Maintenance Interludes

There are so many interludes set in a Maintenance Block or Maintenance Tunnel that it seems sensible to put them on a separate page, simply to prevent the interludes page from becoming unwieldy. This page has the same format as the main interludes page:

* It gives the "save location" (the name the game gives to a save file made here) if it differs from that expected
* (optional) means that you can either skip the interlude on the global map, or, having arrived at the location, you can leave at once by a nearby exit

And once again, after being divided into "Maintenance Block" and "Maintenance Tunnels" locations, the interludes are presented in alphabetical order of the game's description of the interlude.

* Maintenance Block (save location "Settlement Outskirts")
A bunch of harmless vagrants have made camp for the night in the abandoned maintenance unit.
There are three tramps close to the entrance. You can avoid them, ignore them when they talk to you, or use violence. They don't pose any danger.

* Maintenance Block
A group of hunters are cutting the carcases of huge lizards. The air reeks of rotting flesh.
The hunters ask your help in taking on several orruns, which attack in waves.

* Maintenance Block (optional)
A group of technicians are busy with repair work. A couple of cleaners in the distance are burning Crioma bushes. It's better to stay away from them—the air here is really not suitable for breathing.
The body of Scott Workmeister is immediately to your left as you enter. It's worth looting, as it has a piece of the rare collectable Sea Glass, which you need for the quest The Masquerade Massacre; and this will respawn each time you revisit this location. You can talk to a Technician who's having problems with an NX-9000 transformer that you can fix; you need 5 Capacitors and 10 Simple Parts to do so, and the Maintenance 1 skill. If you succeed, the Technician will give you a bottle of Ozone Hole Distillate.

* Maintenance Block (optional)
A group of Tyrang Division soldiers has stopped in the middle of the technical unit. The pilot is doing something with his armorsuit.

* Maintenance Block
A radio signal asking for help came in: "Renegade attack on the patrol. Some have been wounded."
You can choose to give the injured Gregg three Broth injections, three Regen-3 ones, one Regen-5 or nothing. If you fix a generator (which requires 4 Simple Parts and 3 Parts), you can open a door to a room with a little junk, and a locked container with a 7.92 mm HM Cartridge Recipe, amongst other things.

* Maintenance Block (save location "4 CaravanCam") (optional)
A trading caravan has set up camp on the premises of the maintenance unit.
An entirely benign interlude: Merchant Briggo is here, and you can talk to him and buy his wares if you wish.

* Maintentance Block
As you approach the crossroads, you can hear the sounds of gunfire—a fierce battle between the militia units and local marauders is taking place.
A lot of combat in this mission, made challenging by a boss with a grenade launcher or similar. Simply work your way through the location to the exit, being careful of mines. Bob, the boss, has a lot of health and wields a grenade launcher (or similar).

* Maintenance Block
As you approach the heating unit, you receive an urgent message: "The escort group has been attacked!"
The marauders are concentrating their fire on the escort group, which should make them easy to defeat, as they'll not be shooting at you.

* Maintenance Block
Marauders have turned the premises of an old pumping station into their lair. They are always happy to offer shelter to a traveler... so that they can rob him blind later
A two-level location with several Marauders to defeat. You arrive on the upper level, but can only leave from the lower one; the exit is up a short flight of stairs to an open vault door.

* Maintenance Block
The electromagnetic detector recorded the activity of turrets and security bots. It seems the Station's security systems have malfunctioned.
More security bots to defeat, and also Mills, which are melee devices. It's a good idea to move quickly forward at the start of the interlude, otherwise you may find yourself pinned in the starting location, which is quite narrow.

* Maintenance Block
The maintenance block has been occupied by a group of masked men. They seem to be armed and are unlikely to invite a stranger to share a meal with them.
You can eliminate the three enemies here by stealth if you're careful. Watch out for concealed mines.

* Maintenance Block (optional)
Your path is blocked by a crowd of armed people. The Sons of Morakh and Bea Kera fighters are aiming their weapons at each other. Who will be the first to pull the trigger?
One of the more complex interludes: the two sides are exchanging gunshots on raised gangways, and stairs lead down to a lower level. You can support either side, or simply lie low and wait for the firing to become less intense. There's quite a lot of loot on the many bodies left by the fight.

* Maintenance Tunnels (save location "2 Maradeur")
At the end of the tunnel, a few armed ghetters are taking a leisurely stroll. These people obviously have little care for the law—they will easily kill an unarmed traveller, even if all they'll get out of it are several coupons.
A passageway with marauders, one of whom has his back to you and can be taken down stealthily. The number of opponents increases as you progress in the game. Beware of hidden mines as you're searching for loot.

* Maintenance Tunnels
Having descended into the maintenance tunnels, you immediately sense you're not alone. There's a barely visible glistening in the darkness; you take a few steps and hear some guttural chomping sounds.
A straightforward area with a few Orruns to deal with.

* Maintenance Tunnels (optional)
Listening to the rattling radio you can hear a conversation: the tunnel that you have to go through appears to be full of mines.
You can meet a Tyrang Officer who wants you to clear the mines, which is straightforward. You can talk to the Officer again once you've cleared the mines.

* Maintenance Tunnels (optional)
You are inside the communication tunnels. The old alarm lamps are glowing red. The local security systems must be out-of-date, as they can't read your civilian number.
There are several turrets and security bots to take down, and it can be quite a challenge. At the other side of the location, directly from the entrance, is a terminal you can hack to turn off some of the systems.

* Maintenance Tunnels
You hear suspicious voices and the sounds of stone grinding against a blade coming from the end of the tunnel. It looks like you need to prepare for an unpleasant encounter
You'll be set upon by a few Marauders, coming from behind you, and then a few more ahead, including the boss, Bull.