Fighting for Abundance | Chapter 1 Quests The Technomancer Guide
The chapter contains information about the main quests for the Abundance faction: The Deserters, Break the opposition, Personal protection, Down to work! and Counterattack. You need to complete all of the quests if you want to continue with the storyline.
Last update: 02 February 2017
Fighting for Abundance is the first quest which consists of smaller tasks. You will be joining the fights as a part of the local military, but you don't have to try to complete the tasks flawlessly. At the end of the chapter the Abundance will become your enemy. During that time you should be building a good reputation with other factions: Vory, Mutants and the Opposition.
The deserters
Rewards for completing the quest: optionally you will receive the quest: Soldier's Bitterness, as well as rewards in accordance to the choices you make during the quest - more on that at the end of the chapter.
How to unlock: after reaching the Exchange go meet with captain Eliza Major.
Tasks:
- Find the deserters [time to complete: 1 day and 12 hours]
- Kill the deserters
- Eliminate Sergeant Boris Ward
This is the first quest you receive from captain Eliza Major while working for the Abundance faction. The quest can be completed in a multitude of ways, although most of them will yield the same rewards. Your task is to kill (acquire Serum from the enemies you defeat) four groups of deserters and to catch their leader - Boris Ward.
Note - completing this quest in accordance to the guidelines will worsen your Karma significantly (because of killing enemies).
Before venturing to complete the task you will be given two companions by the captain that can be assigned to the team - David Ranger - a shield bearer - and Jeffrey Hunter - a rifleman. From now on you can manage your team by standing next to the wall going from the canteen to the locker room.
A first group of three deserters can be found in the Slums, before entering the Underworks. After killing all three of them you will receive a notification about completing part of the quest. You will meet two more groups like that in the Underworks, on the two sides of the location. The marker located in front of you should be completed at the end of the quest. There you will find Boris, but if you decide to venture there before completing the rest of the quest (killing deserters), that part won't be completed.
Note - you can't leave the Underworks after entering the location before you get rid of Boris! Otherwise the mission will be a failure.
After reaching Boris you must eliminate him and his three underlings. Watch out for grenades that the enemy will launch from time to time and for each shot he performs - he often launches a series of bullets from his weapon, dealing high damage on a wide area. If you aren't playing the Guardian class you should rush to attack Boris as soon as possible.
After dropping the health of the enemy to about 50%, Boris will stop the encounter and initiate a conversation. If you don't plan on letting the man get away, all of the other options will lead to the same conclusion - the fight will be continued. If you are planning on letting the man escape, beat him as soon as the encounter starts and ignore his underlings. If you, however, knock Boris down you won't be able to defeat his underlings anymore. The fate of Boris rests in your hands: you can either arrest him or kill him in accordance to the quest guidelines.
Get back to Eliza to report. It doesn't matter what you say to her.
The possible outcomes and their consequences:
- Aborting the mission (by leaving the cave before meeting Boris) - no positive / negative effects, but you will be continuing to the next quest;
- Let Boris go - 1500 EXP, +2 Karma, -1 Abundance rep. and from the Quartermaster: 100 Serum and Soldier's Steel Boots.
- Arrest / Kill Boris - you will be given his unique weapon (Boris Rifle), 1500 EXP, +1 Abundance rep. and lowered Karma, and from the Quartermaster: 100 Serum and Soldier's Steel Boots.
- Additionally: killing Boris will unlock a side quest called Soldier's Bitterness.
If you've killed 3 groups of deserters before the encounter with Boris you will be given 500 EXP. In each case you will also unlock the Personal Protection main quest.
Break the opposition
Rewards for completing the quest: 2000 EXP and from the Quartermaster: 150 Serum, Soldier's Greaves, +1 Abundance rep. Additionally, depending on the fate of the Bulgakov you will receive reputation / a weapon - details can be found at the end of the chapter.
How to unlock: after reaching the Exchange go meet with captain Eliza Major.
Tasks:
- Investigate the opposition to the regime
- Find the opposition's leader
- Stop the bomb from exploding
This quest will be given to you together with The deserters - the latter one should be completed first given its time limit. To learn anything about the opposition you must go to Anton Rogue located in the Slums. However, to be able to get inside without having to fight with the guard, incapacitate the bandits roaming the Slums and search their bodies to acquire the Pass. Afterwards, show the item to the guard standing in front of Anton's building.
Speak with the main behind the desk and you will be given some information about where to look for more hints. Head near the bar in the Slums and you will hear whispers (you will also notice a subtitles from the direction they are coming). Approach the place and hide behind a column to eavesdrop on the conversation.
You will learn that a bomb was planted on a platform located in the Exchange. You must get there as quickly as possible. If you don't know how to get there, you won't really a have problem reaching the destination. There will be groups of opposition fighting with the army along the way - you can join them to quell the rebellion (and to gain some experience points).
After arriving at the station head towards the trains, where you will stumble upon a group of oppositionists and their leader - Bulgakov. You will need to fight them (you just have to beat Bulgakov - you will need to fight her as well if you want to arrest / kill the woman). You will decide about the fate of the woman:
- Let her go - +10 Opposition rep., +2 Karma
- Arrest / Kill the woman - -5 Opposition rep.; additionally, you will acquire hear (unique) weapons: Bulgakov Dagger, Buldakov Gun.
Personal protection
Rewards for completing the quest: +1 Abundance rep., and from the Quartermaster: 150 Serum, Light Soldier's Breastplate.
How to unlock: after completing The Deserters quest.
Tasks:
- Secure the area around the hangar
- Welcome the officials
- Take the officials to the Exchange
- Keep the officials alive
Head to a large warehouse in the Slums. Start with clearing the area off the people located in front of the building: the ground located on the left side will move away, but the one on the right side must be either intimidated (-1 Abundance rep.), bribed (10 Serum) or convinced to leave (Charisma).
Afterwards, head into the building. After a short introduction with the guests leave the building. Your companions will now leave you, and your task will be to dispose of the bandits approaching the area that will be targeting the escorted VIPs. You will first encounter a group of regular bandits coming at you in pairs from two different directions (4 waves), the last one equipped with a rifle. Your guests can, in theory, die but they aren't that vulnerable and can be treated as living shields. The quest won't end when one of the VIPs dies, but if you fail to protect them and all of them die, you will be forced to reload previous checkpoint.
Lead the group along the designated route, where you will encounter two more groups of enemies, ones equipped with shields among those groups. After leading the people to the border of the district get back to captain Eliza.
Down to work!
Reward for completing the quest: +1 Abundance rep., 2000 EXP, 100 Serum, Soldier's Helmet.
How to unlock: complete the Personal protection and Break the opposition quests.
Tasks:
- Enter the repair area
- Get the mutants working again
- Inform the supervisor that work has started again
The roof of the building is leaky and the mutants were responsible for the repairs, but they suddenly decided to stop working. Head to the Slums to see what is going on. Each group can be intimidated or you can use the abilities of your character to convince them / to help them - thanks to that you will earn their sympathy.
Hint: if you don't have the necessary abilities but you still want to complete this quest in a peaceful manner, look for the clothing that will give you the required abilities for the task.
After entering the building look for the group on the right side of the room, next to the stairs - they have a wounded in their group. You need 1 point of Science to help him (after the conversation the man will be sitting nearby and you can interact with him).
The second group found after going upstairs has damage tools. 1 point of Creation is required to repair them. In order to do so approach the Workshop and a new interact option will appear.
The group located on the second floor, behind the bars can be convinced by using Charisma. The last group, located below the stairs, must be intimidated - fortunately, you won't get any negative penalty for that.
When all of the mutants are back at work, head to the Overseen near the exit to report the completion of the quest. To get additional rewards head to captain Eliza and to the Quartermaster.
Counterattack
Rewards for completing the quest: 2000 EXP after the explosion of the cargo, from the Quartermaster: 100 Serum, Spiked Shield.
How to unlock: Complete the Personal Protection quest.
Tasks:
- Go back to the rover hangar
- Go the Aurora excavation site
- Find the tunnel leading to Ophir
- Find the explosives and detonator
- Destroy the tunnel
After completing the Personal Protection quest you will be given a one-time only access to a sub-location called Dig Site. Here you can also complete the second main quest (Archeology in the desert). In order to get there, you have to use the transport vehicle located in the hangar, in the Slums, the same place where you've started the escort mission of guests during the Personal Protection quest.
After arriving at the excavation place get to the north-eastern section of the complex through the domed buildings. At the destination point you will stumble upon a group of four enemies. Before you go there, however, you can clear the area off the enemies, as you will be exploring it soon either way.
After arriving at the destination - near the tunnel leading to Ophir - and eliminating the enemies in the area approach the blue barrels that are filled with explosives. You will be given a new objective to the quest - to find the explosives and the detonator. Explosives can be found nearby by going west and jumping over the wall - they will by lying on a box.
The detonator can be found near the vehicle you used to get here. Climb on the higher rock, get rid of a small group of weaker enemies and pick up the detonator (green bag) located under a steel construction. After acquiring the necessary items, get back to the tunnel, play the explosives and head back to the transporter. Use it to get back to Ophir, detonating the explosives you've just planted just before entering the vehicle.
Note that there's a small group of mutants imprisoned in the northern section of the complex. You can free them by opening the door (you don't need the ability to Unlock Locks for that). For your effort you will be given +1 Mutant rep. and +1 point of Karma.