Break Out Conrad

Break Out Conrad is a Alliance of Gentlemen aligned high priority mission required to progress their campaign.

Synopsis
Hollow Rock prison is the most secure facility in the galaxy operated by the Colonial Union and is one of few prisons to use controversial quantum technology. Quantum prisons are not widely utilized due to ethical concerns, but unlike in the capital galaxy, these concerns aren't hotly debated in fringe galaxies. The location of the complex is a restricted sector built inside of a red asteroid that is unregistered on the official starmap. Once locked up, no gentlemen have ever returned from quantum containment; in a way, they're gone forever.

Recently, this prison has gained attention from the Caretaker after his lifelong friend and inventor, Conrad, was arrested after a three-day stand-off at a scrapyard. Due to his expertise with technology, his role in the Caretakers' planned heist to break into Torsten Rowe's vault is essential. As such, the Caretaker paid a large sum of credits to receive the coordinates of Hollow Rock and instructs a crew to give Conrad his P.U.N.T. Chip, a long-range teleporter, to escape.

Missions
After completing 'Open Call', the mission is given by the Caretaker at the Estate. To complete it, warp to and infiltrate Hollow Rock, give Conrad the P.U.N.T Chip, and return to the Caretaker. Afterward, Conrad gives the follow up mission 'Retrieve Robot Head'.

In the adjacent room of the Caretaker, Saliki gives the side quest 'Investigate Prison Cell'. To complete it, stand inside Conrad's future cell. The reward is 1,500 credits and 1 XP.

Layout
After warping into the sector, ships begin in a secluded starting area attached to a tunnel. This gives ample opportunity to charge the cloaking system before preceding. Entering the tunnel players are confronted by lasers, seven security turrets, and one C.U. Ranger at the end. The tunnel leads to the facility's entrance, a narrow metal passage, and two compounds behind it: security offices and prison facility. To unlock the teleporter, ships have to get close enough to the glowing particles.

The first complex to warp onto is the security offices; to retrieve the passcodes for the checkpoint security and cell block. These are written on datapads with several unique locations where they can spawn. The office consists of an upper level of desks and lower living quarters, wherein stationed are prison guards.

The second complex is the prison facility consisting of five sections that are filled with prison guards. The entrance area is connected to a hallway, of which the first doorway leads to the prison block. After entering the Cell Block passcode, a walkway can be followed to investigate Conrad's future prison cell. Returning to the hallway, in the middle, is the security checkpoint where the security checkpoint key code is input to gain access to the Warden's office and the processing room. Inside the Warden's office are the Warden and a memo regarding the password of the holding cell. The final hallway doorway is the processing room where the holding cell passcode is entered to open Conrad's cell. Opening it sets off an alarm, the lights turn red, new enemies spawn, and a second CU Ranger shows up. Talk to Conrad and give him the P.U.N.T. Chip to complete the mission and escape by warping out of the sector.