Difference between revisions of "Security Card Mission"
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There is, however, a confirmed method to speed up the process, by getting to Johnson without fighting the serried ranks of rogue Omni henchmen. Without fighting anything, in fact, if you prefer. You will probably need a decent run speed buff and Heal over Time, though. Run to the sewers, to Tri Plumbo's room. In the middle of the room, as you are facing it from the entrance, is a slightly raised platform that you cross to get to Tri Plumbo. On either side are large high platforms. Look at the base of the right hand one: there is a ramp. Follow it up and run through the door at the top. You are now on a broken-down metal walkway; follow it and jump down at the end, turning left and go to the end. You are at Johnson! | There is, however, a confirmed method to speed up the process, by getting to Johnson without fighting the serried ranks of rogue Omni henchmen. Without fighting anything, in fact, if you prefer. You will probably need a decent run speed buff and Heal over Time, though. Run to the sewers, to Tri Plumbo's room. In the middle of the room, as you are facing it from the entrance, is a slightly raised platform that you cross to get to Tri Plumbo. On either side are large high platforms. Look at the base of the right hand one: there is a ramp. Follow it up and run through the door at the top. You are now on a broken-down metal walkway; follow it and jump down at the end, turning left and go to the end. You are at Johnson! | ||
− | If you do not have Beta Clearance or better, this route has obvious advantages over the normal way. Nothing will be aggroing you at the end of the line, so no fighting is necessary up to that point. If you have Clearance, it may seem faster, because there is no doubling back of the path as there is with the hallways before the teleport golfball. However, it is not, probably because of the path extending further west and south, and the climb up the ramps. With GSF, a run from the entrance to Johnson through the sewers is roughly one minute forty seconds (it would take a little longer to get out of his sunken area and up the ramps to the Hangar); even | + | If you do not have Beta Clearance or better, this route has obvious advantages over the normal way. Nothing will be aggroing you at the end of the line, so no fighting is necessary up to that point. If you have Clearance, it may seem faster, because there is no doubling back of the path as there is with the hallways before the teleport golfball. However, it is not, probably because of the path extending further west and south, and the climb up the ramps. With GSF, a run from the entrance to Johnson through the sewers is roughly one minute forty seconds (it would take a little longer to get out of his sunken area and up the ramps to the Hangar); whereas, even with having to go through the golfball teleporter, it is still only a minute and twenty seconds, the normal way, to the bridge over Johnson's pit area (also with GSF). |
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Latest revision as of 03:31, 11 September 2018
This is a Mission 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 mission runs parallel to the Collar of Amplification Mission. |
Map[edit]
Missions[edit]
Start[edit]The start location of the mission 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-Cams[edit]The 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 Floater[edit]After 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 mission 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 Bloater[edit]After 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 mission will be completed, as long as you are somewhere inside Biomare, such as waiting at your contact agent. | |||
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Tri Plumbo[edit]After 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. A level 121 (Inferior Warbot QL 139) or higher engineer pet should be sufficient. 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 mission 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 Mission at the same time, you will at this point get one Maintenance Log too, that is to be delivered to the corresponding investigator. Supposedly, outside the entrance to Biomare dungeon two Security Card Encoder devices that can be used to upgrade the Security Clearance ID Card Blank to Alpha Clearance may appear. See Alternate Methods | ||
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Maintenance Supervisor Johnson[edit]With 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 when you draw a new mission from your contact agent, the game used to replace the old blank card with a new one, but sometimes made mistakes. Now it does not replace it if you have one, but you need a new one. So you have to delete the old. If you are trying something other than left clicking the Blank on the Encoder, like Shift or Ctrl, it means that Blank is old and you have to delete it and start again. Keeping the old in an open backpack used to give a foolproof visual confirmation that the old one was destroyed and the new one placed in inventory, as getting a new mission would remove the old from the backpack, but always place the new one in a different place: inventory. Destroying the old blank card used to sometimes result in a bug where you cannot get a new card by reacquiring the mission. 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, unless you use the Alternate Methods. 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 Methods[edit]Located outside the entrance to Biomare dungeon are reputed to be two Security Card Encoder devices that can be used to upgrade the blank security clearance ID card to Alpha Clearance. If so, then they must appear when Johnson is killed, because they are not there the rest of the time. There is, however, a confirmed method to speed up the process, by getting to Johnson without fighting the serried ranks of rogue Omni henchmen. Without fighting anything, in fact, if you prefer. You will probably need a decent run speed buff and Heal over Time, though. Run to the sewers, to Tri Plumbo's room. In the middle of the room, as you are facing it from the entrance, is a slightly raised platform that you cross to get to Tri Plumbo. On either side are large high platforms. Look at the base of the right hand one: there is a ramp. Follow it up and run through the door at the top. You are now on a broken-down metal walkway; follow it and jump down at the end, turning left and go to the end. You are at Johnson! If you do not have Beta Clearance or better, this route has obvious advantages over the normal way. Nothing will be aggroing you at the end of the line, so no fighting is necessary up to that point. If you have Clearance, it may seem faster, because there is no doubling back of the path as there is with the hallways before the teleport golfball. However, it is not, probably because of the path extending further west and south, and the climb up the ramps. With GSF, a run from the entrance to Johnson through the sewers is roughly one minute forty seconds (it would take a little longer to get out of his sunken area and up the ramps to the Hangar); whereas, even with having to go through the golfball teleporter, it is still only a minute and twenty seconds, the normal way, to the bridge over Johnson's pit area (also with GSF). | ||
BONUS |
Bonus - Heavy Cargo Haul Bots[edit]After 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 mission also. | ||
Beta Clearance[edit]You 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 Clearance[edit]Again you will have to get a Damaged Security Clearance ID Card - Gamma Clearance and combine it with your Security Clearance ID Card - Beta Clearance to get the Security Clearance ID Card - Gamma Clearance. Damaged Gamma Card 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. |