Difference between revisions of "Mutie Refuge"
		
		
		
		
		
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| === Basement === | === Basement === | ||
| − | * The SW room has a [[Power Box]]. Turning power off will attract the guard to the north, temporarily giving you access to the N room (while sneaking) | + | * The SW room   | 
| + | ** Being seen in this room by the muties will make them hostile | ||
| + | ** has a [[Power Box]]. Turning power off will attract the guard to the north, temporarily giving you access to the N room (while sneaking) | ||
| * The N room: | * The N room: | ||
| ** Has an elevator leading to both floors of the [[West Storage Depot]] below | ** Has an elevator leading to both floors of the [[West Storage Depot]] below | ||
| ** The door requires 75 [[Lockpicking]] or can be opened with [[Elevator Door Key (West Storage Depot)]] | ** The door requires 75 [[Lockpicking]] or can be opened with [[Elevator Door Key (West Storage Depot)]] | ||
| ** From the inside is an exposed bolt. It can open the door with 9 [[Agility]] | ** From the inside is an exposed bolt. It can open the door with 9 [[Agility]] | ||
| − | * [[Doctor M.]] is a doctor and  | + | * [[Doctor M.]] is a doctor and can treat your wounds | 
| * The SE room: | * The SE room: | ||
| ** [[Wesley]] is carrying [[Wesley's Key (West Storage Depot)]], [[Elevator Door Key (West Storage Depot)]] and [[Foul Mouth Wash]] oddity, 2 XP | ** [[Wesley]] is carrying [[Wesley's Key (West Storage Depot)]], [[Elevator Door Key (West Storage Depot)]] and [[Foul Mouth Wash]] oddity, 2 XP | ||
| ** The door to the NE room requires 90 [[Lockpicking]] or can be opened with [[Wesley's Key (West Storage Depot)]] | ** The door to the NE room requires 90 [[Lockpicking]] or can be opened with [[Wesley's Key (West Storage Depot)]] | ||
| ** The safe can be opened with 90 [[Lockpicking]] or can be opened with [[Wesley's Key (West Storage Depot)]]. It contains medicines | ** The safe can be opened with 90 [[Lockpicking]] or can be opened with [[Wesley's Key (West Storage Depot)]]. It contains medicines | ||
| + | * The E room: | ||
| + | ** Being seen in this room by the muties will make them hostile | ||
| + | ** Has 2 lockers requiring 60 [[Lockpicking]]. The middle one contains a [[Jackhammer]] and several batteries | ||
| + | ** The box requires 70 [[Hacking]]. It contains some psi equipment including a [[Magnifying Neuroscopic Filter: Cryokinesis]] | ||
| + | ** If the chain was repaired, it can be used to go up to the first level or down to the [[West Storage Depot]] | ||
| == Quests == | == Quests == | ||
Revision as of 16:34, 22 May 2020
| Mutie Refuge  | |||||
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| Location information | |||||
| Music | Unknown | ||||
| Located in | Black Sea | ||||
| Areas | South (B6) Refuge (B7) Basement | ||||
| Connections | Black Sea | ||||
| NPCs | |||||
| 
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The Mutie Refuge is a location in the western Black Sea.
Description
The Mutie Refuge is an island and refuge west of the Black Sea Expedition Camp inhabited by mutant refugees. It spans 2 areas of the Black Sea: B6 and B7.
South (B6)
- The north exit leads to area Refuge (B7)
- This area is mostly empty. It's the best place to anchor your Jet Ski to visit the island.
- The southern part is a possible docking place for the Ferryman
- Can be fished in this area: Blue Eel, Red-Lipped Batfish, Shrimp, Black Dragon, Minihead, Giant Hatchetfish, Yellow Puckerfish, Anglerfish, Demon Squid
Refuge (B7)
- The north exit leads to area Refuge (B7)
- The spiral stairs down lead to the Basement
- The main entrance to the refuge is guarded by an Exiled Mutie Guard. He can be persuaded to let you see the man in charge, Wesley
- To the right of the building is a secondary entrance requiring a jump of 9 Agility, and then entering the ventilation shaft to reach the Basement
- The exiled mutie by teh crate in the central room carries a Small Key (West Storage Depot)
- The NE room:
- Can be reached from the ventilation shaft just on the other side of the wall
- Makes the muties become aggressive if they weren't and see you in the room
- Has a crate containing a Mutie Finger oddity, 2 XP
- Has a crane that can be repaired with an Advanced Mechanical Repair Kit, creating a way to reach the Basement or the West Storage Depot further below
- It's possible to jump down (to the West Storage Depot) but you will likely die
 
- Can be fished in this area: Blue Eel, Red-Lipped Batfish, Minihead, Giant Hatchetfish, Frogfish, Slackjaw
Basement
- The SW room
- Being seen in this room by the muties will make them hostile
- has a Power Box. Turning power off will attract the guard to the north, temporarily giving you access to the N room (while sneaking)
 
- The N room:
- Has an elevator leading to both floors of the West Storage Depot below
- The door requires 75 Lockpicking or can be opened with Elevator Door Key (West Storage Depot)
- From the inside is an exposed bolt. It can open the door with 9 Agility
 
- Doctor M. is a doctor and can treat your wounds
- The SE room:
- Wesley is carrying Wesley's Key (West Storage Depot), Elevator Door Key (West Storage Depot) and Foul Mouth Wash oddity, 2 XP
- The door to the NE room requires 90 Lockpicking or can be opened with Wesley's Key (West Storage Depot)
- The safe can be opened with 90 Lockpicking or can be opened with Wesley's Key (West Storage Depot). It contains medicines
 
- The E room:
- Being seen in this room by the muties will make them hostile
- Has 2 lockers requiring 60 Lockpicking. The middle one contains a Jackhammer and several batteries
- The box requires 70 Hacking. It contains some psi equipment including a Magnifying Neuroscopic Filter: Cryokinesis
- If the chain was repaired, it can be used to go up to the first level or down to the West Storage Depot
 
Quests
- Recover the A-RFID Chip -- The Depot is actually the underground of the Mutie Refuge
Map Gallery
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