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The Ticket

Chapter 3 The Ticket The main storyline leading to one of four possible endings

Story Context

"After Falling Skies, Mr. Kerman contacts you about the armored case. This chapter leads to the four different endings based on your choices. Your path diverges based on whether you gave the case to Prapor or kept it for yourself."

Required Items

  • TerraGroup Blue Folders ×3 (FIR)
  • Yellow signal flare ×1
  • Experimental signal jammer (Optional) ×1 (FIR)
  • Roubles (if refusing Kerman) (Optional) ×500000000

Rewards

  • Access to one of four endings, all of which escape through the Terminal finale (story)
  • Savior - the full evidence route (achievement)
  • Survivor - refuse Kerman and pay Prapor (achievement)
  • Debtor - abandon the evidence route for Lightkeeper (achievement)
  • Fallen - turn on Kerman and leave with Prapor (achievement)

Objectives

0/25 complete

StepLocationCondition BranchingDescription
Obtain Intelligence Center level 1Built from the hideout menu. Nothing in this chapter starts until it is up.
Talk to Mr. Kerman via Intelligence CenterMr. Kerman is reached through the laptop screen in the Intelligence Center, not the trader menu.
Wait for Mr. Kerman to reach outA real-time wait of 2 to 6 hours before he makes contact. Nothing you can do to speed it up.
Talk to PraporThrough the trader menu, after Mr. Kerman first makes contact.
Talk to Mr. Kerman againBack to the Intelligence Center laptop to report what Prapor said.
Locate the camp of Prapor's people on LighthouseOptionalLighthouseIf you gave Prapor the armored case in Falling SkiesThe camp sits in the rocky area on the west side of Lighthouse.
Find clues about Prapor's people's intentionsOptionalLighthouseIf you gave Prapor the armored case in Falling SkiesYou are looking for the Note from Prapor's men, and it must be found in raid. Two spawns in the camp: tucked under the lid of the stacked ammo box, or on the log beside the tent with the guitar.
Talk to Mr. Kerman about findingsIf you gave Prapor the armored case in Falling SkiesBack to the Intelligence Center laptop. Completing this unlocks To the Light - Trust but Verify from Mechanic.
Gain access to LightkeeperLighthouseIf you gave Prapor the armored case in Falling SkiesLightkeeper is behind a locked door on the third floor of the lighthouse building on the peninsula. The bridge to it is guarded by Zryachiy and lined with Claymores, so you need an encoded Digital secure DSP radio transmitter first. That chain starts with To the Light - Trust but Verify. Harming Zryachiy, his followers, or a Lightkeeper-acquainted PMC while wearing the transmitter decodes it.
Talk to LightkeeperLighthouseIf you gave Prapor the armored case in Falling SkiesSpoken to in person on Lighthouse, not through the trader menu.
Stay on good terms with LightkeeperIf you gave Prapor the armored case in Falling SkiesYou have to hold good standing right up until he hands the armored case back.
Obtain 3 TerraGroup 'Blue Folders' materialsIf you gave Prapor the armored case in Falling SkiesThree of them. They do not need to be found in raid, so the flea market is fair game.
Hand in 3 TerraGroup 'Blue Folders' materials to LightkeeperLighthouseIf you gave Prapor the armored case in Falling SkiesHanded over in person on Lighthouse with all three in your inventory.
Launch a yellow signal flare at ULTRA entrance on InterchangeInterchangeIf you gave Prapor the armored case in Falling SkiesFired into the sky in front of ULTRA's main entrance. Either an RSP-30 reactive signal cartridge (Yellow), or a ZiD SP-81 signal pistol loaded with a 26x75mm flare cartridge (Yellow).
Eliminate 15 targets on Interchange in a single raidInterchangeIf you gave Prapor the armored case in Falling SkiesFifteen kills on Interchange in a single raid. Transits are allowed, but the kills themselves must happen on Interchange. Extract short and you redo both this and the flare.
Talk to Lightkeeper about the missionLighthouseIf you gave Prapor the armored case in Falling SkiesHe hands over the armored case, so you need a free special slot before you talk to him or you cannot accept it.
Unlock the armored caseCompleted as a craft at Workbench level 1, using the recipe the signal jammer unlocks.
Ask Mechanic for help opening the caseOptionalThrough the trader menu. He is the one who explains how the case opens.
Obtain the experimental signal jammer from The LabOptionalThe LabFound in raid on The Lab, so it needs a TerraGroup Labs access keycard. Three known spawns: the left-side glass laboratory in the containment block on the middle desks, the recreational area (R21) on the round table in the Cat, and the lecture hall (R16) on a conference room desk.
Talk to Mechanic about the signal jammerOptionalHe confirms the jammer works and unlocks the case recipe.
Unlock the armored caseOptionalRun the Armored case recipe at Workbench level 1.
Obtain the 'ticket' from the caseRight-click the unlocked case and choose Unpack. You get Kruglov's RFID keycard in your stash and the RFID card manual in your Handbook.
Read the instructions from the armored caseThe RFID card manual is read from the Handbook, not your inventory.
Contact Mr. Kerman with the ticket informationA point of no return. Accepting his offer to activate the keycard commits you to the Kerman route; declining ends it.
Make your final choice: Continue with Kerman OR refuse and pay Prapor 500M roublesRefusing Kerman sends you to Prapor and costs 300,000,000 roubles if you gave him the case in Falling Skies, or 500,000,000 if you kept it.