Attonall's Safe Zone

**Attonall's Safe Zone** was a community of DefCorp personnel based in the Reserve Silos following the outbreak of the DefCorp Event. It was led by Dr. Walter Attonall. Members included scientists and guards. The Safe Zone aided Karl Dyson and gave him a new mission in the chapter Determination.

## Overview

A large central room populated by guards and scientists branches off into subsections containing optional encounters. To the left of the entrance, Attonall's men have imprisoned two Association troops and intercepted their orders. Heading right leads to a hallway that will eventually take you out of the area.

## History

Shortly after the Event began, Walter Attonall and his closest associates began fighting their way through the Reserve Silos, clearing multiple areas of the Corrupted. Setting up camp in a lobby area, they established a research station through which to investigate the origins of the DefCorp Event.

They quickly developed the ability to electronically track the portals that were appearing around the DefCorp Campus. Eventually they discovered the existence of Noble Hart and formulated a plan to destroy it by using heavy weapons found in its dimension.

Later, they skirmished with Association members who had entered the Reserve Silos and were able to take two of their guards prisoner, capturing standing orders and other contraband.

Eventually, Karl Dyson arrived at the Safe Zone and was briefed on the plan to kill Noble Hart. Recruited to help end the DefCorp Event, Dyson restocked himself with ammunition before setting out once more.

## Inhabitants

* Walter Attonall
* Dr. Franklin
* Dr. Jake
* Dr. Meyers
* Dr. Martin
* Dr. Elijah
* Dr. River
* Henry
* Kate
* Alonzo
* Ty
* Terrence
* Art

## Behind the scenes

Attonall's Safe Zone went through many iterations during the development of the campaign. Originally, it was going to be a hostile group of elitist DefCorp personnel who fired on you, similar to the Survivor Encampment from the original *For the Good of the Company*. However, this idea was reworked into the Association and the Safe Zone became a genuine home-base area.

The Safe Zone was then going to be used as a set piece to introduce the Government Elites, who would rappel down from the ceiling and begin firing. However, when the Elites subfaction was removed it was decided that the Safe Zone should mirror the beginning of the campaign somewhat, as there had been little voice acting since *Engagement*.

"Side quests" were briefly considered for this area, including the option to free the Association guards held prisoner and fight your way out, the ability to help Art break into the armory, and unlocking high-quality weapons from a merchant.

Of these ideas, only the merchant idea was kept, originally represented as Chandler but later changed to Kate.

## Trivia

* As with other areas that contain friendly NPCs, you can kill anybody residing in the Safe Zone; this, however, will promptly turn everyone else hostile (as with *Commute* and *Arrival*). If Franklin becomes hostile before you speak to him, you will be unable to leave the area and will have to restart the chapter. It is very difficult to win a fight against the entire Safe Zone. However, the two imprisoned Association guards will break free and open fire on Attonall's troops, offering you some cover fire.
* You can acquire a pile of bills equivalent to $100 in the area with the broken vending machines and the room that Dr. River is located in. You can use this money to purchase a future grenade launcher from Kate. The grenade launcher is a slower but more powerful variant of Golgi's gun.