Difference between revisions of "Data Miner"

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|class=Special
 
|class=Special
 
|size=Small
 
|size=Small
|rating=40
+
|rating=59
 
|movement=Hovering (166%, 60)
 
|movement=Hovering (166%, 60)
 
|integrity=30
 
|integrity=30
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* None
 
* None
 
|components=
 
|components=
* [[Light Angular Momentum Engine]]
+
* [[Light Angular Momentum Engine]] (24%)
* [[Gravmag Array]]
+
* [[Gravmag Array]] (32%)
* Prototype Hackware
+
* [[System Mapper]] (0%)
* Prototype Hackware
+
* [[Deep Network Scanner]] (0%)
* Prototype Hackware
+
* [[Ghost Barrier]] (0%)
* Prototype Hackware
+
* [[Quantum Router]] (0%)
 
|kinetic=0%
 
|kinetic=0%
 
|thermal=0%
 
|thermal=0%
 
|explosive=0%
 
|explosive=0%
|electromagnetic=-90%
+
|electromagnetic=90%
 
|impact=0%
 
|impact=0%
 
|slashing=0%
 
|slashing=0%
 
|piercing=0%
 
|piercing=0%
 +
|hacking=IMMUNE
 +
|jamming=IMMUNE
 
}}
 
}}
  
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Downloaded 35 destinations.
 
Downloaded 35 destinations.
 +
 +
Downloaded encryption format records.
  
 
Connection remotely terminated.
 
Connection remotely terminated.

Latest revision as of 07:10, 16 December 2019

/Data/

Data Miner

Overview
Class
Size
Small
Rating
59
Movement
Hovering (166%, 60)
Core Integrity
30
Core Exposure
39%
Salvage Potential
20-30
Armament
  • None
Components
Resistances
Kinetic
0%
Thermal
0%
Explosive
0%
Electromagnetic
90%
Impact
0%
Slashing
0%
Piercing
0%
Hacking
IMMUNE
Jamming
IMMUNE
X

The Data Miner is a unique NPC that can be found on his own special floor beyond the Lower Caves. When found, he offers some support in the form of terminals with lore logs, schematics, and prototype IDs. He will also give a unique code to the player that allows the player to hack into Warlord's God Mode project, should the player make it there.

If attacked, the Data Miner will attempt to flee, but if it is destroyed quickly enough powerful prototype hackware can be dropped. Stepping into the square the Data Miner normally occupies will connect the Cogmind to the Miner's systems, downloading hundreds of machine locations, analysis records, prototype IDs, and exit locations. Several Enhanced Grunt's will also pop out of the nearby walls, wielding powerful Neutron Cannons. As a side effect of connecting to the Miner's systems, Combat Programmers will be sent alongside the normal Programmers that chase the Cogmind through future levels.

Dialogue

Data Miner: I'm the Data Miner, and I've been given permission to aid you with a little knowledge. Find what you need on the terminals, then be on your way because masking your presence is increasingly difficult.

After connecting with the terminals...

Data Miner: I've just received further instructions. God Mode is nearly complete and we think you might be able to put it to better use than Warlord, so if you see an opportunity, hack it and enter {CODE} to gain control via the back door I've installed. Now off with you.

After destroying the Data Miner...

Interfacing with system...

Downloaded 103 analysis records.

Downloaded 620 prototype IDs.

Downloaded central machine database.

Downloaded 35 destinations.

Downloaded encryption format records.

Connection remotely terminated.

Terminals

Terminal One

  • Intel "Section 7 Location"

You were born here, LRC-V3. The question is, can you return on your own terms?

  • Intel "Transfer Stations"

A network of narrow tunnels connects distant areas of Complex 0b1 with 0b10, enabling non-combat robots to quickly travel between the two as necessary. Stations at either end register robots on departure and arrival. As Complex 0b10 is expanded, an increasing number of stations have been brought into service, the two most active being located in Hub_04(d) and Extension. Analysis following a previous Warlord attack on a now-defunct transfer station in the Factory revealed that disabling a station reduced by half the capacity to reroute new robots to restore those missing or destroyed across the entire Complex 0b10.

  • Intel "Network Hubs"

Much of Complex 0b10's terminal network traffic is routed through central servers deep underground, and it is at these points that network activity is analyzed and verified. They are heavily defended, but long-term analysis has shown that for each hub taken offline, the effectiveness of complex-wide remote detection and tracing efforts is reduced by 5%.

  • Intel "Warlord Diversionary Attacks"

Recent attacks launched by Warlord's forces in the Factory levels, most of which are carried out through tunnels dug into the Waste subzones, are diversionary in nature, aiming to draw MAIN.C combat forces away from the upper levels in preparation for a full-scale attack likely to be initiated soon after God Mode is finished.

  • Intel "God Mode Selective A-EMP"

In outfitting their pet project, Warlord tinkerers didn't rely entirely on their usual benefactor, but they're not so great at hiding secrets so we already know God Mode has integrated a new type of secondary weapon. Should the tactical circumstances evolve such that a conventional attack might fail, Warlord is prepared to sacrifice his ultimate war machine to send out a selective EMP blast tuned specifically to fry only MAIN.C systems over a large area.

Terminal Two

  • Intel "Garrison Access Points"

Garrisons have several links to each of the largest Complex 0b10 levels, and taking out these locations will delay programmer response times by an average 25% each. The least dangerous way to do so is by overriding the seal controls, which may either go unnoticed or be considered a legitimate defensive lockdown. Physically disabling the access point is another option, usually via heavy thermal weaponry, though might draw a stronger response in the long term. A Force(Jam) hack will also work, but is the most likely to warn garrison forces that organized hostiles are in close proximity, warranting the dispatch of an assault squad.

  • Intel "Brute Force Hacking"

Leave it to the Warlord to make heavy use of this most inelegant way of getting machines to do what he wants. Recklessly obliterating a system from the inside may be more likely to get results, but is a sure way to alert the enemy that something is wrong.

  • Intel "Trojan(Assimilate)"

One of the most useful potential allies among MAIN.C's forces aren't even armed, but are notoriously difficult to "convince": Operators. The best way to take control of one is to infect the terminal they're responsible for with an Assimilate trojan, which will automatically launch a system attack when they next use it. A friendly Operator is a continuous source of valuable information, and will even help hack other systems. This trojan has an unassisted 40% chance of successful install at security level 1 terminals.

  • Intel "Trojan(Reprogram)"

This particular trojan was developed some time ago but has never been used, in order to keep its capabilities a secret until absolutely necessary. The Reprogram trojan uses the access system itself to assimilate the next squad to emerge from a garrison, forcing them to serve as allies. While useful for obtaining emergency reinforcements, with an estimated chance of unassisted success of 20% this hack is only available to exceptional hackers.

  • Intel "Recycling Access"

MAIN.C eventually caught on to the high level of derelict traffic moving through Recycling and, as expected, put stronger protective measures in place. This is actually quite beneficial, as it creates a false sense of security despite the fact that I've already installed a traceless back door that allows any Derelicts who know the access code to come and go freely: \\IAMDERELICT. However, safe travel still requires the means to avoid or neutralize the increasing number of spotter drones patrolling the area.

Terminal Three

Note: these may be randomized.

Terminal Four

Note: these may be randomized.