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by Arkia

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FAQ/Walkthrough by Arkia

Version: 1.001 | Updated: 12/22/14

Preface

This walkthrough is based on NA version 1.21 . This will include a walkthrough of the main story as well as some tips for post-game and end-game.

It is highly recommended to have some way to backup your save files. Either via the Content Manager Assistant on a PC, the PS3, or through Playstation Plus. Some bugs can only be fixed through a backup or from starting over by deleting the game and/or saves.

Many bugs can be solved by closing the game and then restarting the game.

If you are a newbie and want some starting tips, check out Tips for Newbies.

If you are disconnected from multiplayer, especially if you were providing a Special Operation, the recommendation is to close the game as soon as you know for sure you are disconnected. Failure to do so will result in the loss of the Special Operation.

Note: The Customize Accessory Response menu was removed from the NA version even though it is referenced several times in the game (even by the name of the menu option. 1.20 and 1.21 appears to have removed some of these references, but there is at least one remaining reference of the menu option by exact name).

Some notes regarding the guide: Feedback is greatly appreciated, so please do leave comments/suggestions/requests/etc. when you vote. (If you would not recommend the guide, saying why would be greatly appreciated since then I can try to fix what you didn't like). There is a contact section at the bottom of the guide for those that feel the 140 character limit isn't enough. For those asking about the big banner, it cannot be removed by the author of this guide. If you have a comment about the banner, either contact the staff or leave a comment about the banner/header on gfaqs when you vote.

Operation Categories

Basic Operations: These are mostly storyline operations

Special Operations: These come in 3 categories: Accessory recovery (2XX), Retribution (1XX), and Special Ops. (3XX). These are one time use operations. These may be obtained at the Window on Liberty from online distribution (3XX and 1XX), from having an accessory captured (2XX), or from successfully beating operations (1XX). More information on 1XX will be given in the tips and tricks section.

Showdown Operations: These are special operations that have only one enemy and no harvest points. To unlock a showdown, you must defeat the abductor related to the showdown. Some abductors ranks do not have showdown operations.

Practice Battle: This is a single player mock PvP.

Vs. Operations: These are PvP operations.

Invasions: These are only available in online mode and use up 1 Invasion Permit (It appears you get 5 every few hours)

Operation Types and Goals

X is the number of targets needed to complete the objective.

Tutorial: Complete various objectives as defined by the tutorial

Citizen Reclamation: Retrieve X citizen(s) from enemy abductor(s) and bring them to the RRU (Resource Reclamation Units) pod.

Locate Citizens: Retrieve X citizens and bring them to the RRU pod while not stopping the enemy team from doing the same. There will be X*2-1 citizens where X is the number of citizens that need rescue.

Harvest Resources: Harvest X designated resources.

Reach Objective: Reach an objective area before losing all sustainability. Some operations will have locked doors that require defeating enemies to pass.

Liquidation: Defeat X targets. There are X targets that are designated. Operation completes once all targets are defeated. Some operations will have multiple waves of enemies with the target enemies within various waves.

Eliminate Enemy: Reduce the enemy sustainability to 0. Generally, this means any enemy sinner, accessories are not counted.

Citizen Protection: Take a beacon to the objective area while protecting the abductor from damage.

Seize Control: Have most of the control points captured (blue flag) when the timer runs out.

Stealth: Reach the end of the path and access the console, then go to the !. You can get about 1-2 meters from the patrol accessories without being noticed.

Cell Garden: No thorns or weapons or enemies. You must solve various puzzles in order to collect resources. If time runs out or you collect all the resources, you will be ejected from the operation with the resources collected.

Operation format and notes

Note: If unknown, the values will be blank or omitted. If not applicable, the value will be NA or omitted.

Operation Number: Will usually be written as X-Y where X is the CODE and Y is the operation within the CODE

Operation Type (Goal): Will contain the operation type and if applicable, the goal amount or targets

1st time Sentence Reduction: This is the Sentence Reduction of the first completion and is usually 5 times the normal amount.

1st time must join: This is who must join the first time. (or until you unlock the option to select teammates). This may be replaced by Solo Op. which means the operation is solo offline. Operations of CODE 1 can only be played offline.

1st time cannot join: This is who cannot join the first time. May be replaced by Accessories cannot join

Special reward: This is a one time reward for meeting special requirements that may be obtained via Claim Deliveries

Special rewards requirement: This is the requirement to obtain a special reward.

Obtainable combat items: These are the combat items that may be obtained

Completion Reward amounts: [6 star/5 star/4 star/3 star/2 star/1 star] . These are the rewards for beating a operation with various star rankings. Usually 5 minutes or under is 6 star. Some operations may have longer or shorter times.

Tutorial

Choose name and appearance

Operation Number: Intro Tutorial

Operation Type/Goal: Tutorial-Liquidation. Target: 1 abductor All-purpose Biped Mk 1

First time Sentence Reduction: 0

First time must join: Uwe, Nina, Carlos

Obtainable combat items:

You can go forward to the large screen (Window on Liberty) and check it. (You may need to go towards a corner slightly). As a note, if you take more than 5 steps, you will get a crime. These crimes' penalties are mostly flavoring and have no major effect on the game (though the number of crimes you commit is recorded, it has no direct in-game effect that can't be countered through doing more operations).

Noteable bugs

Accessory might not spawn. The above section where you need to go check the Window on Liberty may be skipped.

Fix: restart the game.

Code 2 Exam Requirements:

Reduce Sentence to 999,450 years

Claim "Right to Take Part in OPS Operations" Entitlement

Claim "Right to Pace" Entitlement

Claim "Right to Roam" Entitlement

Claim "Right to Recline" Entitlement

Notes: Requirements means you have to meet them while Goals means you don't have to.

Note: Saying No or declining to your accessory, to a OPS agent (Red clothing) or to an OPS accessory generally results in a crime.

Operation Number: 1-1

Operation Type/Goal: Tutorial-Liquidation

First time Sentence Reduction: 20

Solo Op.

Accessory cannot join

Special reward: TB-32/H

Special rewards requirement: All resources harvested (Objective node, F1 NW corner, G2, SE corner under stairs, NE corner G1)

Obtainable combat items: Frag Grenade, Adrenaline

Completion Reward amounts: [Processed Graphite: Ultra-Low Purity x3/Diamon-Like Carbon: UL Hardness x3/Sinew Fiber: Common Mk. 1 x2/ Frag Grenade x2/AMMO Pack x2/First Aid Kit x2]

Unlocks

Inventory

Claim Deliveries

Operation Number: 1-2

Operation Type/Goal: Tutorial-Citizen Reclamation (1)

First time Sentence Reduction: 20

Solo Op.

Accessory cannot join

Special reward: L-6E1

Special rewards requirement: All resources harvested (Objective node, F1 NW corner, G2, SE corner under stairs, NE corner G1)

Obtainable combat items: Frag Grenade, Adrenaline

Completion Reward amounts: [Processed Graphite: Ultra-Low Purity x3/Diamon-Like Carbon: UL Hardness x3/Sinew Fiber: Common Mk. 1 x2/ Sticky Grenade x2/AMMO Pack x2/First Aid Kit x2]

Unlocks

Loadout

Control Settings

Window on Liberty

Operation Number: 1-3

Operation Type/Goal: Citizen Reclamation (1)

1st time Sentence Reduction: 150

1st time must join: Uwe, Mattias

Special reward: Processed Graphite: Ultra-Low Purity x 15

Special rewards requirement: No Sustainability lost

Obtainable combat items: Frag Grenade, First Aid Kit, Adrenaline

Completion Reward amounts: [Ferrous Fiber: Biped Mk 1 x3/Armored Exoskeleton: All-Purpose Mk 1x3/Carapace: Melee Mk 1x3/ Generator: Melee Mk 1x3/Spent Shell Casing x3/Damaged Flywheel x3]

Notable Choice

"Okay. Maybe just a quick nap...": 10 year penalty

"No thanks": 10 year penalty and must choose "Okay. Maybe just a quick nap..." after.

Unlocks

Team orders

Operation Number: 1-4

Operation Type/Goal: Citizen Reclamation (2)

1st time Sentence Reduction: 300

1st time must join: Uwe, Mattias

Special reward: Diamond-Like Carbon: UL Hardness x 15

Special rewards requirement: All resources harvested

Obtainable combat items: Frag Grenade, First Aid Kit

Unlocks

Donations

League of Panopticons

"Right to Pace" Entitlement

"Right to Roam" Entitlement

"Right to Recline" Entitlement

Meet Code 2 Exam Requirements

Operation Number: CODE 2 Exam

Operation Type/Goal: Citizen Reclamation (1)

1st time Sentence Reduction: 500

1st time must join: Mattias

Special reward: Frag Grenade x 15

Special rewards requirement: No Sustainability lost

Obtainable combat items: Frag Grenade, First Aid Kit, Anti-Abductor Mine

Note: Shielded enemies can be dealt with in several ways: A down (dragdown) or bind will temporarily disable the shields. Breaking the generator will permanently disable the shields. Entering the shield barrier will allow you to attack with firearms as long as you don't hit the barrier. Traps (Anti-Abductor Mines) will work if the abductor steps on them. Melee weapons are not affected by shields.

Unlocks

Facility Management

Affiliates

Spare Accessories

Request Exit Permit

Vs Operations (v1.20+)

Request Cooperations

New cell appearance

Code 2 Exam Goals:

Reduce Sentence to 996,750 Years

Claim the "Right to Inter-Sinner Interaction" Entitlement

Claim the "Right to Inter-Gender Contact" Entitlement

Claim the "Lv. 1 Healing Thorn Permit" Entitlement

Claim the "Lv. 1 Shielding Thorn" Entitlement

Claim the "Quick-Travel Permit" Entitlement

Notes

If you do not get the proper entitlements beforehand, you will receive multiple penalties after Request Exit Permit for the first time. The entitlements that matter most are: "Right to Inter-Sinner Interaction" and "Right to Inter-Gender Contact"

The blocks are labeled as [Floor #]-[block value] Example, Floor 1, section block would be 1-A000. Your cell will always be on block A000.

Request Exit Permit

Go to Warren via the blue icon (Elevator).

Oddity: in the following cutscenes, you do not receive penalties for not having the proper entitlements.

Operation Number: 2-1

Operation Type/Goal: Locate Citizens (3)

1st time Sentence Reduction: 400

Special reward: Manipulator: All-Purpose Mk 1 x15

Special rewards requirement: All resources harvested

Oddity: in the following cutscenes, you do not receive penalties for not having the proper entitlements.

Claim the "Right to Inter-Sinner Interaction" Entitlement Claim the "Right to Inter-Gender Contact" Entitlement

Go to Fueling Station (Warden level)

Speak to anyone with a ! (This will unlock all of the ! marked sinners you talk to here as AI allies (as well as Nina)). The ! is yellow with a yellow circle around it. This marks important targets. This guide will often use ! instead of names to minimize spoilers.

Talk to Uwe

Notable Choice

"Okay. Maybe just a quick nap..."

"No thanks": 10 year penalty and must choose "Okay. Maybe just a quick nap..." after.

Go to the Warren

Go to Floor 2

Go to 2-E165 (blue door on the opposite side of the block from the elevator)

Talk to ! on the fourth subfloor

Hand Over First Aid Kit (other options do nothing)

Go to 2-G100

Meet Mattias

Go to Warren

Go to Zakka

Oddity: Carlos mentions about rookies that Uwe mentioned, but after your amensia, you have met and partied with Carlos before... In the tutorial with Uwe, Nina, and Carlos.

Go to Floor 1

Go to 1-E020 and pick up the pink resource (Super Will'O Graphite)

Go to Zakka

Give resource to Julien

Stealth Operation:

Operation Type/Goal: Stealth

Oddity: Despite that your accessory is supposed to be disabled, you CAN be punished for crimes still if you do not have the entitlements to prevent the punishment.

Notable Choice

"Umm...yes?": 200 year punishment

"Not really, no...": 200 + 200 year punishment

Go to Fueling Station in Warren

Talk to Julien in Zakka in Warren

Unlocks

Select Comrades

Operation Number: 2-2

Operation Type/Goal: Harvest Resources (8)

1st time Sentence Reduction: 600

1st time must join: Mattias

Special reward: Sinew Fiber: Common Mk. 1

Special rewards requirement: All resources harvested

Unlocks

"Quick Travel" Entitlement

Comrades in operation loadout screens

Gear Permits for Comrades

Optional operation: 2-5

Optional operation: 2-6

Recommended to get Quick Travel and to keep Uwe and Mattias Gear Permits Upgraded until you are done with the story.

Talk to Julien in Zakka in Warren and give resources to Julien

Go to the Cell Garden in 2-G100 on Floor 2

Operation Number: 2-3

Operation Type/Goal: Reach Objective

1st time Sentence Reduction: 0

Solo Op.

Accessory cannot join

Special reward: All resources harvested

Special rewards requirement: Spent Shell Casing x15

Go to 2-E165 on Floor 2

Talk to Mattias to start the operation

Operation Number: 2-4

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 1800

1st time must join: Mattias, Uwe, Carlos

Special reward: No Sustainability lost

Special rewards requirement: EZ Katze Kralle I

Code 4 Exam Requirements:

Reduce Sentence to 988,250 Years

Claim the "Right to Sinner-Citizen Interaction" Entitlement

Claim the "Right to Run: 5 Seconds" Entitlement

Claim the "Right to Remain Silent" Entitlement

Claim the "Grade 3 Weapons Facility Permit" Entitlement

Claim the "Grade 3 Medical Facility Permit" Entitlement

Claim the "Grade 3 Munitions Facility Permit" Entitlement

Request Exit Permit

Operation Number: 3-1

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 850

1st time must join: Mattias, Beatrice

1st time cannot join: Uwe, Carlos

Special reward: Spent Shell Casing x15

Special rewards requirement: Minimal Accessory downtime

Unlocks

Beatrice

Recommended to keep Beatrice Gear updated

Request Exit Permit to view a cutscene

Operation Number: 3-2

Operation Type/Goal: Citizen Reclamation (4)

1st time Sentence Reduction: 900

1st time must join: Mattias, Beatrice

1st time cannot join: Uwe, Carlos

Special reward: Electromagnetic Will'O Valve x15

Special rewards requirement: All resources harvested

(Translation Error: It is actually Meet Mattias and Beatrice, not Mattias and Julien)

Request Exit Permit

Operation Number: 3-3

Operation Type/Goal: Eliminate Enemy

1st time Sentence Reduction: 1050

1st time must join: Mattias, Beatrice

1st time cannot join: Uwe

Special reward: Electromagnetic Will'O Valve x15

Special rewards requirement: All resources harvested

After a cutscene, talk to Mattias.

After a cutscenes, you are in Zakka, you can recruit Shizuka in Zakka. (Should be a girl with a hood)

Talk to Mattias

After a cutscene, you are in the hub. You can recruit Billy in the Hub (in the back past the red coat person in the back left facing away from the hub entrance. Billy is standing by the stairs leading down a level).

Go to 3-H130 and enter the cell garden "Dan's Apparent Location"

Stealth Operation:

Operation Type/Goal: Stealth

Gain 5 Debilitator combat items

Go to Hub and meet Mattias

Talk to Uwe

Got to Zakka and talk to Julien

Go to the Fueling Station and talk to Carlos

Go to the Hub

Operation Number: 3-4

Operation Type/Goal: Citizen Protection

1st time Sentence Reduction: 1150

1st time must join: Mattias, Beatrice, Uwe

Special reward: Damaged Carbon Structure x15

Special rewards requirement: All resources harvested

Request Exit Permit

Tak to "the mysterious girl"

Operation Number: 3-5

Operation Type/Goal: Seize Control

1st time Sentence Reduction: 950

1st time must join: Mattias

1st time cannot join: Beatrice, Carlos

Special reward: Damaged Flywheel x15

Special rewards requirement: All resources harvested

Go to fueling station

Talk to ! character

Unlocks

Optional operation: 3-6

Optional operation: 3-7

Go to Zakka

Return to Cell

Achieve CODE 4 Exam Requirements

Operation Number: CODE 4 Exam

Operation Type/Goal: Citizen Reclamation (3)

1st time Sentence Reduction: 2200

1st time must join: Mattias, Beatrice

Special reward: Ruined Gearbox x15

Special rewards requirement: No Sustainability lost

Code 5 Exam Requirements:

Reduce Sentence to 976,200 Years

Claim the "Right to Run: 10 Seconds" Entitlement

Claim the "Right to Rest" Entitlement

Claim the "Grade 4 Weapons Facility Permit" Entitlement

Claim the "Grade 4 Medical Facility Permit" Entitlement

Claim the "Grade 4 Munitions Facility Permit" Entitlement

Unlocks

Augmentation option in Loadout Menu

Request Image Overhaul and Request Physical Remodeling for Accessory in Window on Liberty

Battle Music in Personal Responsibility Portal

Recomendations: Work on Augmentation Facility. It is very useful, especially once you get Grade 3 and Grade 5 when you can get Contribution Booster and Contribution Booster+ which boost EP gain by 25% and 50% respectively (total of 75% if both are used))

Request Exit Permit

Operation Number: 4-1

Operation Type/Goal: Eliminate Enemy

1st time Sentence Reduction: 1250

1st time must join: Elfriede, Uwe

1st time cannot join: Beatrice, Mattias

Special reward: Ferrous Fiber: Biped Mk 2 x15

Special rewards requirement: Minimal Accessory downtime

Unlocks

Elfriede

Request Exit Permit

Operation Number: 4-2

Operation Type/Goal: Locate Citizens (5)

1st time Sentence Reduction: 1350

1st time must join: Beatrice, Natalia

Special reward: Bearing: Artillery Mk 2 x15

Special rewards requirement: All resources harvested

Request Exit Permit

Go to Hub and Meet Beatrice (outside Fueling Station.)

Operation Number: 4-3

Operation Type/Goal: Citizen Reclamation (2)

1st time Sentence Reduction: 1400

1st time must join: Beatrice, Natalia, Carlos

Special reward: Chest Carapace: Carrier Mk 2 x15

Special rewards requirement: No Sustainability lost

Request Exit Permit

Go to Zakka and talk to Julien

Operation Number: 4-4

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 1450

1st time must join: Uwe, Elfriede, Carlos

Special reward: Upper-Limb Fiber: All-Purpose Mk 2 x15

Special rewards requirement: No Sustainability lost

Unlocks

Optional operation: 4-5

Optional operation: 4-6

Optional operation: 4-7

Request Exit Permit

Go to Zakka and talk to Julien

Go to 4-D170 Cell Garden "Sinner Archives"

Stealth Operation:

Operation Type/Goal: Stealth

Talk to Julien

Qualify for CODE 5 and return to Cell

Operation Number: CODE 5 Exam

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 2700

1st time must join: Natalia, Beatrice

1st time cannot join: Mattias

Special reward: Manipulator: All-Purpose Mk 2 x15

Special rewards requirement: No Sustainability lost

Code 6 Exam Requirements:

Reduce Sentence to 960,700 Years

Claim the "Grade 5 Weapons Facility Permit" Entitlement

Claim the "Grade 5 Medical Facility Permit" Entitlement

Claim the "Grade 5 Munitions Facility Permit" Entitlement

Claim the "Grade 2 Augmentation Facility Permit" Entitlement

Claim the "Extra Facility Permit" Entitlement

New Cell look

Request Exit Permit

Go with Beatrice

Go to Fueling Station

Go to Zakka and talk to Julien

Go to Hub

Go to 5-A000

Notable Choice

You can only do one or the other at this time (You will unlock the other one later on)

You will lose either Hal if you do 5-2 or Ann if you do 5-1, but you can get them back later-as hinted in a cutscene shortly after the choice

Operation Number: 5-1

Operation Type/Goal: Eliminate Enemy

1st time Sentence Reduction: 1500

1st time must join: Elfriede, Beatrice, and Hal

Special reward: Raw Graphite: Low Purity x15

Special rewards requirement: Minimal Accessory downtime

Ann leaves the team after this operation

Operation Number: 5-2

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 1500

1st time must join: Elfriede, Beatrice, and Ann

Special reward: CNT Reinforcement: Low Hardness x15

Special rewards requirement: No Sustainability lost

Hal leaves the team after this operation

Go to Floor 4, the block with the !, and talk to the !

Request Exit Permit

Go to Hub and talk to !

Go to 4-A000 and talk to !

Go to Hub and talk to !

Operation Number: 5-3

Operation Type/Goal: Eliminate Enemy

1st time Sentence Reduction: 1550

1st time must join: Uwe, Carlos

Special reward: Diamond-Like Carbon: L Hardness x15

Special rewards requirement: No Sustainability lost

Request Exit Permit

Operation Number: 5-4

Operation Type/Goal: Seize Control

1st time Sentence Reduction: 1600

1st time must join: Mattias, Natalia

1st time cannot join: Carlos

Special reward: Ruined Composite: Low Strength x15

Special rewards requirement: All large Abductors destroyed

Unlock

Optional operation: 5-6

Optional operation: 5-7

Optional operation: 5-8

Request Exit Permit

Go to Fueling Station

Operation Number: 5-5

Operation Type/Goal: Eliminate Enemy

1st time Sentence Reduction: 1650

1st time must join: Mattias, Uwe, Elfriede

Special reward: Ruined Conductive Coil: Low Quality x15

Special rewards requirement: All resources harvested

Meet the CODE 6 exam requirements

Request Exit Permit

Go to 5-H167 and Meet Natalia

Operation Number: CODE 6 Exam

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 3000

1st time must join: Mattias, Beatrice

Special reward: Willonite: Low Purity x15

Special rewards requirement: No Sustainability lost

Code 7 Exam Requirements:

Reduce Sentence to 945,200 Years

Claim the "Grade 6 Weapons Facility Permit" Entitlement

Claim the "Grade 6 Medical Facility Permit" Entitlement

Claim the "Grade 6 Munitions Facility Permit" Entitlement

Claim the "Grade 3 Augmentation Facility Permit" Entitlement

Hidden Unlocks

6-F140 Cell Garden Shops

Request Exit Permit

Go to Hub and talk with !

Go to 6-A000 and talk with !

Go to 6-D011 and enter the Cell Garden "Sector Mentioned by Kasumi"

Stealth Operation:

Operation Type/Goal: Stealth

Meet Remigio by the Fueling Station

Request Exit Permit

Go to Fueling Station and talk to !

Go to 6-D011 Cell Garden "Sector Mentioned by Kasumi"

Stealth Operation:

Operation Type/Goal: Stealth

Go to Zakka and talk to Julien

Go to 6-D011 and talk to !

Operation Number: 6-1

Operation Type/Goal: Reach Objective

1st time Sentence Reduction: 1700

Solo Op.

Accessory Cannot Join

Special reward: Generator: Marksman Mk 3 x15

Special rewards requirement: All resources harvested

Operation Number: 6-2

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 1750

1st time must join: Beatrice, Elfriede, Carlos

Special reward: Generator: Melee Mk 3 x15

Special rewards requirement: No Sustainability lost

Operation Number: 6-3

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 1800

1st time cannot join: Uwe, Carlos

Special reward: Carapace: Armored Mk 2 x15

Special rewards requirement: No Sustainability lost

Got to Fueling Station

Unlocks

Optional operation: 6-5

Optional operation: 6-6

Optional operation: 6-7

Request Exit Permit

Go to Fueling Station and talk with !

Got to Hub and talk with !

Go to 6-A000 and talk with !

Operation Number: 6-4

Operation Type/Goal: Citizen Reclamation (9)

1st time Sentence Reduction: 1800

1st time must join: Beatrice, Elfriede

1st time cannot join: Carlos

Special reward: Generator: Mobile Mk 3

Special rewards requirement: Minimal Accessory downtime

Qualify for CODE 7 Exam

Request Exit Permit

Go to Fueling Station

Exit to Hub

Operation Number: CODE 7 Exam

Operation Type/Goal: Eliminate Enemy

1st time Sentence Reduction: 3200

Solo Op.

Accessory Cannot Join

Special reward: Generator: Carrier Mk 3 x15

Special rewards requirement: No Sustainability lost

Code 8 Exam Goals:

Reduce Sentence to 926,650 Years

Claim the "Grade 7 Weapons Facility Permit" Entitlement

Claim the "Grade 7 Medical Facility Permit" Entitlement

Claim the "Grade 7 Munitions Facility Permit" Entitlement

Claim the "Grade 4 Augmentation Facility Permit" Entitlement

Unlocks

Natalia

Request Exit Permit

Go to Zakka and talk to !

Go to 7-F120 and tak to !

Operation Number: 7-1

Operation Type/Goal: Eliminate Enemy

1st time Sentence Reduction: 0

Solo Op.

Accessory Cannot Join

Special reward: Ruined CNT Circuit: Medium Complexity x15

Special rewards requirement: No Sustainability lost

Request Exit Permit

Go to 2-E165

Operation Number: 7-2

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 2050

1st time must join: Uwe, Mattias, Elfriede

Special reward: Raw Graphite: Medium Purity x15

Special rewards requirement: Minimal Accessory downtime

Beatrice Leaves the team

Talk to all the ! . 4 on ground level in total, talk to the one in red clothing last.

Unlocks

Optional operation: 7-6

Optional operation: 7-7

Optional operation: 7-8

Request Exit Permit

You need several materials: 1 x Anti-Will'O Particle, 3x Core Unit: Common Mk 2, 2x Core Unit: Common Mk 3 Anti-Will'O Particle is on 7-F120 Cell Garden. Core Unit is from Abductors. This guide will start with the Cell Garden

Go to 7-F120 Cell Garden: Abandoned Sector: Level 7

Operation Number: 7-F120 Cell Garden: Abandoned Sector: Level 7

Operation Type/Goal: Cell Garden

1st time Sentence Reduction: 0

Solo Op.

Accessory Cannot Join

Tips: From the entrance, go up the stairs and make a U-Turn to the right. Go up the stairs and then wait for the moving platform at the top of the next stairs.

Wait for it to reach the other side, the run past the block in front.

Traverse the moving blocks to the left side (from the earlier moving platform) up two moving platforms upwards, then two downwards.

The pink Anti-Will'O Particle should be in front of you.

6-2 has 2 Mk 3 enemies. 3-2 has 2 Mk 2 enemies. Aim for the 'neck/head' area to get Core Unit.

Once you have all the materials... Request Exit Permit if needed

Go to Zakka and talk to !

Request Exit Permit

Meet with !

Warnings:

This will be 3 operations in a row. As a recommendation, attempt this once. If you fail, do the operations you've completed using ad-hoc or online mode. Alternatively, you can simply do all of them in ad-hoc/online cooperative mode. Doing so gives you a pass for each operation you complete that way so that you can automatically complete that operation. Note: until you beat all 3 operations, the operations are counted as one for purposes of rewards so failing one operation will remove the rewards for all the operations.

Carlos will permanently leave your team after completing 7-5

Operation Number: 7-3

Operation Type/Goal: Reach Objective

1st time Sentence Reduction: 2500

Special reward: Ruined Composite: Medium Strength x15

Special rewards requirement: All resources harvested

Operation Number: 7-4

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 5000

Special reward: Diamond-Like Carbon: M Hardness x15

Special rewards requirement: No Sustainability lost

Operation Number: 7-5

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 7000

Special reward: Willonite: Medium Purity x15

Special rewards requirement: No Sustainability lost

Notes: The enemy you fight here is a C-Type, some information of which can be found here. Weapons that can hit multiple enemies can be useful here.

Note: If you want to take a look around, do so now. You will not be returning this way.

Walk towards the light

Walk towards the light

Walk towards the light

Talk to Simeon

After a series of cutscenes

Carlos leaves the team. (Remember what a certain character said before about being sure that you'd enter properly?)

Beatrice leaves the team

First wish

Go to Zakka and talk to Julien

Do an operation (Possibly multiple operations, but one should work)

Go to Zakka and talk to Julien

Beatrice rejoins the team

(If you want, change your weapons to two different weapons types that you like (Such as Assault weapon Katze or Light melee Muramasa)

Go to 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Use the terminal, then go to !

Go forward towards the three people.

Wishes

You may choose one of four wishes. The wishes will go down and loop around from the wish you started with, so you can get all the wishes. (if you start with the fourth wish, the next wish will be the first wish). (Third path results in some interesting dialogue, but feel free to choose the others based on preference)

First is the Path of Conflict: Tools to thrive in such a state as endless conflict. (Materials. I gained: Willonite: High Purity, CNT Reinforcement: High Hardness, Raw Graphite: High Purity, and Ruined Composite: High Strength. 2 of each))

Second is the Path of Preservation: Grant rewards that will allow you live in peace with your companions. (Civilians: I gained: Chief Weapons Technician x3, Chief of Will'O Optimization x15, Chief Facility manager x5)

Third is the Path of Other Pasts: Revives a fallen comrade. (Revives Hal/Anne, unlocks 5-1/5-2)

Fourth is the Path of Alliance: Give the power to do battle with On High and succeed. (Weapons x 8 (rank 6). 1 of each elemental for the type(s) of the two weapons you have equipped). Note: This may not be the actual weapon you have equipped, but a weapon of the same type.

This is a good time to get the augments Contribution Booster (Level 3 Augmentation Facility) and Contribution Booster+ (Level 5 Augmentation Facility) if you haven't already.

Second Wish

Gain 10k EP (If the last of the EP was gained outside of a operation (ie. Donations), you must leave your cell then return. (or simply return if you are already outside))

Go to 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Use the terminal, then use the glowing blue door.

Go forward towards the three people and talk to the middle one

Exit 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Operation Number: 8-1

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 3400

Special reward: Glassy Carbon: High Purity x15

Special rewards requirement: All large Abductors destroyed

Note: Do not attack the Electro-Resistant abductors unless you are going for the special reward. They are not necessary and for a player that only just reached post-game, it may be impossible to finish the operation in time if you don't focus on the Heat-Resistant and Cold-Resistant abductors when they spawn.

Go to 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Use the terminal, then use the glowing blue door.

Go forward towards the three people and talk to the middle one

Get the next wish

Exit 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Third Wish

Gain 20k EP (If the last of the EP was gained outside of a operation (ie. Donations), you must leave your cell then return. (or simply return if you are already outside))

Go to 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Use the terminal, then use the glowing blue door.

Go forward towards the three people and talk to the middle one

Exit 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Operation Number: 8-2

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 3400

Special reward: CNT Reinforcement: High Hardness x15

Special rewards requirement: No Sustainability lost

Go to 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Use the terminal, then use the glowing blue door.

Go forward towards the three people and talk to the middle one

Get the next wish

Exit 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Fourth Wish

Gain 40k EP (If the last of the EP was gained outside of a operation (ie. Donations), you must leave your cell then return. (or simply return if you are already outside))

Go to 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Use the terminal, then use the glowing blue door.

Go forward towards the three people and talk to the middle one

Exit 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Operation Number: 8-3

Operation Type/Goal: Citizen Reclamation (5)

1st time Sentence Reduction: 3400

Special reward: Ruined Composite: High Strength x15

Special rewards requirement: Minimal Accessory downtime

Go to 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Use the terminal, then use the glowing blue door.

Go forward towards the three people and talk to the middle one

Get the next wish

Exit 1-E020 Cell Garden "Abandoned Sector (Dense Will'O)

Return to your cell

Additional Operations

You may need to reduce your sentence to get the next operation

Operation Number: 8-4

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 3400

Special reward: Willonite: High Purity x15

Special rewards requirement: No Sustainability lost

You may need to reduce your sentence or gain 10k EP to get the next operation

Operation Number: 8-5

Operation Type/Goal: Liquidation

1st time Sentence Reduction: 3400

Special reward: Will'O Magnetic Fluid: High Purity x15

Special rewards requirement: Minimal Accessory downtime

Reduce your sentence to 0

Upon reducing your sentence to 0 and returning to your cell, you will be rewarded.

SPOILER! Highlight to View

You will become a second class citizen.

You will gain clothing:

Accessory Clothing for your Sinner!

Prisoner Clothing for your Accessory!

Swimsuits

You will gain headphones:

Wrap around Headset

NPC headsets (Civilian and teammates)

You will gain a mask: Mask from on high

You will gain accessories:

Vocal will'o control device

Fallen one's scarf

Trustle's Armband

Multi-Purpose Hold-All

Imperial Feather

Lucky Anklet

You will gain a color pallet: Club Palette

You will gain a sticker set: Second-Class Citizen Sticker Set

You will get 15 new Sinner poses for your rap sheet.

Abductors General Tips

This section currently focuses on attacks and issues people often struggle with/get hit by. This section will later be replaced with a more detailed abductor guide.

Many abductors become harder to cling onto (for severing) when they are in a downed state.

Abductors have several down states, some lasting longer than others, all of which grant brief invulnerability against certain effects, such as stuns. (The invulnerability period differs slightly based on which down state occurred and which abductor was downed). Down states can be caused by: Pod breaks, Part breaks, dragdowns, staggers. Any down state can be chained into a pod break down state. Upon recovery from being downed, the abductor becomes immune to down states except for pod breaks.

Abductors can have several stun states with different durations. The methods of stunning are: Binding Thorn Lv 2, Electro proc paralyze, and stagger. Binding thorn lasts the longest and stagger is the shortest. Stuns aside from stagger stun seem to make the abductor resistant or immune to additional stuns for a short period, but not immune to downs-it is possible for a stun to last for a short enough duration that it is never properly perceived if the abductor is downed immediately after the stun triggers.

In general, pod break down has the highest priority, then part break downs, then dragdowns, then stagger downs. Stuns generally have a lower priority than downs.

Note: Most pods can be hit by attacking the back side of the pod provided there is no breakable part protecting it.

Artillery

This type of abductor tends to fire a large number of explosives in a circle when it starts to charge up. Destroying the head will prevent this. This abductor also has a fairly large pod, making the pod an easy target.

Carrier

This type of abductor tend to have small circular blades on the backside. These can be launched and will fly around, doing damage. These blades can be destroyed by shooting the blades. (either in the air or while attached to the backside). In addition, if this abductor is downed, it has 3 pods that can be Gauge Break'ed for near-instant destruction of the pods and decent damage to the abductor.

All-Purpose

This type of abductor is fairly simple and tends to telegraph the attacks greatly. It has a grab where it swings the arm in a wide arc and grabs the first target within the hitbox, if any. There are four types. All-Purpose is of the Will'O element, Heat-Resistant is of the Fire element, Cold-Resistant is of the Ice element, Electro-Resistant is of the Electro element. Noteable attacks are the lasers that are fired from the head which causes the hit location to explode shortly after. (the lasers also do damage). It should be noted that this type of abductor can come with various weapon attachments.

Biped

These two leg abductors will be of the Artillery, Carrier, or All-Purpose types. They have some stomp attacks and a low speed straight-line rush attack. The roar of this type tends to be a sphere around the abductor.

Quadruped

These two leg abductors will be of the Artillery, Carrier, or All-Purpose types. They have some stomp attacks and a normal speed rush attack that can turn. This abductor type, once it begins the rush, can stay in rushing state for about a minute. The roar of this type tends to be a sphere around the abductor, though players at the rear legs may be able to avoid the roar.

T-Type

Tiger type. This abductor has two front legs that count as arms and two back legs. This abductor also has wings which are fairly easy to break, but has a pod on the belly, which can be hard to hit. A trick for hitting the pod is to attack the back of the abductor. Being under the abductor can be risky as it has a circular sweep that hits in a large area, including underneath it. This abductor has a forward leap grab where it will leap and grab with the mouth. If it jumps into the air and floats, it will generally either roar or fire a series of explosive shots. The explosive shots can be blocked with terrain or can be dodged by being a short distance behind the firing circle. This abductor has a normal speed straight-line rush. The roar is mostly a frontal cone. Players on the rear legs will generally avoid the roar.

S-Type

Spider Type. This abductor has eight legs and armor. After a certain amount of damage to the abductor, if the abductor is not downed or stunned, it will jump into the air and release the armor, doing some aoe damage to anyone next to the aerial abductor. This abductor has a fairly large pod in the back and can fire webs. The webs can be disabled by destroying the two cannons on the back, attached to the pod, however, these webs can be useful for disabling enemy sinners as the webs affect allies and enemies alike. It has three spin attack types, one stationary spin where it fires several webs into the air that land shortly after, two moving spins-one where it fires several webs into the air and one where it simply spins and moves. It also has three main rush formats. It has two rocket launching types, one where it spins (as per spin attacks, but with a barrage of rockets instead of webs) and one that it stays still and fires a barrage of rockets-the first tends to happen when it is still armored and the later tends to happen when it releases the armor. Like webs, these rockets have an impact determined by the firing arc, so it is possible to dodge or use obstacles. With the armor, it has a slow straight-line rush. Without the armor, it has a leaping rush where it jumps around doing damage and firing webs and a rush where it fires webs and runs around. The roar is a sphere around the abductor.

C-Type

Casket/Coffin/Chain Type. This abductor has 3 shields that protect the body of the abductor. The abductor has a circular body with a statue on the back (head). It has eight boxes attached to the body and each box starts with a chain attached. These chains can grab, fire lasers, do spin attacks, breathe fire, and even melee. As the abductor takes damage, the chains will start to be released from the boxes. In order to keep a chain dead, the box it was attached to must be destroyed. Once the abductor does the roar, any box still intact will revive the chain that was attached to it. This boss moves slowly, but flies, making it hard to hit with melee. In addition to the chains, it has a slam attack that does massive damage to anyone that is under it a vacuum attack that sucks teammates towards the ground below it which is followed by a heavy attack that generally kills anyone below it. (This can be escaped by using the thorn to move away from the danger zone and does not do much damage (if any) to anyone attached to side or top of the abductor). This boss has two roars, both are signaled by color changes. One of which does high damage and revives the chains, one of which does heavy damage. In addition, it can place vertical lines of lightning that do heavy damage to anyone struck by the lightning shortly after.

Chains count as abductors and thus can be dragged down.

D-Type

Dragon Type. This abductor can fly if the wings are not destroyed. It has a massive hitbox that appears to be misplaced as being hit graphically may not result in a hit and not being hit graphically may result in a hit. The tails can grab. It has a massive beam attack that does heavy damage and hits in a massive area, including a large around the beam and short distance behind the beam. This will hit you if you are on the front side of the wings. The back side of the outer wings is sometimes safe, sometimes not. If you are attached to the pod, this may or may not hit you. The abductor also has the ability to launch fireballs while on the ground. In the air, it can also launch fireballs, but these will be faster and marked by vertical lines shortly before. This abductor has a straight-line rush that can be difficult to avoid due to the size if the wings are unbroken. The roar is a sphere around the abductor and can hit a large area, about the same as the beam.

Basic Thorn information

All thorns start with 20m length and end with 25m length. They all have a Charge 2 Cooldown of 180 seconds, which becomes 120 seconds with the appropriate augment. At max rank, they have a Gauge Capacity of 1200.

Binding Thorn:

Ends with 2 traps.

If attached to an abductor, the abductor's drag gauge increases faster.

Charge 1 Places a trap that binds a humanoid for several seconds. These traps disappear if knocked out or the oldest will disappear if more traps are placed than the limit. This is specific to the player that placed the trap.

Charge 2 fires the thorn and if thorn hits an abductor, it binds the Abductor for several seconds.

The augmentation increases the time that an abductor is bound.

Healing Thorn:

Ends with 100 healing per charge.

While attached to an ally, the ally's hp will recover rapidly.

Charge 1 fires a cone healing that removes ailments (such as web, or jammed) and heals.

Charge 2 creates a healing tree that heals any allies nearby. This tree can be destroyed by attacks from enemies. Some ally attacks appear to also damage the tree.

The augmentation increases the amount of healing done and appears to increase the duration of the healing tree.

Shielding Thorn:

Ends with 140 defense buff duration.

If attached to an ally, the ally gains a defense buff as if hit by a charge 1.

Charge 1 fires an AoE defense buff that lasts for time based on the defense buff duration. This will hit the user.

Charge 2 creates a small wall that prevents enemies from firing through it. This wall can be destroyed by attacks from enemies. Some ally attacks appear to also damage the wall.

The augmentation increases the duration of the buff and wall.

Basic Weapon Information:

Some of the terms used here will be covered later in the guide under the section Weapon Modification Basic Guide:.

Life Steal

Generally speaking, Life Steal Weapons appear that they cannot have their chance to Life Steal increased in any way, including upgrades. Life Steal weapons also cannot crit and may come with less life steal than the stated expected value.

Life steal drains a percentage of damage dealt as health and has a high chance of occurance due to melee tending to hit multiple parts and/or multiple times per part.

Critical

Critical Rate and Critical Damage can be upgraded in several ways. It appears that Growth Type and Growth Rate (and consequently upgrading) have an effect on Critical Rate and Critical Damage, however, this has not been fully tested.

Criticals boost the damage dealt and has a high chance of occurance due to melee tending to hit multiple parts and/or multiple times per part.

Note on weapons and penetrating

Some weapons penetrate. Penetrating means the attack goes through one target and do damage to any target behind it. Target being abductor parts or humanoids. This is mainly true for all melee weapon, but some firearms appear to have the ability to penetrate enemies.

Max Rounds Carryable vs Clip Size

Max Rounds Carryable is a multiple of Clip Size. Thus, increasing Clip Size will also increase Max Rounds Carryable.

Clip Size appears to be affected by Growth Type and Growth Rate to some extent and consequently may increase with upgrading. However, not all weapons are affected due to the Growth Value of the Clip Size for some weapons.

As of v1.20 and v1.21, the module "Carryable Ammo Up" increases Clip Size while "Clip Size Up" increases Max Rounds Carryable. This has not been checked for v1.00.

Effective Range (m)

This appears to be affected by upgrading, however, it is unsure at this time if Growth Type and Growth Rate have an effect. Some weapons will not gain Effective Range (m) with upgrading due to the Growth Value of Effective Range for some weapons.

It appears that some weapons actually have a higher max range than their effective range based on personal testing comparing to thorn length. However, the damage decreases greatly past the effective range.

Impact Damage (%)

This is the rate that the stagger effect builds up. This is increased by the Stagger Up module. Note that like the four true elementals, this only affects abductors.

Elementals

These are the rate that each elemental builds up as well as a modifier for the ratio of bullet damage (Attack Type) to Elemental damage. This has a cap of 50 total for weapons in their base form and a cap of 100 total elements for weapons in their advanced form. This cap does not include modules. This also has both a 0 minimum and 100 maximum hard cap per elemental and this cap does include modules.

Firing Mechanism

These assume that the weapon has ammo in the clip. If the trigger is pulled with no ammo in the clip, the character will attempt to reload as long as the character has ammo remaining.

  • Full Auto: This weapon will keep firing while the trigger is pulled.
  • Semi-Auto: This weapon will fire either a single shot with each trigger pull.
  • 3-Shot Burst: This weapon will fire a burst of 3 shots with each trigger pull.
  • Multi-Lock: This weapon will lock onto enemies while the aim down sights button is pressed. Pressing fire will either act as a semi-auto shot if no targets are locked on or will fire a shot at each enemy locked on. The number of lock ons possible depends on the weapon and ammo remaining. Nambu being able to do 4 lock-ons and the dragonfire being able to do 2.

Scope Remarks

  • Telescopic: This is the scope often seen in sniper rifles with a black area and a clear circular "scoped" area and will zoom in based on the Scope Zoom value.
  • None: Weapons with none will stay in third person mode, but will zoom towards the center of the reticule based on the Scope Zoom value.
  • Lock Finder: This is similar to none, but will begin to lockon to potential targets when zoomed in.

Ammo Supply Rate (%)

This is the % of Max Rounds Carryable that is gained from the smaller ammo packs.

Impact Effect (Vs. Humanoid)

This states whether or not this weapon staggers humanoids.

  • Stagger: This places the humanoid into a stagger/stunned state based on the strength of the stagger (the part in parenthesis).
  • Lift: This throws the humanoid into the air based on the strength of the lift (the part in parenthesis).
  • Scatter: This throws the humanoid outwards from the blast area based on the strength of the scatter (the part in parenthesis).

The strength of this (Weak) or (Strong) has an effect on how long the target is in the down or stagger (stunned) state.

About Headshot Multiplier

This multiplies the damage dealt by the multiplier. It should be noted that this only affects humanoid enemies.

Warden Floor Shops

Item NameStorePriceDiscount PriceUnlocks By Code
Spent Shell CasingFueling Station2001502
Damaged FlywheelFueling Station2001502
Ruined GearboxFueling Station2001502
Damaged Carbon StructureFueling Station2001502
Ion-Conducting CeramicFueling Station4503383
Ion-Conducting GelFueling Station2001502
Will'O-Inducing Carbon FiberFueling Station2001502
Electromagnetic Will'O ValveFueling Station2001504
Will'O ActuatorFueling Station2001503
Layered CNT Plating: Low DensityFueling Station6204654
Spoiled Electroviscous Fluid: M PurityFueling Station6204654
Processed Graphite: Ultra-Low PurityFueling Station2001502
Diamond-Like Carbon: UL HardnessFueling Station2001502
Sodium ChlorideFueling Station2001502
Diamond-Like Carbon: L HardnessFueling Station6204654
CNT Reinforcement: Low HardnessFueling Station6204654
Metalic Carbon: Low PurityFueling Station6204654
Item NameStorePriceDiscount PriceUnlocks By Code
EZ Katze IZakka Gear4503382
Arisaka Mk 1Zakka Gear4503382
Barbara's Easy BlasterZakka Gear4503384
SR-42/LAZakka Gear4503382
AR-7/LZakka Gear4503386
PulsarZakka Gear4503385
EZ Katze I (level 5)Zakka Gear10007502
AAW-M2Zakka Gear4503383
EZ Nashorn IIIZakka Gear4503382
EZ Igel VIZakka Gear4503382
BlasterZakka Gear4503385
DragonfireZakka Gear4503386
Nambu MK 25Zakka Gear4503384
MG-M7Zakka Gear4503383
EZ Wolf I Aust. FZakka Gear4503382
PhalanxZakka Gear4503386
DragonfangZakka Gear4503385
Creamy Screamy Jr.Zakka Gear4503383
AdelringZakka Gear4503384
Murasame Mk 9Zakka Gear4503382
EZ Falke IIZakka Gear4503383
HawkshadowZakka Gear4503383
Happy ChopperZakka Gear4503384
KrisZakka Gear4503388
Damascus KnifeZakka Gear4503385
Murasame Mk 9 (level 5)Zakka Gear10007502
TB-32/HZakka Gear4503382
AftershadowZakka Gear4503383
MimasZakka Gear4503383
Kannagi Mk 5Zakka Gear4503384
TebutjeZakka Gear4503388
CaliburnZakka Gear4503385
L-6E1Zakka Gear4503382
ExodusZakka Gear4503388
GrationZakka Gear4503383
MoonshadowZakka Gear4503384
Holy LanceZakka Gear4503388
Hyuga Mk 2Zakka Gear4503385
Item NameStorePriceDiscount PriceUnlocks By Code
Frag GrenadeZakka Items25192
Bouncing GrenadeZakka Items25192
Sticky GrenadeZakka Items40302
Flash GrenadeZakka Items40302
DebilitatorZakka Items100753
Thorn JammerZakka Items40302
Anti-Abductor MineZakka Items25192
Anti-Personnel MineZakka Items25192
Flare KnifeZakka Items10007503
First Aid KitZakka Items25192
RegeneratorZakka Items40302
Auto-ResuscitatorZakka Items2001504
AMMO PackZakka Items25192
AdrenalineZakka Items40303
PainkillersZakka Items40303
Will'O PackZakka Items40302
AmplifierZakka Items25192
SuppressorZakka Items25192
ThrusterboardZakka Items2001508
Thrusterboard LSZakka Items3002258
Thrusterboard HSZakka Items3002258

Semi-Hidden Shops

These are found on 6-150 Cell Garden

Module remover
Item NameStorePriceDiscount PriceUnlocks By CodeSpecial Notes
Module RemovalRemover50006This removes one module from a selected weapon
This is the npc on the right side
Weapon Component Shop
Item NameStorePriceDiscount PriceUnlocks By Code
Upper-Limb Armor: MeleeWeapon Component Shop3902936
Weapon Component: Missile EngineWeapon Component Shop3902936
Weapon Component: Toughnes CoatingWeapon Component Shop6004506
Weapon Component: Shoulder PlatingWeapon Component Shop3902936
Weapon Component: Recoil KitWeapon Component Shop6004506
Weapon Component: Electromagnetic CoilWeapon Component Shop140010506
Weapon Component: Will'O ReactorWeapon Component Shop9206906
Weapon Component: Electric MotorWeapon Component Shop9206906
Weapon Component: Infared SeekerWeapon Component Shop140010506
Weapon Component: Comp. TurbineWeapon Component Shop9206906
Weapon Component: LubricantWeapon Component Shop140010506
This is the npc straight forward