The Ambrose Intersection

The Ambrose Intersection is a main quest activated upon completing the quest The Red Tape of Command. Now that the truth has been uncovered about both Wilhelmina "Minnie" Ambrose and her mother Olivia Ambrose, the Stranger must decide the fate of Project Gorgon and Adrena-Time.
==Walkthrough==
This walkthrough will cover the three major paths. Note that to achieve a compromise between Olivia and Minnie, Minnie must be confronted at Ambrose Manor first.
Upon returning to Ambrose Manor, the Stranger's companions will warn them that Minnie is likely expecting them.
: Parvati: "Stay on your guard, Captain. I think she's expecting us."
: Vicar Max: "We'd best watch our step, Captain, she knows we're coming."
: Ellie: "I don't think we're getting a warm welcome this time."
: Nyoka: "The jig is up, Cap. I'd wager we're in for a fight."
: Felix: "Be careful. Looks like Minnie activated security around the manor."
Entering the mansion, there will be six automechanicals to contend with: two serialized law & organization sentry, one mechanical sentry, one mechanical guardian, two combat drones. Head upstairs to Olivia Ambrose's old office to access her terminal and unlock the elevator; there is a safe requiring Lockpick 150, and the terminal contains details about the Ambrose family, plus Olivia's findings about Adrena-Time. Accessing the logs will also help in a negotiation later on.
Head back downstairs then through the entry that has opened up across the dining table. There is a safe (Lockpick 90) in this new room. Head down the elevator to Olivia's Personal Lab.
===Olivia's Personal Lab===
On approaching the lab, the Strangers companions will remark:
: Parvati: "Ain't nothing good ever come of a place like this, Captain. Gives me the heebie jeebies."
: Vicar Max: "I see they brought all the comforts of home, including the secret lab for unlawful experiments."
: Ellie: "I'll admit, I was expecting a wine cellar."
: Nyoka: "Damn. Someone really didn't want this place found."
: Felix: "Does every secret lab in this colony smell the same way?"
There are seven enemies: two savage test subjects, four hysterical test subjects, and one rotational ordnance turret drone. From the entrance, there's a side-room to the left. It can be accessed by turning left, then left again, going through a short maintenance tunnel. This room will have a terminal which can be Hacked (105). From there, either disable the motion sensors (essentially making the turret docile unless attacked); alternatively, if one has Engineering (150), the turret can be set to target hostiles. On the table is a Precision spectrum magnification mono-lens.
To the right of the entrance (north), there's some ladders up to a vantage point where targets can be picked off. The central depressed area has some generic items. On the right from the entrance is a blocked corridor that has a locked bin (Lockpick 105) with the unique items Pressurized Injection Suit and Pressurized Injection Mask. At the end of the corridor, another room with test subjects suspended in tubes can been seen. Return to the main room.
Proceed west into the next corridor, where a Combat Drone will be patrolling. The room directly west holds two automechanicals: one serialized law & organization sentry and a mechanical sentry; even when attempting to bypass them by taking the corridor around, they can still detect the party through the gaps in the walls. There is an office east of the corridor. It contains a safe (Lockpick 105) containing the unique weapon, Grinder. It also has a terminal with communications between Minnie and Lucien Bancroft, which will help when negotiating with Minnie.
====Confronting Minnie Ambrose====
Approach the hanger doors to the west, where Minnie will engage the Stranger in conversation through a screen. One can choose to attack, or attempt to negotiate. There are two lines of negotiation:
*Convince her to stand down. 
*Convince her to work together with her mother.
Companions will also chime in during the conversation, particularly Parvati and Vicar Max.
;Negotiate with her to stand down:
There are two routes to negotiating with Minnie to stand down: Persuasion (105) and Science. Both routes require an additional check of either Persuasion 150 or Determination (150)
;Negotiate with her to work together with her mother:
If the Stranger chooses to negotiate for cooperation between Minnie and Olivia, there are three potential routes, depending on skills and prior actions:
# Persuade (70): Convince her that if the Marauders don't get a fix, they will rampage across the colony.
# Determination (70): Appeal to her motives of wanting to help people.
# Showing her a cure is possible with Jasper Low's Research Notes.
Regardless of the three options, there are further speech checks: 
*Persuade (105): Convince her to give her mother a chance. 
*If Minnie's terminal in the office was read: Imply that working with Spacer's Choice is a bad idea considering they already failed the project once.
Either of the two options will result in one of two further options needing to be selected:
* Persuade (150): Convince her the Adrena-Time project was a failure, and Minnie couldn't have saved it either.
* If you read Olivia's Terminal Entries: inform her Olivia was just trying to protect her
**If this is selected, a final choice is required:
***Persuade (105): Convince her Olivia was just trying to spare her the pain of failure.
***If you obtained the Watercolor Painting from Olivia's office at SMC: Show Minnie that her mother had kept her painting with her
If you convinced her to stand down, Minnie will offer a few statements if you interact with her.
 If you had convinced Minnie to work with her mother, but still try and step into the room with the terminal that can activate the NDA protocol, she will give you a nervous warning.Wilhelmina Ambrose: "What are you doing? Keep your grubby mitts away from that terminal. I'm warning you, Captain."
After speaking with Minnie head to the Synthesis & Manufactory Center (SMC)
;Fight Minnie
If one chooses to fight Minnie, or fails to convince her, entering the room Minnie is in will result in combat. Opening the hanger doors, there will 3 automechanicals directly ahead (1 serialized law & organization guardian, 1 mechanical guardian, and 1 mechanical sentry); overhead to either side are 2 rotational ordnance turret drones, and Minnie herself. Once the fight is over, the unique weapon, Burnout can be taken from Minnie's corpse. It is also possible to sneak past all the hostiles to the terminal; note that all the enemies remain hostile even after debriefing with Olivia upstairs. There's some minor loot in bins scattered around the area.
;Activating the NDA Protocol
If the NDA protocol is activated, Olivia will speak to over the intercom and offer the Stranger a drink in the drawing room. Companions present will respond:
: Parvati: "After all we seen of this lady… are we sure ain't a trap?"
: Vicar Max: "You know, if this *were* a serial, this would be the part where we are betrayed."
: Ellie: "Stay armed and ready, Captain. I still don't trust her."
: Nyoka: "That sound nice. You know, we don't celebrate enough. We ought to have more toasts."
: Felix: "Is it just me, or does this feel like a trap to anybody else?"
If this is done despite negotiating with Minnie to work with her mother, Minnie will engage the Stranger in conversation about their betrayal. No matter what, she will need to be fought or escaped from.
Take the ladder back to the exterior of the manor, via the Discreet Cave. Apart from some loot, there's also a datapad: Groundskeeper's Journal, Vol. II, and a locked bin (Lockpick 90) with the unique weapon, A Spade. Head back to the manor and up to where Minnie was first met; here, Olivia can be found. Speak to her for more information about Project Gorgon and her life:
If asked about her relationship with Minnie:
* If you had read Olivia's terminal entries in her old office: Tell her that her words are contradictory to what's stated in her personal logs.
* Perception and Intimidate (95): Accuse her of not being fit to be a parent (choosing this will close this conversation branch).
If asked where she had been hiding for the past 5 years:
* Perception: Infer that she must have been lonely.
Why she started the Adrena-Time project at all
* Perception: Infer it sounded like eugenics
** Perception: Accuse her of making excuses
** Intelligence: Accuse her of having a messiah complex
If she sabotaged Gorgon's facilities:
* If you ask why she didn't just destroy the facilities
** Perception or Persuade (40): Convince her to tell you the real reasons.
** If you found Jasper Low's Research Notes in his private storage area in the CHEM Lab, you can give them to Olivia who will look into contacting him about developing a cure
If you ask her where she'll go from here:
* Show her Minnie's Watercolor Painting (if you picked it up from Olivia's Office at the SMC):
* Your companions with reply to Olivia's comment:
:Ellie: "Guess all parents are alike, huh?"
:Parvati: "Yeesh, that's cold, even for her."
:Vicar Max: "I don't know, there's a youthful energy that comes only from the innocent, uncritical mind of a child."
:Nyoka: "Rude. She was a little girl."
:Felix: "Who talks about their kids' artwork like that? I ain't a doctor or anything, but I'm starting to see where these family issues are coming from."
:SAM: "Trash and other waste of no value should be disposed of in a Board-approved incendiary apparatus.
* You can choose whether to give it to her.
If you ask for your reward, she will also thank your companions, who will respond:
: Parvati: "You're welcome, ma'am. I hope you take this life and do something better with it."
: Vicar Max: "It's just what we do, but we appreciate the acknowledgment nonetheless."
: Ellie: "Really? No more "prepare to die, little weasel"?"
: Nyoka: "Just… trying to do my part."
: Felix: "We didn't do this for you, but - for what it's worth, you're welcome."
: SAM: "No matter how messy or disgusting, no sanitation and maintenance job is ever an inconvenience to SAM!"
At the end of the conversation, you will be rewarded with 5,000 bits. She can be pickpocketed for another 5,000 bits. If you kill her, she can be looted for the 5,000 bits and her unique weapon, Equilibrium.
This ends the quest and the DLC.
===Synthesis & Manufactory Center (SMC)===
As you return to the Synthesis & Manufactory Center, Olivia Ambrose will taunt you, and the party responds:
:Parvati: "Now hold on! I got questions about the size of this tossball team."
:Vicar Max: "Did she say tossball team? Is that supposed to strike fear into our hearts?"
:Ellie: "Hey, we beat 'em once. We'll beat 'em again."
:Nyoka: "Oh, hey, those guys are a riot! Bring I on, champions!"
:Felix: "Oh hey. She's talking about those freebooters again. Nice of her to give us some target practice."
There are two groups of Freebooters, one near the entrance, and one further away. Staying near the entrance while in combat with the first group helps reduce the likelihood of the other group being alerted by the noise.
Now on to the Lower Levels. On your way down the stairs, your party will comment (Max does not appear to have dialogue):
:Parvati: "Sure we can't take a detour so I can fix that elevator?"
:Ellie: "Not to complain, but I’m getting sick of stairs."
:Nyoka: "Getting our leg exercises in, at least."
:Felix: "More stairs, huh? Least we're getting a good workout."
;Sub-Levels
Upon entering the Synthesis & Manufactory Center - Sub-levels, there's a vending machine on your left, as well as a terminal that will provide some insight as to what kind of employees are sent to this level.
There are five Freebooters in the next room, a few of whom you can peek at through the window. There are also two bins on either corner of the room.
The next room looks like an office area and contain five Freebooters that you can spy through the window. As you cross into the room, your party will comment on it (Nyoka does not seem to have dialogue):
: Parvati: "Now here's a cozy spot for a desk!"
: Vicar Max: "I really can't see how anyone could work in a place like this. Of course, the same could be said for this entire colony."
: Ellie: "I'd rather crawl through another HIA than work in a place like this."
: Felix: "People actually worked down here? This place is uglier than the Back Bays."
After taking care of the enemies, there are five terminals around the room that provide insight into the office politics, the reason for this department, and hints of the effects Adrena-Time had on the employees. Beside the terminal on the south end of the room is a Filing Room Key.
The filing room can be accessed with the aforementioned key or Lockpick 65. Your party will comment upon entry:
: Parvati: "Imagine trying to organize this mess! Talk about death by a thousand paper cuts." [Note Parvati only voices the 2nd sentence]
: Vicar Max: "Ah, the inefficiency of bureaucracy. Choked by paperwork."
: Ellie: "This is why I never wanted an honest job."
: Nyoka: "Heh. Reminds me of Sanjar's office. Before he hired Celia, anyway."
: Felix: "It's just… filing cabinets. And papers. Everywhere. This is like a nightmare I had once."
There's a safe in the corner of the room requiring Lockpick 105. There's also a datapad, OSI Guidelines on the Appropriate Practice of Filing.
Head down the stairs until you reach the next room (it has three turbines on the left, and another room on the right). Before entering the connected room, scout through the window. There are four enemies (one Freebooter Goalie, three Medical Drones). The next area is a long corridor with a locked bin (Lockpick 65) at the end of it. Along the way, there are windows that let you scout the next room's enemies. There are five enemies (three Freebooter Goalites, two Medical Drones). Loot the area. Enter the storage room on the west side of the map for more loot and the unique amor set: Prototype Hibernation Suit rev4.7d and Prototype Hibernation Helmet rev3.19f.
Take the elevator down. Your party comments:
Character	First Speaker 	Second Speaker
Parvati 	"Maybe we can make her see reason. Convince her to change. People can change, right?"	"It's gonna be fine. We can do this."
Vicar Max	"I wonder if she's ready for her comeuppance." 	"She brought this on herself."
Ellie 	"You ready? Because I've been ready since she messed with us at the OCI." 	I've been ready for this since she messed with us at the OCI."
Nyoka 	"Mind if we take the stairs next time? I'm not too keen on tiny metal boxes." 	"Feels like we're in a vertical coffin, if I'm being honest."
Felix 	"I guess it's too late for second thoughts." 	"Ready when you are, boss."
SAM 	"<playing elevator music>" (a version of Spacer's Choice jingle) 	"<playing elevator music>" (a version of Spacer's Choice jingle)
;Reactor Level
Stepping through the hanger doors, your party comments:
: Parvati: "Law, look at the size of this thing. Like some kind of slumbering beast."
: Vicar Max: "Hiding behind that technological monstrosity won't save her."
: Ellie: "Think she's in there? I'm ready to end this."
: Nyoka: "Ugh. This reminds me of the terraformers. Makes my skin crawl."
: Felix: "We've come a long way. Let's finish this."
On the left side of the room as you enter (northeast part of the map) is an elevator that will take you up to the SMC Upper Exterior if you want to leave. Scout around the room and loot the area first. There are two locked bins and a locked locker, but none of them hold unique equipment.
====Negotiating with Olivia====
When ready, head into the reactor where Olivia Ambrose will engage you in conversation. You can kill Olivia, or engage her in negotiation. There are two potential lines of negotiation.
;Negotiating without convincing Minnie
If you have not confronted Minnie yet, you will only have one track for the negotiation. Your companions will have unique responses to the dialogue, but negotiations will inevitably end in hostilities.
You can loot 5,000 bits, Dr. Ambrose's Key, and the unique weapon Equilibrium. You will need to loot her keycard before you can reactivate the reactor (and her weapon will be on her corpse). However, if you shove her into the reactor it will be added to your inventory automatically, and her weapon will be lying on the control panel.
Reactivating the reactor will prompt further responses from your companions.
: Parvati: "I sure hope we did the right thing, Captain. But knowing Spacer's Choice, right won't stop 'em from doing wrong."
: Vicar Max: "I hope we made the right choice, Captain. For everyone's sake."
: Ellie: "Well, that's done. Much as I'd like to think Spacer's Choice won't make the same mistakes, I'd rather not stick around to find out."
: Nyoka: "No turning back now."
: Felix: "It's done. I hope you made the right choice. I really do."
Returning to Minnie at the Ambrose Manor, you will be rewarded with another 5,000 bits. Your companions respond:
: Parvati: "I hope she really can help the colonoy. You can't be everywhere at once, after all.
: Ellie: "Always prefer getting paid to getting shot for my silence."
: Nyoka: "I'm still not sold on this, but… suppose the only thing we can do now is hope they get it right the second time."
: Felix: "I really hope you made the right decision, boss."
: Vicar Max (only if "I'm sorry for your loss all the same." is selected): "Your harsh exterior belies true pain within. Might I suggest adopting a modicum of gratitude?"
This ends the quest and the DLC.
;Negotiating after convincing Minnie
If you are here after convincing Minnie to work with her mother, you will have additional options for persuasion:
* Persuade (45): Convince her to trust you on your word.
* Intimidate (45): Advise her there are no need for tricks as you can easily kill her.
* Ask her what she has to lose by hearing you out.
All the options lead to the same destination, where you let her know that Minnie has invited her for tea.
=== Compromise ===
If both parties have been successfully persuaded to work with each other, return to Ambrose Manor. There are opportunities for speech checks depending on how you select the dialogue options, but regardless you'll receive your reward: 5,000 bits, and the completion of the DLC.
=== Alternative Ending ===
If Minnie had been killed prior to obtaining Olivia's journal during The Red Tape of Command, Lucien Bancroft will take her place in this quest.
==Quest Stages==
== Achievements/Trophies ==
Icon	Name 	Description 	Gamer Score	Trophy
 	Peril on Gorgon	Completed Peril on Gorgon on any difficulty.	30 	Silver
 	NDA Protocol 	Destroy the Synthesizer. 	30 	Silver
==Notes==
There is some inconsistency in the layout of the Manor and Olivia's Personal Lab. The lab is located to the south of Ambrose Manor. Within it, you make your way west through the lab until you exit through a ladder (due south). However, you exit out onto the north-east portion of the manor grounds (instead of west as may be expected). 
== Gallery ==
Olivia Ambrose deja vu.png|Olivia Ambrose toasting The Stranger in a similar fashion as her daughter.
Wilhelmina Ambrose Lab.png|Wilhelmina Ambrose in her mother's secret lab
Olivia Ambrose Manor.png|Olivia Ambrose having a drink after The Stranger sides with her.
Olivia Ambrose (reactor).png|Olivia Ambrose in the flesh
Mother and Daughter.png|Mother and daughter toasting their new partnership.
== References ==
Ambrose Intersection
ru:На перепутье Амброуз