Mission Control

**Mission Control** is one of the major locations in the game.

## Description

The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship. Now scavengers infest this ancient seat of power, a grim reminder that nothing lasts.

## The Train Station

Before everything went catastrophically sideways, this rail network delivered hundreds of Ship Authority bureaucrats and politicians to work in the Ship's nexus of power. The apparatchiks and office drones, even the trains themselves, are long gone, but the station still stands.

* Zillah and Wilson can be found here
* Store Vendor (Mission Control) sells his goods here
	+ Steal:[4], Grab some modules - you gain 2 Electronic Modules

## The General Assembly

In the distant past, one hundred Delegates served the Mission, debating and voting upon all but the most important issues presented before the General Assembly. Delegates were chosen from every district and professional collective, ensuring they all had a say in the Ship's affairs.

* Luther can be found here
* You can unlock the terminal to learn some lore and gain +20 Computers LP

## Admin Center

From this electronic nexus, the Ship Authority once controlled every aspect of human life, from job assignments and transportation to resource distribution, incarceration, and a thousand more mundane details.

* In the South-East corner is a scav who if approached, will ambush the player party together with two other scavs. Dealing with them awards 90 XP spread across the party
* Medical room in the middle has a locker with Regen (RCR-3)
* Room to the west with locked door and two dead scavengers:
	+ Left body has Gas (standard) grenade
	+ Inspecting right body will reveal that the scavenger is actually still alive. With Biotech:[3], you can save the scav's life with Regen (RCR-3) stim. The scav carries Webler revolver that can be taken from him but doing so will ensure that he will not survive for long
	+ Door can be opened with Lockpick:[3] (+20 LP). After opening it, a trap will activate which will damage the party member who opened it, dealing damage scaling with current HP. With Evasion:[4], trap can be avoided. At 3 or less HP, the trap will kill you. Trap can be safely disarmed from the other side of the door.
		- Behind the door to the north-west is a locked door which can be opened with Lockpick:[5] or Computers:[4]
			* In the room behind the door is a computer terminal. With Biotech:[4], player can synthesize one stim of their choice (Regen (RCR-3), Aggro (AGR-72) or Zen (Z4N2c))
			* There's also a mummified body in there from which a Neural Uplink can be extracted with Biotech:[3]
			* Broken console that can be stripped for parts to gain Electronic Module and some LP in Electronics
		- Behind the door to the south-west is a pile of barrels. With Perception:[7], player can notice an opening leading down below. Strength:[8] (cumulative of your party members) allows to move aside the barrels and unlocking the passage to: Level 4 - Operations, SW corner
			* Passage ultimately leads to the corner with a destroyed Robot, with Electronics:[3], you can remove Gyroscope quest item from it
* In the North-West corner is an elevator leading to the next level, guarded by three scavs. You can either:
	+ Sneak past them
	+ [Initiative Bonus] Attack
	+ Pay for passage 200 credits
	+ Convince them to leave you alone with Streetwise:[3] (if you know about Foley), Persuasion:[4] or Combat Reputation:[12]
	+ Dealing with them awards 90 Encounter XP
* In the North-East corner is a barricaded room (can be only accessed from Level 5 - Security Quarters) containing a destroyed Robot. With Computers:[3], you can remove Robot Head quest item from it
	+ There is also a mummified body from which a Combat Reflexes (Chip) module can be extracted with Biotech:[6]

## Operations

The sprawling Mission Control complex required a small army of technicians to keep everything running smoothly, and fight the endless tide of demands and requisitions.

* Hargrave and Knurl can be found here
* In the room next to the elevator in NW corner is a hidden box that can be spotted with Perception:[8] containing Aggro (AGR-72) and Zen (Z4N2c) stim
* In the center area is a force field that can be turned off by completing Teamwork quest given by Hargrave who is nearby
	+ One corpse has Damaged Riot Officer Armor, Damaged Riot Armguards and Trooper Leg Armor
	+ Another has Annihilator Energy Submachine Gun
	+ you can interact with a datapad to learn some lore and gain +20 Computers LP
	+ Elevator leads down to otherwise inaccessible area
* Room with two Mind Worms leads to the console room. Console room can be also accessed by a secret passage in the pump room
* Small pump room in the east can be accessed with Lockpick:[3]. There is a secret passage (Perception:[8] required) which leads to another room
	+ Next room has a crate with Old Firefighter Helmet, corpse with Worker Jacket (Black), Old Welding Helmet and an Electronic Module and there's also a locked door which can be opened with Electronics:[4]
		- In the last room is a locked door (Lockpick:[4] required) leading to the console room
		- There is also a broken console that can be stripped for parts to gain Electronic Module and some LP in Electronics
		- Mummified body has Bionic Eye implant which can be extracted with Biotech:[3]
		- Hole leads down to Level 5 - Security Quarters, NE corner
* South-East corner has an elevator leading to: Level 5 - Security Quarters, SE corner
* South-West corner - accessible only via hole in the opening in the level above (Level 3 - Admin Center, SW corner)
	+ Broken elevator leads to the level above (Level 3 - Admin Center, SW corner)
	+ Hole down leads to: Level 5 - Security Quarters, SW corner)
	+ Mummified body has Cage Fighter (Chip) that can be extracted with Biotech:[8]
	+ Bag near the body has Blackjack and Aggro (AGR-72)
* There is a body in an area accessible only through passage in Level 5 - Security Quarters. The body has Diver Leg Armor, Diver Armguards, Damaged Heavy Ballistic Vest, Scanner, Worn Shredder

## Security Quarters

Any law is only as strong as the ability and will to enforce it. Judging by how large and well-resourced the security apparatus used to be, the Ship Authority strived to create the most law-abiding society known to man.

* Door to the west can be opened with Lockpick:[4]. It leads to a large doors with a retinal scanner. Interacting with it will start Land of the Blind quest which will allow to later unlock the lower levels of Mission Control
* Forcefield storage can be opened with Computers:[6]
	+ Crate inside contains Aggro (AGR-72) and 12 Medkits
	+ Locked crate (Lockpick:[3] required) contains Flashbang (standard) and Smoke (standard) grenades
	+ Locked locker (Lockpick:[6] required) contains Emitter MK1 and a Tactical Vest
* Medical room to the east can be opened with Electronics:[4]. There is a corpse with a Machine Gunner (Chip) and another with Motor Cortex implant which both can be extracted with Biotech:[4]
* North area can be accessed only through hole in the level above near the console room
	+ Door leading to the room with Skill Training Machine can be fixed with Electronics:[4]
	+ There is a corpse with Gas (standard) grenade, Pepperbox pistol and eight 9mm rounds
	+ There is a mummified corpse from which a Heavy Infantry (Chip) module can be extracted with Biotech:[6]
	+ Passage upstairs leads eventually to a barricaded room in Level 3 - Admin Center, NE corner
	+ NE corner can be accessed only through hole in the room behind the Mind Worms in Level 4 - Operations
		- Broken terminal can be fixed with Electronics:[3] and two Electronic Modules to gain a Training Token. Avalaible options: Basic Maintenance, Field Surgeon, Security Officer and Combat Training
	+ NW corner has a room infested with Mind Worms and frogs (two level 2 Mind Worms, one level 3 Mind Worm, two level 2 Bullfrogs and one level 1 Psyker). Killing them awards 90 Encounter XP
		- Corpse in that room has 8 Cells, Damaged Riot Officer Armor, EM Deflector MK1 and Damaged Riot Armguards
* SW area (accessible only through passage in SW corner of Level 3 - Admin Center)
	+ High-security vault can be opened with Computers:[6]. If player lacks enough skill, two Energy Turrets (Level 2) will appear and the door will need to be opened later with Lockpick:[6]. Opening the vault either way awards 90 Encounter XP
		- Left storage has Light Armor Plates quest item, 12 Cells, two Zen (Z4N2c) and two Aggro (AGR-72) stims
		- Right storage can be opened with Electronics:[6]. There's Subdermal Armor implant and Stasis and Disruptor grenades inside
		- Doors to the right can be opened with Lockpick:[8] or Computers:[8]]
			* Computer Terminal can be interacted with Electronics:[7] to gain Machine Hunter special feat
			* Locker contains Disruptor MK2, Power Cell MK2, Cloaking Field and Advanced Targeting (Chip)
			* Left storage can be opened with Lockpick:[10]
				+ Locker contains Heat Absorber MK3, Pulse Capacitor MK3, Disruptor MK3 and Power Cell MK3
			* Right storage can be opened with Electronics:[9]
				+ There is a crate with 12 Cells and 100 5.56 Ammo
				+ Another crate has 2 Zen (Z4N2c), 2 Aggro (AGR-72) and Painkiller (Chip)
				+ Mummified body has Heat Absorber (Chip) upgrade module which can be extracted with Biotech:[9]
* Romeo room (accessible only by completing Teamwork quest):
	+ Romeo is here, he can be repaired with various parts you found scattered in Mission Control during The Last Lawman quest
	+ Locker near Romeo can be opened with Lockpick:[5] and has Stasis
	+ There is a mummified body with Neural Shield (Chip) upgrade module which can be extracted with Biotech:[4]
	+ Another mummified body from which Exo-Spine implant can be extracted with Biotech:[5]
	+ Interacting with the console will unlock the doors and grant 20 Computers LP
	+ Doors leading to the stairs can be opened with Electronics:[5], lead to a room in the Operations, SW corner (opening the gates to the outside also rewards 20 Computers LP

## Inner Sanctum

The fabled inner sanctum of the Synod meticulously designed to showcare and reassure the leadership that everything is going according to plan.

* There is a datapad near the entrance that can be unlocked to learn some lore and gain 20 Computers LP
* Security room in the middle has maintenance station which can be used to upgrade Romeo
* There is a datapad south of security room that can be unlocked to learn some lore and gain 20 Computers LP
* Box in the security room contains Control Module quest item. Another pile of boxes contains Emitter quest item for Emitter quest
* Prayer room:
	+ Body inside has Assault Trooper (Chip) upgrade module which can be extracted with Biotech:[7]
	+ There is a datapad that can be unlocked to learn some lore and gain 20 Computers LP
* NE Area:
	+ Can be unlocked with Electronics:[5]
	+ There is a body with a fully charged Defender energy shotgun
	+ There is a body in the bar with Painkiller (Chip) module which can be extracted with Biotech:[7]
	+ Locked room can be unlocked with Lockpick:[4]. There is a body inside with Neural Shield (Chip) module which can be extracted with Biotech:[4]
	+ Terrarium contains two Mind Worms level 2, one Mind Worm level 3 two Floaters. Defeating them awards 90 Encounter XP
		- Body inside has Energy Armor and Security Goggles
* Elevator to the north leads to the lower level
	+ Computers:[5], Lower the shields to unlock the elevator
* Southern room:
	+ There is a datapad that can be unlocked to learn some lore and gain 20 Computers LP
	+ Door to the sideroom can be opened with Electronics:[4]
		- Body inside has Combat Reflexes (Chip) upgrade module which can be extracted with Biotech:[6]
* SE room:
	+ Can be unlocked with Electronics:[5]
	+ There is a Skill Training Machine inside
	+ Body on the bed has GlareShield (Chip) upgrade module which can be extracted with Biotech:[5]
* Terrarium in the SW corner is the lair of Ol' Bub. Defeating it awards 90 Encounter XP. There's also a body of a dead scav with a Ravager shotgun and Crow axe
	+ Passage in his lair leads to a storage with a locker containing 24 Cells, 2 Disruptors, 2 Pulse Grenades and 2 Stasis grenades

## Launch Deck

Once the Ship reaches Proxima, the future colony's Command Center could be launched from this deck to spearhead the colonization of this new world

* Maintenance station can be used to upgrade Romeo
* Medbay can be unlocked with Lockpick:[4]
	+ Locker has Regen (RCR-3), 2 Aggro (AGR-72), 2 Zen (Z4N2c) and 12 Medkits
	+ Body has Assault Trooper (Chip) upgrade module which can be extracted with Biotech:[7]
* NW room can be unlocked with Electronics:[6]
	+ Body inside has Annihilator energy submachine gun, Reinforced Tactical Vest, Trooper Leg Armor, Tactical Armguards and Security Goggles
* Elevator leads to the planetary lander. To unlock it, player needs to first use the terminal in the security station in the south
	+ There is a datapad inside the lander that can be unlocked to learn some lore and gain 20 Computers LP
	+ Bishop's corpse has Bridge Officer (Chip) that can be extracted with Biotech:[3]
* Fortified chamber in the south:
	+ Guarded by two Energy Turrets (level 1), two Energy Turrets (level 2) and two Robots. It is also filled with poison gas which will damage the player's party proportionally to the character's Toxic Resistance
	+ You can alternatively sneak to the console to deactivate the defences. Each passed check will increase level needed to disable other security measures by 1.
		- Biotech:[5], Neutralize the poison gas
		- Computers:[6], Disable Turrets
		- Computers:[6], Shut down the robots
	+ Once you deal with the security regardless of the path, you need to unlock the door
		- If you didn't disable any counter-measures, you need Lockpick:[4]. If you disabled one, you need Lockpick:[6] and if you disabled two or all defences, you need Electronics:[7] and Lockpick:[6]
			* Body inside has Rapid Response (Chip) moduel which can be extracted with Biotech:[9]
			* Terminal can be interacted with to gain a Training Token. Avalaible options: Urban Pacification, Tactical Response, Breach Team and Undercover Training
			* Console unlocks the planetary lander. It requires either SmartKey obtained in Damsel in Distress quest or with Computers:[9]
			* Forcefield can be deactivated with Computers:[8]
				+ Locker inside has Combat HUD, Combat Gas Mask, Recon Helmet and Pilot Mask
				+ Locked locker inside has Light Reflector MK3, Emitter MK3 and EM Deflector MK3
				+ Doors can be opened with Computers:[10] or Lockpick:[10]
					- There is a set of Combat Armor MKII, Combat Helmet MKII, Combat Leg Armor MKII, Combat Armguards MKII
					- There is a locker containining Heavy Energy Pistol, Heavy Energy Rifle, Heavy Defender, Officer's Sub-Machine Gun, Power Mace, Auger and 48 Cells

## Gallery

Mission ControlAdmin CenterOperationsSecurity Quarters