Mod:Washington's Malevolence/Temporary Setbacks

""

"Temporary Setbacks" is the second half of the sixth quest in the main quest line of Washington's Malevolence.

The Story
After getting the old runners back together, the player is now tasked with retrieving Sam Dacomb and his party from an abandoned shack in the Greenwood Ruins, with Jimmy and Lizzie in tow. When they arrive at the shack, the player notices the door is locked. Before the player can make a move to unlock the door, Jimmy impatiently stomps to the door and shoots the lock off. The player is reunited with their original party at last.

Everyone meets at Jimmy's house to discuss the bank and the next step of the plan. Jimmy explains that the bank's vault door is opened with three keycards, two hidden away, and three separate off-site time locks in different locations; Clearbank's power station, Vault 98, and Vault 63. He also goes on to tie in the Pirates' involvement in the bank vault. At the end of the lecture, Jimmy mentions that in order for any of the unlocking to begin, the player must first re-fire the city's main power generator, since the Rocky Cape Bank's own power generator is no longer capable of opening the gear door by itself.

The player proceeds to the power station, and with shockingly little resistance, is able to restart the ancient generator.

Objectives

 * 1) Go to Greenwood and find the shack that the raiders trapped Sam and company in.
 * 2) Free Sam and co.
 * 3) Go to the Clearbank Power Station.
 * 4) Travel down to the lower levels and activate the main generator...
 * 5) ...but first, activate the auxiliary power generator to get the door open to the main power room, then fix the malfunctioning pump using one (1) Conductor.

Trivia

 * In early versions, the player was to be able to jump straight to this quest upon completing The Brig, however, due to time constraints, Old Runners was unable to be properly separated, thus creating the two-part quest. Despite this, Temporary Setbacks begins prior to Old Runners.
 * Jimmy shooting the lock off the door to the abandoned barracks in Greenwood was an attempt to lampshade playtime-padding quests that would have the player searching all over for a key to a specific door.