for a new one to spawn. So you can either wait or scan the hallways for other cameras. After completion you will have to give the Camera Scrambler back to your contact agent. | |||
Toxic FloaterAfter shutting down the security cameras you get a new job: Eliminate eight Toxic Floaters. These can be found in the sewers, accessible via an open window in the western wall of the western corridor. The Floaters are very aggressive, spawn quickly and you can easily get some adds. In case of an emergency just use the emergency exit nearby. With a suitably high level team mate, it is not only not necessary to kill the floaters on your own, but not necessary to be there. Once someone in the team kills the floaters, the quest will be completed, as long as you are somewhere inside Biomare, such as waiting at your contact agent. After killing the Floaters you will have to report to your contact agent. | |||
Toxic BloaterAfter a little target practice withe the Toxic Floaters your next job is to kill eight Toxic Bloaters. These can be found deeper in the sewers and are a bit more stubborn. After killing the Bloaters you will have to report to your contact agent. With a suitably high level team mate, it is not only not necessary to kill the bloaters on your own, but not necessary to be there. Once someone in the team kills the bloaters, the quest will be completed, as long as you are somewhere inside Biomare, such as waiting at your contact agent. | |||
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Tri PlumboAfter disposing of so many of the bugs you get order to get rid of the main bugger in the sewers: Tri Plumbo. He is located in the big hall at the very end of the sewers. You will need quite a strike team to get him down. With a suitably high level team mate, it is not only not necessary to kill Tri Plumbo on your own, but not necessary to be there. Once someone in the team kills Plumbo, the quest will be completed, as long as you are somewhere inside Biomare, such as waiting at your contact agent. Report to your contact agent, whereupon you get this item: Security Clearance ID Card Blank If you are doing the Collar of Amplification Quest at the same time, you will at this point get one Maintenance Log too, that is to be delivered to the corresponding investigator. | ||
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Maintenance Supervisor JohnsonWith the Security Clearance ID Card Blank in the inventory you are bound to get access to the Security Card Encoder which Maintenance Supervisor Johnson carries. He is located at position 210,175. This only works if the Blank Card is the same card you got with the current mission. So if you have to draw a new mission from your contact agent, make sure that the old blank card is replaced by a new one. Keeping the old in an open backpack will give a foolproof visual confirmation that the old one has been destroyed and the new one placed in inventory, as getting a new quest should remove the old from the backpack, but always place the new one in a different place: inventory. Destroying the old blank card can work, but may result in a bug where you cannot get a new card by reacquiring the quest. Security Clearance ID Card Blank Johnson can either be reached via the first golfball-teleport or by going though the sewers and some maintenance area. In either case you will have to fight your way through. Security Clearance ID Card - Alpha Clearance Security Clearance ID Card - Alpha Clearance provides free access up to the first teleporter, provided you have not forgotten to equip it to HUD1. This is the same slot as a vehicle, so remember to reequip those Yalmahas back after leaving the Reception Clerk behind, or face the Male Lieutenants that at some point will inevitably be camping the front entrance without the best defense against them. You will not have to report in to your contact agent this time. Alternate Method Located outside the entrance to Biomare dungeon are two Security Card Encoder devices that can be used to upgrade the blank security clearance ID card to Alpha Clearance. | ||
BONUS |
Bonus - Heavy Cargo Haul BotsAfter killing Johnson you do not have to return to your contact agent, but if you do so, you can get a bonus mission to dispose of three Heavy Cargo Haul Bots. Since they are on your way, it is a good idea to do this quest also. | ||
Beta ClearanceYou will not get a dedicated mission here, but the task is to acquire a Damaged Security Clearance ID Card - Beta Clearance and combine it with your Security Clearance ID Card - Alpha Clearance to get a Security Clearance ID Card - Beta Clearance. Damaged Beta Card The necessary damaged cards drop off Security Guards and Security Officers near the laboratory (not in the shuttle hangar) with the third security teleporter. You will have to cross the mutant caves crawling with mutants. Biomutants, Chem mutants etc, in the caves and near the lab, despite every good roleplaying reason to be running amok and uncontrollable, do not aggro players that have Gamma Clearance. Security Clearance ID Card - Beta Clearance grants free access up to the second security teleporter. | |||
Gamma ClearanceAgain you will have to get a Damaged Security Clearance ID Card - Beta Clearance and combine it with your Security Clearance ID Card - Beta Clearance to get the Security Clearance ID Card - Gamma Clearance. Damaged GammaCard The damaged gamma cards drop off Bodyguards after the third golfball-teleport. So you must cross once more the mutant caves - fun! Security Clearance ID Card - Gamma Clearance grants free access up to the third golfball, but like the others, will not protect against Floaters or Bloaters. |