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The Technomancer Game Guide by gamepressure.com

The Technomancer Game Guide

Table of Contents

A Safe Haven | Chapter 1 Quests The Technomancer Guide

Last update: 02 February 2017

The Safe haven is a long quest, stretching all the way to the next chapter. You will be escaping from Ophir (you will be able to get back there, but some of the uncompleted side quests will be locked) and heading to a city located on the desert. This quest will become active after you've completed all of the quests from the Fighting the Abundance and Finding Earth groups.

The Escape

Rewards for completing the quest: 2000 EXP, Jeffrey's Helmet.

How to unlock: complete the main quests: Fighting the Abundance, Finding Earth and all of their components.

Tasks:

  • Go to see Captain Eliza Major
  • Go to the Source to answer Colonel Viktor's charges
  • Flee Ophir
  • Go to the rover hangar
  • Fight Jeffrey Watcher
After you reach the main plaza your friends will warn you about the ambush - you must escape from Ophir. - A Safe Haven | Chapter 1 Quests - Chapter 1 quests - The Technomancer Game Guide
After you reach the main plaza your friends will warn you about the ambush - you must escape from Ophir.

Note - this quest is the culmination point of your stay in Ophir. If you have some unfinished business here, like uncompleted quests you should do that now, as you soon will be leaving the city. Your companion, Jeffrey, will also leave you - swap his items if you've given him something valuable / unique.

After completing the last main quests you will head to captain Eliza major to report to her for the last time. The course of the conversation doesn't matter - the conversation will be about the quests you've completed and the way you did that. This conversation will always happen and you won't be able turn away from the conspiracy.

You dont have to fight with the security, but this is a good opportunity to gain valuable items and large amount of experience. - A Safe Haven | Chapter 1 Quests - Chapter 1 quests - The Technomancer Game Guide
You don't have to fight with the security, but this is a good opportunity to gain valuable items and large amount of experience.

Afterwards, you will be directed to lieutenant Victor. Unfortunately, this is a trap from which you will be rescued by Scott and Niesh (you won't be able to get to Victor - the door is are closed). From this moment onwards the whole Abundance faction is your enemy. You must head to Amelia's hangar located in the Slums, through the northern gate. Run around the railway station and straight ahead, until you reach a passage - you don't have to fight with anyone here. However, you must clear the entrance to the hangar from a group of soldiers.

At the end of the chapter you will be facing Jeffrey. - A Safe Haven | Chapter 1 Quests - Chapter 1 quests - The Technomancer Game Guide
At the end of the chapter you will be facing Jeffrey.

An unpleasant surprise awaits you in the hangar - Jeffrey will become your main opponent. He is equipped with a special suit that protects him from your electrical attacks.

You should start by eliminating the two companions of Jeffrey, starting with the one equipped with a rifle. Both of them aren't resistant to your powers - if you've developed them well, they will be extremely effective against them. Afterwards, get rid of the enemy equipped with a shield. Note that if you happen to get into Jeffrey's sight, the damage dealt by his attack will be critical to you. This is why you should enter this fight as a Guardian.

After the encounter you must decide whether you forgive Jeffrey (you will be given +2 Karma), or if Niesh should kill him. In both cases you will be given Jeffrey's Helmet.

Race against the sun

Rewards for completing the quest: 2000 EXP

How to unlock: The next main quest after escaping from Ophir in the Escape quest (A safe haven).

Tasks:

  • Reach the gates of Noctis before daylight
  • Fight the creatures off
Flying monsters will be irritating - they arent dangerous, but they can hide underground and attack suddenly. - A Safe Haven | Chapter 1 Quests - Chapter 1 quests - The Technomancer Game Guide
Flying monsters will be irritating - they aren't dangerous, but they can hide underground and attack suddenly.

This quest is not a long one. You have only a few hours to get to the other side of the canyon and reach the city gates. During the journey you will stumble upon a new type of enemies - fortunately, you don't have to fight them. If you won't make it in time to the destination point (remaining time can be seen on top of the screen), you will die.

You can search the ruins for artifacts. - A Safe Haven | Chapter 1 Quests - Chapter 1 quests - The Technomancer Game Guide
You can search the ruins for artifacts.

If you, however, think that you have enough time, you can explore the three buildings hidden in crevices, visible on the map. There (inside of unlocked chests) you can find artifacts. Those are required for the Relics quest, regardless of whether you're doing the quest now, or you will just give the items to the NPC after you start it.

City gates wont be opened as long as there are monsters in front of them. - A Safe Haven | Chapter 1 Quests - Chapter 1 quests - The Technomancer Game Guide
City gates won't be opened as long as there are monsters in front of them.

Once you pass through the gate, you still won't be allowed into the city. First you must clear the entrance off moles (it's recommended to use traps and technomancer spells). Afterwards, you can enter the city and feel at home.

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