Battlestation

Raider bay overlook

### Hyperspace coords

Probing a raider's mind, the crew learns how to reach the battlestation. Position the Interceptor at 2220, 1321 and hyper 3884, 3305. Suspiciously, the long-range ground scanner coordinates at the point of entry precisely match the planetary coordinates of Caldorre 2.

### Preparations

    Any laser reflectors you had the foresight to stash in the Interceptor's armory should be donned and used until the crew reaches a battlestation armory, where it can be swapped for combat armor. Combat armor is strictly better than anything else. The easiest LR's to reach afield were in the Sky Elk Club and Koshol cave. Otherwise use flak jackets and lean on the medic. The raiders' blasters do a ton of damage when they hit.

If you wish to make use of guns, it is perhaps best to diversify to match ammo availability from the armories: maybe an AK, a thermocaster, a mix of three gauss rifles and blasters... though later, armories on level 3 only have 1 therm and 3 crys.

### Navigating inside

The battlestation is an oppressive labyrinth of docking bays, control rooms, troop barracks, monitoring stations, and a dark lord ruling over everything. It's exactly what a battlestation should be. Each long-range scanner coordinate comprises a *quadrant*. The light energy power to search for other energy users will point the way. First it detects the Book, and later Malcolm. The reading cryptically reveals the number of quadrants (coordinates) to move EAST/SOUTH/UP... which is to say, the x/y/z axis. The power has a long but not unlimited range. If there is no reading (--) on an axis, it means the energy user is too far away.

* Study the four quadrant types on level 1 for valid connections and passages. To keep players from giving up in despair, every quadrant except the raider bays have a pneumatic tube entry where the crew can zip straight back to where the Interceptor is docked.

* Level 2 consists mostly of dead end elevators. It also has a guarded transit quadrant between 1 and 3, a quadrant where the Book is held, and Malcolm's lair. In practice, check every elevator you come across on 1 and 3, just to make a note of what they lead to on this level.

* Level 3 is another tremendous labyrinth. Joyfully, there are four new quadrant types to familiarize yourself with, all with greater complexity than those on 1, and best of all, there is no pneumatic tubeway connection to the ship from this level. The connection scheme for quadrants on this level is so fiendish that the entire southwest region is inaccessible. The full map has been filled-in based on the logical correspondence between the accessible portions of the three levels.

### Maps

Battlestation lv 1Battlestation lv 2Battlestation lv 3

### Book

To reach the Book, there is one specific elevator quadrant on 1— x1786 y958— that leads up to a "defended area." Proceed down the center hallway, get blown to bits by Taylor, reload the game, and once in shooting range employ the light energy power to erase attacker skill (T-1-4 in quick sequence). This power works without a target; it is a matter of having an attacker.

"When we reach them you will gain the ability to confuse your foes, to sense any being's presence, to make your enemies become your allies, and the ability to nullify your enemies' strengths. But we must reach them first."

### Malcolm

To reach Malcolm (following a final audience with the sentinels and witnessing the last raider battle in space), the crew needs to find level 3 and then take the correct elevator back down to 2. The 1-elevator containing a passage to level 3 is at x1788 y954. Malcolm's lair is on level 2, at x1785 y952, so they need to move to that location on level 3 and take the elevator down.

### Quadrants

Armory-1Barracks-1Elevator-1Raider bay-1Elevator-2Transit-2Book-2Lair-2Support-3Barracks-3Elevator-3Raider bay-3
### Notes

* Taylor's finalized hit rate against combat armor is projected to be:

`15%
+ rank 0
+ prjct 20 × 5%
+ tactics 0
+ thermocaster 20%
- armor 10 × 5%
———
85%`
At 21 dex, attack cooldown is at least twice as quick as at 20 dex. This hit rate is the same as a fully-proficient Command Captain, who may sometimes be able to gun down Taylor alone with a thermocaster for its accuracy, a lot of luck on damage rolls, 125 health, and medic support. Turning around and leaving, to rotate crewmembers through the firing range, can work with inferior ranks. The light energy ability is the most reliable method.
* An exploit for unlimited items is worth noting here (knowing it before entering the battlestation utterly ruins the game). Players are likely to notice for themselves that armories in the battlestation replenish themselves when the team leader moves and reopens it. This same exploit applies to the raider ship armories... 40 tesselators for the taking. Moreover, though, *all* map tiles with an individual item drop are in fact static locations. Once the item originally there is picked up, the prompt goes away but items can continue to be generated there by pressing 1. The item generated is not the one associated with that tile but whatever item was last handled by the crew command system (found/bought/traded etc.).

* Instead of using this cheat to ritualistically generate ammunition, one can just hex edit the save to alter a gun so it no longer consumes ammo. Referring to the Equipment page, look up the gun's hex address on the weapon belt and change its corresponding ammo value to FF.