Finding Earth | Chapter 1 Quests The Technomancer Guide
Quests from this chapter will accompany you during the majority of the game. During the first chapter you must complete 3 quests: Merchant Rumors, Archeology in the desert and Under surveillance, all of which are associated with the Fighting for Abundance.
Last update: 02 February 2017
This quest will be accompanying you during the majority of the game. You will be completing tasks for the Technomancers, your main superiors. The first three quests must be completed to unlock A safe haven, but for that you will also need all of the quests from the Fighting the Abundance done as well. The Archeology in the desert quest will be unlocked after you've completed four quests of the Fighting for Abundance, unlocking the access to the Dig Site and the rover.
Merchant rumors
Rewards for completing the quest: 2200 EXP, Technomancer's Pants.
How to unlock: complete the Initiation prologue.
Tasks:
- Investigate the caravan's disappearance
- Negotiate with the Vory
- Free the merchants
- Report back to the Grand Master
This is the first part of the main Finding Earth main quest. Head towards a merchant called Tom. According to the guidelines there should be a caravan standing there, but there is none. Speak with Tom and then with Joe. The latter can either be bribed (10 Serum), or you can first try to convince him (Charisma).
After receiving the guidelines you must head to a meeting with the Vory faction located in the Slums. Their representative is a man called Anton Rogue. There are guards blocking the passage to the building with the man - get a Pass from a body of a random bandit located in the Slums to get through them without having to fight them.
Note: you can skip the above part by heading straight to the warehouse, defeat the guards located there (they have the key to the warehouse) and free the prisoners. To the left of the entrance there's a wall that can be used to flank the guards.
In the warehouse you will stumble upon three regular bandits and three prisoners located behind locked door (Locks, level 1). If you don't have the ability to open locks, try searching through the bodies of the enemies and inside of cabinets - there's a high chance that you will be able to get Vory's Jacket from there, giving +1 to the Locks skill when worn. Set the prisoners free and get back to the Grand Master to complete the quest.
Archeology in the desert
Rewards for completing the quest: 2000 EXP, Aurora Technomancer's Gloves.
How to unlock: the quest will appear after completing the Merchant Rumors quest, but it can only be continued after completing the main quest: Personal Protection.
Tasks:
- Go to the excavation site
- Wait for access to a rover to get to the excavation
- Find the entrance to the colonial ruins
- Force the technomancer to open the door
- Get the relic
- Report back to the Great Master
During the Counterattack quest you will get to the area called Dig Site, were this quest can be done as well. Get to the domed buildings located in the middle of the area. You will find a group of hostile Technomancers there - beat them and force them to cooperate.
Head to the other section of the building by going to the lower floor where another Technomancer will help you open the door. There you can acquire a tablet. Collect it and bring it to Ian Mancer to complete the quest.
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.
Under surveillance
Rewards for completing the quest: 2000 EXP, Technomancer's Jacket.
How to unlock: complete the Archeology in the desert quest.
Tasks:
- Dispose the spy who is watching us
- Enter the barracks at dusk
- Investigate Jeffery Hunter
- Investigate Captain Eliza Major
- Investigate David Ward
- Search Jeffery Hunter's locker
- Search Captain Eliza Major's locker
- Search David Ward's locker
- Invite David to the bar to trap him
- Dispose the spy
- Inform the Great Master that the spy has been eliminated
Note - during this quest David will cease to be your companion. Before the investigation in the barracks start (where your companions will leave your party) make sure that you've swapped the equipment of the man with less valuable items, especially if you've given him expensive / unique items. You won't be able to get them back after this moment.
After you come back to Ian from your journey to the Dig Site, he will inform you that he suspects that someone in the barracks is a spy. Head to the barracks after dusk and speak with your friends (captain Eliza, David, Jeffrey). Afterwards, search through their lockers.
The course of the conversations, as well as their order are irrelevant - what matters are the contents of David's locker. The reputation you had with the man also doesn't change anything - he will always be the spy. You will learn about the password to David's locker after speaking with the remaining people. If the conversations weren't as successful as you hoped they would be, you can speak with the Quartermaster to learn about the companions.
At the end of the quest invite David to the bar. There you must make decision whether you will spare the man, or kill him. If you've decided for the latter, you will need to best him in combat and collect a Serum from his body. Afterwards, get back to Ian. An additional reward is associated with your decision:
- Kill David - unique items: Davi's Mace, David's Shield.
- Spare the soldier - +2 Karma, +10 David rep.