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Narko's TrapReport

English:Narko's Trap · Locations

The one Holy Nation outpost built to guard ancient technology rather than to attack anybody. Inside the wall stands Narko's Evil Tower — an ancient lab with three guaranteed AI Cores and a guaranteed Map of the Ashlands.

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Narko's Trap is a minor outpost controlled by the Holy Nation, on the border between the Iron Valleys and Skinner's Roam. Its reason for existing is very un-Holy-Nation: they hate and fear ancient technology, and the only known ancient laboratory in their territory stands here — so they walled a small military base around it to keep thieves and Tech Hunters away from the forbidden knowledge inside.

Two places, not one

Narko's Trap comes in two parts.

The outer ring is the Holy Nation military base. It is manned by unique Paladins who will immediately attack and remove intruders — and any Agents of Narko — from the premises.

The inner ring is Narko's Evil Tower. This is the part that matters: a walled-in ancient tech lab. The tower is home to hostile Security Spiders, which you can beat, sneak past, or simply leave for any Paladins chasing you.

Guaranteed loot

Narko's Trap produces far more artifacts than an ordinary Ancient Lab, in two unrelated piles.

Robotic side (the tower)

ItemQuantity
AI Core3
Engineering Research2
Ancient Science Book13
Map of the Ashlands1

Holy Nation side (the base)

Weapon
Skeleton Smiths [Mk III] Iron Stick
Skeleton Smiths [Mk I] Jitte
Skeleton Smiths [Mk I] Falling Sun
Catun Scrapmaster [Catun No.3] Long Cleaver
Catun Scrapmaster [Catun No.3] Heavy Polearm
Catun Scrapmaster [Catun No.3] Moon Cleaver
Catun Scrapmaster [Catun No.1] Katana

Three AI Cores make this one of the few guaranteed sources in the game, and the Map of the Ashlands is guaranteed — if your squad wants to reach the Ashlands and has no map, this is the practical answer.

Getting in

There are three routes.

Fight in. The most direct and the most expensive — the outer Paladins are a unique version.

Be a friend of the Holy Nation. At 50+ relations with the Holy Nation, your squad can walk straight into Narko's Evil Tower without repercussions. This is the easy route.

Go through the wall. Place a Camp Bed on the far side of the wall, as close to it as possible, then lie down in it — your character passes through. The ramp near Narko's Evil Tower is a good spot for this.

NoteThis place borders the Deadlands. Stray too far while manoeuvring and your squad will be hit by acid rain. After clearing the site, do not let characters wander on their own.

Two pieces of trivia

First, Narko's Trap is one of the very few Holy Nation locations with no overrides at all (the Watchtower is the other). Whoever ends up as Holy Lord, whatever happens to the Holy Nation, the inhabitants here stay the same. The nation can fall; the order to watch this tower is never rescinded.

Second, the outpost is named after Narko, the tempting goddess of Holy Nation mythology. In Holy Nation vocabulary, "ancient technology" and "Narko's temptation" are the same thing.

See also