Archive:Power Facilities

**Welcome to training, Prospector! Today we will cover how to power up facilities.**

Nothing runs without energy, especially on Fortuna III. It doesn't help that these god-forsaken storms always interfere with our electronics, making any kind of long-term scans or even just running a device for more than 30 minutes impossible.

So, dear Prospector, you will have to play the kick-starter for us. Sometimes literally. You have to go down there and activate our old colonial facilities MANUALLY, even if you have to go and kick those blasted machines into action!

# The Process

The central node, the biggest terminal, projects a holographic line towards the 3 terminals that supports it. Just follow those lines and you will find the terminals that you have to activate.

HAZARD WARNING: The local Flora seems to take a liking to the electronics. Please remove any overgrowth with maximum prejudice before activating the terminal!

# VP

Solo Mode
 2
 3
 4
 5
 6
 7
 8
 9
 10

Duo Mode
 2
 3
 4
 5
 6
 7
 8
 9
 10

Squad Mode
 2
 3
 4
 5
 6
 7
 8
 9
 10

# Central Station

If enough facilities are activated by you or your rivals, the central facility in the area will have enough power to be activated, too. This will show up as a new contract.

Everyone will get this contract. Sorry to break your illusion of exclusivity. Expect a high density of shooty competition on site.

You will also have to activate 3 terminals, but afterward, there will be a difference: after activating the central node you will have to move to the area’s center and protect it from intruders. The longer you stand in the designated zone, the more contract points you get!

After you completed the Central Station, all Power Facilities will unpower and are ready to be powered up again.

# Final Notes

Official Archive:ICA Handbook (excerpt):

- Get down to the planet (using sanctioned Archive:ICA drop pods)

- Look for our old installations

- Find the central node

- Follow the (patented) holographic lines from the central node to the terminals

- Clear the overgrowth (with maximum prejudice)

- Activate the terminal

- Repeat until all terminals are activated

- Activate the central node

## Update History

Archive:Release 3
* Droid spawning has been tuned (they spawn closer to the power-up contract).

Alpha IV
* Bug Fixes
	+ Main power up station gives 2 VP per contract when powered up for the second time
	+ Station that is currently being powered up can reset when main power station shuts down.

Alpha II
* Added Follow Up Contract
	+ Central Station quest; when 5 Power-Up stations are active at the same time, the Central Station quest gets activated.
* Three new Power Up stations; Landing pad, swamp camp & crashed ship.
* Added more possible terminals locations to all Power Ups. Now every Power Up has 12 different possible locations for the terminals (was 6).
* Added UI elements with quest information to Mineral and Power Up objects
* Tuned down money drops for Mineral monsters and Super Power Up Monsters for both game modes. For minerals and super power up, list monsters now give 1/2 of the normal monster money drops and loop monsters 1/4 of it.

Alpha I
* Added
	+ Power Up Facility was one of the first 6 contracts in the game.