The Vault | Walkthrough | Main quest Seven Game Guide
Last update: 22 February 2018
The Vault is the tenth and final quest of the Seven: The Days Long Gone game. During this quest the main character must reach the Ark and make important choices that will affect the further shape of the world of the game. The quest assumes at least one encounter with a strong opponent, although it also offers calmer exploration.
Important note - before you start this quest, try to complete all of the side activities in the game. Once the main storyline is finished, you won't be able to come back to Peh. What's more, finishing the more important side quests affects the possibility to unlock one of the endings of the game. Try to finish as many of the side quests described in the separate chapters of this guide.
Reaching Ark
Entrance to the Vault can be found behind the Security Checkpoint 06, in the northern part of the island. Skip the checkpoint or purchase visa 06 allowing you to go through it. When you get there, you will see a cut-scene from the protest of the fanatics. Enter the fenced area from a side so that you won't be suddenly targeted by all the technomagi (they will attack Teriel even if the main character has the technomagi armor equipped). After a short while a new cut-scene will initiate, showing the attack of the biomants on the Vault.
Once you regain control over Teriel, you should be standing in te bushes next to the high wall. Begin the journey towards the Vault, completely ignoring all of the characters fighting nearby. It's best not to approach them at all, to prevent the enemies from targeting the main character. You won't be able to enter the Vault right away, as the entrance is blocked by an energy barrier. Head to the right side of this barrier. Reach the rock ledges shown in the first screenshot and start climbing here. You need to get to the roof of the large building and use one of the skylights from screenshot 2.
After jumping into the room with the energy barrier control panel, Savaash will appear. You will be forced to defeat him. Savaash can assume one of the two forms during this encounter:
- If you've let Savaash live at the end of the Memory Lane quest, he will still be a human. Savaash in this form is very agile. Try to avoid his attacks in melee range, as they can set Savaash on fire. Quickly attack Savaash after he uses a smoke bomb and escapes, as he can regenerate. Additionally, try to take out all of the enemies summoned by the main foe. Once the encounter is over, you should collect his daggers (Savaash's Daggers).
- If you decided to disconnect Savaash from the machines during the Memory Lane quest, he will be turned nto a powerful monster. While in this form Savaash will be slower, but his attacks will be significantly stronger. Consider attacking him from a safe distance.
Regardless of the course of action during the encounter with Savaash, once you've won you need to break into the central computer to turn off the barrier and initiate a new cut-scene. Hack into the terminal (or use the access card) to turn off the laser barrier. Reach the place where the barrier was blocking the passage (avoid enemies on the way again) and go through the newly unlocked route.
On the way to the Ark, jump into a large vertical shaft. You will be in a dimly lit room. Use the detection mode to pinpoint the location and activate lamps (a total of four). Examine the large hologram and continue your journey. Jump into the second energy shaft. Examine the huge gates of Ark while in the detection mode and open them. Reach the computer shown in the above screenshot. Save the game here, because you now have to choose the ending of the game.
Endings of the game
After using the main console, you must listen through four audio logs and learn about Artanak's plans. The moment of decision is presented in the above screenshot. If you want to solve the situation in a peaceful way, you can:
- Share Artanak's opinion and agree to destroy the Imperial Palace. One of the game endings (1/4) will be displayed.
- Persuade Artanak to change his mind. This is the most difficult variant to achieve. In order to convince Artanak, you must provide him with further examples and those are associated with some of the side quests that you've completed earlier (such as, for instance, finding the cure for the technomore, or stopping the Cinder Man). If you give enough examples, Artanak will be convinced to change his mind. One of the endings of the game (2/4) will be displayed. However, if you fail (you haven't completed enough side quests), you will have to confront him (see below for details).
The confrontation with Artanak will initiate if:
- You won't provide him with enough examples when trying to persuade him to change his mind.
- You won't agree to implement his plan in any form.
Once the confrontation with Artanak starts, you will be transported to a location with plaftorms suspended over the abyss. You must be careful, as some of those may fall off after Teriel sets his feet on them. The solution to this problem is to rely on the detection mode (example in the above picture) - green ledges are safe, red ones will fall off once stepped on. Don't rush in the final part of the march or otherwise entire group of platforms will fall off. You must now reach the Ark control console again.
Note - If you fall too many times, this will be treated as a failure. Teriel will lose the battle with Artanak for the control over his mind and one of the endings (3/4) will be displayed.
If you manage to reach the very end, you will be transported to the "arena" and the encounter with Artanak will begin. He is a less demanding opponent than Savaash, although he can move quickly and unleash series of attacks. Rely on dodges and look for opportunities to launch your own attacks. The encounter can end in two ways:
- You managed to defeat Artanak or push him off into the abyss. Teriel will maintain control over his mind. One of the endings of the game (4/4) will be displayed.
- Artanak defeats Teriel or the main character is pushed off the ledge. Artanak will take control over Teriel's mind. One of the endings of the game (3/4) will be displayed (this is identical to the ending from the failed journey through the levitating platforms).
Summary of four possible endings
Ending 1/4 - Teriel accepts Artanak's plan without leading to the confrontation with the man.
Ending 2/4 - Teriel succeeds in persuading Artanak to change his mind without leading to the confrontation with the man.
Ending 3/4 - Teriel leads to the confrontation with Artanak and loses control over his mind.
Ending 4/4 - Teriel leads to the confrontation with Artanak and maintains control over his mind.