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Chapter 3 Sidequest: Rebooting the Search System

Party must fix and reboot X-03_559F, the incomplete search system of the Archives. This task is split into 3 phases, Puzzles, Defence, Conversation. Each phase has its own requirements to be met in order to be completed.

The Dwarves who built X0-3_559F deactivated it before they abandoned it but left the emergency power on.

Puzzle Phase

Turrets

During this phase the Turrets (on the podiums) are active and hostile. They can be destroyed, deactivated or the party can log themselves into the Employee Recognition system.

Logging into ERS: Players must cover the names of old employee punch cards and write thier own on it and punch it into the ERS in the server rooms.

Deactivation: Pry open the Defence System Deactivation Panel (located beside the external door control) and carefully navigate your hands through the saws in order too pull the switch.

External Systems:

Power Designation: Using the copper wire, assign power to the correct areas when needed.

External Door Control: Get all the the lights lit up.

Toxic Gas Flush: Can be solved in 3 ways. 1) Use Eugene, he has a Gas Mask. 2) Cover Face with cloth. 3) Replace the missing parts which can be harvested from various NIWO Machines or found just laying around.

Internal Systems:

Rotating Platforms: Rotate the platforms in order to get access to the desired room.

Server Cooling: Mix the correct fluid (Blue liquid + Red cubes + white ball) place into dispersor and assign the right amounts to the right rooms. The room labels have worn away leaving only 3 symbols (Squiggly Square, Claw Marks, Screaming Mouth. Sever Room, Control Room and Furnace room). (Orange, Purple and Blue Liquids. Red, Pink and Light Blue Cubes. White, Gold and Silver Orbs) The recipe has melted into mush.

Tesla Hallway: In order to gain access to the Control Room the players must move through this hall. They can use an Aluminium Foil cape with wires touching the floor to progress.

Furnace Room: Certain pipes must be fixed (Steam outflow pipe, Steam resevoir pipe and Gas catalyst pipe). The Furnace must be started. The furnace needs 3 cart loads of coal to start. The railtrack must also be repaired to transport the coal. To light the furnace the Gas Catalyst and Gas Reagent must be mixed together in the correct amount (1/5-1/4 Catalyst + 4/5-3/4 Reagent). If the Furnace overheats or something lights aflame, use the firehose connected to The Watertank. Twist the valves to open them; there are 3 valves, The Gas Reagent, The Watertank and The Steam resevoir.

 

Defence Phase

Start Up Sequence

Several systems must be powered by Copper Wire connected to the sockets in power alocation. At least 6 of the systems must be powered in order to start.

Can Either be on the outside platform or in the Control Room. Both have ups & downs. The Outer Platform has no cover, it's signal is unclear and it's wires need to be protected but, if the turrets are reprogramed they can provide defence, there is no need to worry about internal system damage and it's more open. The Control room is located deep within the internal systems which enemies can damage while trying to get it and the tesla hall shuts down on boot up sequence starting but, the signal is strong and the room is filled with cover.

Party must defend the party member who is trying to start up the massive machine from enemies who have been atracted to it for various reasons.

Enemies: The Librarians (Who are here because of the noise and supposed threat to the archives), S.W.E.E.P.E.R and F.E.T.C.H.E.R bots (who have been atracted by a signal sent out from the boot up sequence) and Mould Slug's (who have been atracted by the heat). They will try to break parts of Xo-3 if they can (all for different reasons; The Librarians want to protect the archives, The Mould Slugs are just stupid and The Bots are confused).

Enemies will come in 3 waves.

Due to the slow computing power of X0-3_995F, 12 seconds must pass between each console input.

Xo-3_559F has 2500 total Computing Power, enemies will try to break sections of Xo-3. Xo-3_559F requires at least 1000 Computing Power to operate at low capacity.

Start-up managements

Server room heat management (Over heats at 125C, a warning is issued when it hits 100C. Must be turned off if it gets too hot and allowed to cool for 3 turns unless coolant can be released.)

Furnace Presure Level (must be kept at 320 psi- 530 psi).

The Server Room Heat and Furnace PSI can be measured and (kind of) managed via the consoles (whos systems are faulty).The PSI and heat can be managed manually and much safer inside the rooms.

Via the consoles, steam can be vented or added in 10 PSI incraments (per turn) to supplement high or low presure via the steam resivoir tank in the furnace room. If the resivoir supplements the PSI for 3 turns in a row, it will empty and can catch alight (roll a D20). If Steam is vented for 4 turns in a row, the entire resivoir may be emptied (roll a D20) and PSI will drop down to 150 PSI.

If PSI gets too high the furnace will explode, the vents will heat the air and creatures near steam pipes will take 2D12 Heat dmg from the steam exploding outwards; Xo-3_559F's computing power will decrease by 500.

The sever coolant can be released through a button on the console (marked with a snow flake) under the server room security camera, it releases coolant in The Furnace room, The Server room and The Control room. It has 3 charges before it empties and must be manually refilled. Coolant lowers the server temperature by 40C.

The server room heat increase depends on how long ago the previous coolant release was: 1 turn ago = 10C, 2 turns ago = 20C, 3 turns ago = 25C, 4 turns ago = 35C, 5 turns ago = 35C.

If the Servers overheat 3 times several important systems will malfunction (Doors rapidly open and shut,requiring a dex save of 16 or higher for creatures attempting to pass through any doors, failure deals 2d8 dmg. 2nd rotating room rotates a random number of turns when rotated, use a D4. Vent fans start sucking gas into random rooms, flip a coin for each room. Turrets must make a DC of 10 or higher at the begining of thier turn, failure will result in them firing wildly and any creature not in cover must make a Dex Save or get shot.) and Xo-3_559F will loose 500 computing power.

Start-up actions (must be done in order, some free up computing power, optional directions have a *) Code is written in Dwarven.

Initiate Mass Drone Call-Back. (Calls back S.W.E.E.P.E.R & F.E.T.C.H.E.R Bots.)

Start Sequence 1-3. (Sequence 1 brings up an error message, Sequence 2 starts up the Necroscraps, Sequence 3 loads Elfy enable/disable.)

Enable/Disable Elfy. (Choose to Enable Elfy for annoying tips. Disable him to go without.)

Load BBP* (Big Bearded Protocall, Turrets now ignore AC.)

Reroute to Alt Systems?* (restores 250 Computing Power and Fixes one malfunctioning system)

Check Hardware Integrity (Deactivates Unfriendly Bots)

Purge Corrupted Files* (Restores 500 computing Power)

Restore Core OS Files (Reactivates Unfriendly Bots and makes them friendly.)

Initiate OS boot up. (Finishes the sequence.)

Conversation Phase

It says it does not have any legal documents on It's system that would solve overbarrow's inquisition problem.

It suggests either looking for Papernax The Legal Advice Dragon or thoroughly examining The Paper Forrest.

It offers a reward of the Hopeless Romantic Novel, Useless Wonderful Item.

It has a collection of legal decree's book that says that Tieflings and similar creatures that originate from the Upper Demonic Planes but were not born or concieved there are to be considered residents of Vallen and be afforded all the rights that are provided to residents of Vallen. This only protects half the town.

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