Sewers are a location in Vegas.
Background[]
The mission is simple: Accumulate parts to rebuild Max. The sewers are one of the hardest areas to complete due to the high number of fixed and random encounters. The enemies are strong, powerful, and numerous. If a character is seriously wounded deep in the sewers there is a strong chance they won't live long enough to reach help, and there are many enemies capable of doing that here. A shovel is critical, and rope is very handy.
Walkthrough[]
Access to the Sewers can be gained from within the Mushroom Temple. Use Picklock and Electronics or TNT to blast your way into the main reactor room, and then go west. In the room with the massive humming electronic equipment, go to the southwest corner. If you have high enough Perception, you'll notice a strange keyhole in the wall. Use the Sonic Key to open it. Go north along the hall into the next room, and go to the northeast corner of that room. You'll discover another door that opens with the Sonic Key. Pop the door and you'll find the ladder down into the Sewers.
A word on what to bring to the sewers. First off, you'll want good armor: you may want to consider going to Darwin Village and visiting the Black Market to grab a Kevlar suit for everyone. Since you'll likely be burning through 7.62mm clips like crazy by emptying your M1989A1 NATO Assault Rifles at the cyborgs down there, you'll want a hefty stash for each of your Rangers. Bring at least two pieces of Rope - you'll need them to cross the river and a chasm down there. And last, but not least, think about bringing a Shovel, Pick ax or Sledgehammer to break through the weakened walls down there and open up the passages: a character with exceptionally high Strength also will do the trick.
As you proceed through the Sewers, you'll find various parts of Max. Here's a listing of noteworthy loot by section:
- First Area - Power converter, Fusion cell, Servo motor x2, Laser pistol x2, Laser carbine
- Second Area - Kevlar suit
- Third Area - Android head, Servo motor, Laser pistol, Chainsaw
- Fourth Area - Rom board x2, Servo motor, Kevlar suit
You'll have to bash a path through weak walls to the south to enter the second area. Use a Sledgehammer, Pick ax, Shovel, Strength or TNT to get through. The second area shares the same map as the fourth, but they're divided by impassable walls, necessitating going through the third area. In the third area, there's another weak-wall path to the north (you need to get through there to get the Android head to complete repairs to Max. Don't even try to cross the river: you'll get sucked out of the Sewers into the river outside of Vegas! Watch out when trying to enter the fourth area from the third: on the southern edge of an out-jutting wall near the door, there's some spikes that can do some pretty nasty damage. You'll need the Sonic Key to get into the Lab.
Now that you've got all the parts, time to rebuild Max! What's left of Max is on the tables along the east wall. On the northernmost section, you'll need to start with the Android head and a ROM board. Next down, you'll need a Fusion cell, a Power converter, a Servo motor, and another ROM board. Next down, you'll need a Servo motor. Next down, you'll need to use the last two Servo motors to finish the job. Prep for assembly at all stations, and poof! Read Paragraph 15, and get ready for the Sleeper Base, Project Darwin, and Base Cochise!
Random encounters[]
Western sewers[]
Name | Type | Exp. Pts. | Maxcon | AC | Skill | Damage | Weapon type | Range | Group | |
---|---|---|---|---|---|---|---|---|---|---|
Tronodile | Cyborg | 350 | 12-62 | 6 | 1 | 8d6+3 | Melee | Melee | 1-4 | |
Tazel | Cyborg | 75 | 3-18 | 4 | 20 | 3d6+3 | Automatic | Med | 1 | |
Turbo Cybertrike | Cyborg | 245 | 8-43 | 6 | 20 | 5d6+2 | Semi-auto | Short | 1 | |
Cybertrike | Cyborg | 100 | 5-25 | 4 | 20 | 4d6+3 | Semi-auto | Short | 1-6 |
Eastern sewers[]
Name | Type | Exp. Pts. | Maxcon | AC | Skill | Damage | Weapon type | Range | Group | |
---|---|---|---|---|---|---|---|---|---|---|
Tronodile | Cyborg | 350 | 12-62 | 6 | 1 | 8d6+3 | Melee | Melee | 1-4 | |
Tazel | Cyborg | 75 | 3-18 | 4 | 20 | 2d6+3 | Automatic | Med | 1 | |
Clawer Leader | Cyborg | 245 | 8-43 | 6 | 20 | 5d6+2 | Semi-auto | Short | 1 | |
Clawman | Cyborg | 100 | 5-25 | 4 | 20 | 4d6+3 | Semi-auto | Short | 1-6 |
Fixed encounters[]
Western sewers[]
Name | Type | Exp. Pts. | Maxcon | AC | Skill | Damage | Weapon type | Range | Group | |
---|---|---|---|---|---|---|---|---|---|---|
Clawer Leader | Cyborg | 280 | 8-43 | 7 | 2 | 7d6+3 | Melee | Melee | 1 | |
Clawman | Cyborg | 210 | 7-37 | 6 | 2 | 6d6+3 | Melee | Melee | 1-6 | |
Cyclon | Cyborg | 350 | 12-62 | 6 | 3 | 7d6+2 | Melee | Melee | 1-6 | |
Centron | Cyborg | 455 | 16-81 | 6 | 2 | 8d6+2 | Melee | Melee | 1-3 | |
Centron Deluxe Model | Cyborg | 455 | 16-81 | 6 | 20 | 8d6+2 | Automatic | Med | 1-3 | |
Tronnosaurus | Cyborg | 1400 | 50-250 | 6 | 6 | 10d6+12 | Melee | Melee | 1 | |
Cyborg | Cyborg | 700 | 25-125 | 6 | 20 | 6d6+2 | Automatic | Med | 1-3 | |
Hexborg | Cyborg | 1050 | 37-187 | 6 | 25 | 10d6+1 | Automatic | Med | 1 | |
Boa Tronstrictor | Cyborg | 560 | 20-100 | 6 | 1 | 8d6+1 | Melee | Melee | 1 |
Eastern sewers[]
Name | Type | Exp. Pts. | Maxcon | AC | Skill | Damage | Weapon type | Range | Group | |
---|---|---|---|---|---|---|---|---|---|---|
Clawer Leader | Cyborg | 280 | 8-43 | 7 | 2 | 7d6+3 | Melee | Melee | 1 | |
Clawman | Cyborg | 210 | 7-37 | 6 | 2 | 6d6+3 | Melee | Melee | 1-6 | |
Cyclon | Cyborg | 350 | 12-62 | 6 | 3 | 7d6+2 | Melee | Melee | 1-6 | |
Centron | Cyborg | 455 | 16-81 | 6 | 2 | 8d6+2 | Melee | Melee | 1-3 | |
New and Improved Centron | Cyborg | 455 | 16-81 | 6 | 20 | 8d6+2 | Automatic | Med | 1-3 | |
Tronosaurus | Cyborg | 1400 | 50-250 | 6 | 6 | 10d6+12 | Melee | Melee | 1 | |
Cyborg | Cyborg | 700 | 25-125 | 6 | 20 | 6d6+2 | Automatic | Med | 1-3 | |
Hexborg | Cyborg | 1050 | 37-187 | 6 | 25 | 10d6+1 | Automatic | Med | 1 | |
Boa Tronstrictor | Cyborg | 560 | 20-100 | 6 | 1 | 8d6+1 | Melee | Melee | 1 |