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.
Travelling to Biomare
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.
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.
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.
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.
This map shows the exact locations of the Security Cams, Emergency Exits and the Securty Teleporters, who divide Biomare in separate Zones.
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.
The Security Card Mission is a series of missions providing security clearance, getting all those grey mobs off your back.
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. The same thing goes for jumping off of high places to far-off lower locations, or jumping up to inacessible locations. There are multiple places where a character can jump up onto boxes and then ledges, or other ways to evade pursuit and make the enemies give up and run back.
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.
Salvaged Beetle Blaster (nodrop)
Gamma Ejector (nodrop)
Customized IMI Desert Reet 1000 (nodrop)
Collar of Amplification (nodrop)
Assault-class Tank Armor (nodrop, Enforcer)
Corroded Ring (nodrop)
Storm Carbonum Armor - Clan Only
This item buffs your tradeskills by 12.
Security Clearance ID Card - Gamma Clearance (nodrop)
Security Card Mission reward
Recapture Beacon Mission reward
HUD Upgrade: Enhanced Target (nodrop)
Very nice for little twinks in the fifteens.
Notum drops from ql30 to ql100.
Mobs in Biomare
- Biomare - Adrenated Scorpiod
- Biomare - Alpha Bio Construct
- Biomare - Base Defender
- Biomare - Base Protector
- Biomare - Behavior Observer
- Biomare - Beta Bio Construct
- Biomare - Blind Eyemutant
- Biomare - Bodyguard
- Biomare - Captain Rik-Rak Jones
- Biomare - Cargo Haul Bot
- Biomare - Chemical Vindicator
- Biomare - Chief Base Defender
- Biomare - Chief Base Protector
- Biomare - Containment Unit System Droid
- Biomare - Data Analyst - Theresa Cameron
- Biomare - Data Collector
- Biomare - Dr. Hercules Lincoln
- Biomare - Efficiency Expert - Linda Osmos
- Biomare - Executive Protector
- Biomare - Guard Mechdog
- Biomare - Gunbeetle
- Biomare - Heavy Cargo Haul Bot
- Biomare - Investigator - Ace Starr
- Kill T.I.M. Mission
- Biomare - Lab Assistant - Evelynn Shead
- Biomare - Lab Director
- Biomare - Maintenance Supervisor Johnson
- Biomare - Maintenance Worker - Rodriguez
- Biomare - Neutralizer
- Biomare - Outpost Sentry
- Biomare - Reception Clerk
- Biomare - Refuse Bot
- Biomare - Research Technician
- Security Card Mission
- Biomare - Security Droid
- Biomare - Security Guard
- Biomare - Security Officer
- Biomare - Shadow Mutant
- Biomare - Suppressor
- Biomare - T.I.M.
- Biomare - Toxic Bloater
- Biomare - Toxic Floater
- Biomare - Transgenic Experiment
- Biomare - Tri Plumbo
- Biomare - Zones