Sanctuary | Walkthrough | Main quest Seven Game Guide
Last update: 01 December 2017
Sanctuary is the fourth main quest in Seven: The Days Long Gone. You must find Savaash's hideout and examine it. But first, you have to unlock one of the transportation network's branch lines.
The quest starts in Mortbane. Your first objective is to leave the village. You can do that in two ways:
- Use the lift in north-east part of Mortbane. Sadly, it is guarded by a Biomancer-monk and, in default, the lift is out of order. You can avoid the Biomancer (sneak behind his back when he goes to a different place) or kill him - approach the Biomancer from behind and backstab the enemy when there is no one around. You must bring power back to the lift - use a lockpick/a drill on the gate or go to the back of the fenced area and climb a crate. Use Sense Mode, examine the generator (see the picture) and activate it.
- Go through the excavation site again. Find the ladder in south part of Mortbane and head towards the quarantine zone. Find the panel in the long tunnel and complete a simple hacking mini-game to unlock entrance to the large building. You must go back to the "starting" location, Lewmer.
To reach Savaash's hideout you have to hack into one of the Overseer systems that controls Peh's fast travel lines. Go back to the security checkpoint 03. You can think about getting a Technomage Armour by, e.g. attacking a single guard located east from the base (more details can be found in Where and how to get a good disguise? chapter).
The system terminal is marked with a computer icon on the map. This area is heavily guarded. Keep sneaking if you don't have a disguise and try to climb on rooftops. But even if you have a disguise, you shouldn't stay near enemies for too long. You can use a Keycard Tier 1 on the terminal (this item can be picked up from a defeated guard) or complete a hacking mini-game.
You can now reach any of the fast travel points in this area - they are marked with blue arrows and the picture above shows one of the examples. Press the interaction key to move to the hideout.
Note - Don't go back to the main computer if you already hacked the Overseer system in checkpoint 03. Go straight to one of the fast travel points.
Watch out for two enormous spiders in the hideout. They can attack Teriel when you get closer to the big cocoons. Try to fight with one at a time and watch out for their spider webs because they can slow you down. Go to the terminal in one of the corners and complete a hacking mini-game to open the entrance to loading station.
Activate Sense Mode, search for interactive objects and talk with Artanak a few times. You can find a lot of valuable items here - some are in the station and some near the tracks were the spiders were - Invisibility ability, 4 schematics (Polymer Lockpick Upgrade; MDD Dart Schematic; Pommel Upgrade Attack Precision III Schematic; Blade Upgrade Backstab III Schematic) and Thief Lockpicking Upgrade. Lastly, you should check out the big computer presented in the screen. This unlocks a new conversation and another main quest called Down the Rabbit Hole (the current quest will stay active in your journal for some time - the objective in which you have to reach Warden's Hold is the same for both of these quests).