The Escape

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Location Rykad Minoris
Reward

Gem of Dark Vitality

Heavy Bolter

Life-Draining Sword

Previous Quest Taste of Victory
Next Quest

Tattered Spirit

Astray

The Escape is a Main Quest in Warhammer 40k: Rogue Trader. The Escape can be acquired in Act 1. The Escape occurs while Rykard Minoris falls under attack during the celebration. Players will need to prepare for a few back-to-back combat interactions while making their way to the starport in order to look for a way to evacuate the planet. 

 

The Escape Information Rogue Trader

Rykard Minoris is falling to the relentless assault of the Archenemy's forces. Despite the Lord Captain's best efforts, the heretical prophecy of the Final Dawn has come to pass. Those who do not want to be devoured by the Ruinous Powers must flee the planet. 

 

Warhammer 40k: Rogue Trader The Escape Objectives

  1. Reach the starport
  2. Find a shuttle
  3. Protect the shuttles
  4. Evacuate on the shuttle

 

Rogue Trader The Escape Walkthrough

This quest will begin as soon as Taste of Victory ends. Backtrack through Rykad Minoris. Eventually you will see a shadow apparition of Aurora taunting you. Regardless which route you take you will face a battle against cultists and two chaos spawn. After the fight continue backtracking to the Starport. Eventually another  shadow apparition of Aurora will taunt you.

At the Starport you will be ambushed by a group of rebels. Unlike the first fights at the Starport this time the rebels have two snipers and there are also traps scattered around the battlefield. There are some if you try to walk around the shuttle too so the only option is to spend 2 AP disarming them or kill the snipers with your own snipers.

After the fight you can safely travel to the other end of the Starport. There you will find the nobles held at gunpoint by the guardsmen led by Sergeant Malgar.

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How Sergeant Malgar will treat you depends on how you've treated him when you first arrived on Rykad Minoris. Regardless of the chosen dialogue options, at the end you will have to choose between saving the nobles or saving the soldiers. it is possible to save both with a Persuasion check, the Illustrious Glory triumph, or by being Dogmatic - Follower.

  • Saving the nobles here will allow saving the nobles on the planet at the end of the Chapter if going Iconoclast.
  • Saving the guardsmen here will allow saving the commoners on the planet at the end of the Chapter if going Iconoclast.

Even if you side with the nobles and get ready to fight the guardsmen you won't have the change. Aurora will arrive - a Word Bearers chaos space marine.

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Another battle will begin against Aurora. Do not position your companions close together. Aurora will always have the first turn and she is equipped with a Heavy Bolter. There are three shuttles. Every two turns Aurora will attack and destroy a shuttle instead of the party, as well as summon reinforcements. The more shuttles are saved the more options will be offered should the final choice at the end of the chapter be Iconoclast. If all three shuttles are destroyed it will be game over. There will also be a rebel leader sniper taking shots at the party from the corner of the map. After the fight loot Aurora for a Gem of Dark Vitality, Heavy Bolter and Life-Draining Sword. All of them can only be used by Heretical characters. Exit the map via any of the surviving shuttles.

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 Once back on the Voidship Heinrix will inform you that the planet will soon become a daemon world and the only solution is to commit Exterminatus by destroying the Miraculous Fusion Reactor. You are given 3 options. Each one will give 15 points in the chosen Conviction - enough to reach its first rank if not already.

  • [Dogmatic] Commit exterminatus.
  • [Heretical] Abandon the planet.
  • [Iconoclast] Save what you can from the planet. You will have 1-3 shuttles available depending on how many you managed to save during the boss fight.
    • You are always given the option to save the Miraculous Fusion Reactor. This requires two shuttles.
    • If you saved the nobles earlier you will be able to save the nobles on the planet. This requires one shuttle.
    • If you saved the guardsmen earlier you will be able to save the commoners who did not yet convert. This requires one shuttle.

Major choice: Counts towards the conviction-specific ending tally. All options will affect the epilogue as well.

Important NPCs The Escape Rogue Trader

  • Sergeant Malgar
  • Aurora

 

Rogue Trader The Escape Tips & Tricks

  • Notes and Tips go here...

 

All Quests in Warhammer 40k: Rogue Trader
A Gift for Jae Heydari  ♦  A Lucrative Opportunity  ♦  A New Ruler  ♦  Aeldari in Distress  ♦  Astray  ♦  Attack in the Silence of Mer-Segrit  ♦  Battle Sister's Personal Request  ♦  Blades in the Void  ♦  Blood Ties  ♦  By the Right of Blood  ♦  Cache in the Former Lantern  ♦  Cache in the Old Bridge  ♦  Classified Information  ♦  Critical Tasks  ♦  Dark Echelons  ♦  Defective Servitors  ♦  Dreams and Stories  ♦  Driven  ♦  Duty of the Navis Nobilite  ♦  Echo of the Past  ♦  Enter the Main Computing Cathedral  ♦  False Information  ♦  Fenrys Hjolda  ♦  Flame in the Dark  ♦  Following Breadcrumbs  ♦  Fury in Chains  ♦  Get Out!  ♦  Gleam of the Final Dawn  ♦  Governor's Aide  ♦  Hidden Cache in the lantern  ♦  Hidden in the furnace  ♦  Hotbed of Xenoheresy  ♦  Hunger's Hand  ♦  Hunting Grounds  ♦  Hunting the Hunter  ♦  Jae Heydari's Celebration  ♦  Killing Blow  ♦  Lair of the Haemonculus  ♦  Last Will  ♦  Let the Cycle Be Discontinued  ♦  Logisticar Theta  ♦  Lost in the Void  ♦  Machine Spirit Keeper  ♦  Mercatum Tabula Officiale  ♦  Missing  ♦  New Blood  ♦  On the Hunt For Knowledge  ♦  One Foot in the Grave  ♦  Outcast's Duty  ♦  Path of the Drukhari  ♦  Persona Non Grata  ♦  Price of Humanity  ♦  Questions and Answers  ♦  Rat Hunting  ♦  Reclaim What Was Lost  ♦  Request and Response  ♦  Reunion  ♦  Reunion Party  ♦  Rot  ♦  Runaway  ♦  Saving the Doomed  ♦  Scalpel, Needles, and Sutures  ♦  Secrets of the Cult  ♦  Secrets of the Navis Nobilite  ♦  Serving the Xenos  ♦  Shards of the Tempest  ♦  Showing the Way  ♦  Siege of Eufrates II  ♦  Soulless  ♦  Stolen Stars  ♦  Stranger Among Her Own  ♦  Strings of the Puppeteer  ♦  Survivor's Revenge  ♦  Suspicious Absence  ♦  Taste of Victory  ♦  Tattered Spirit  ♦  The Baleful Howl  ♦  The Call of the Edge  ♦  The Chasm  ♦  The Chosen Ones  ♦  The Chtonos  ♦  The Door  ♦  The Emperor and My Right  ♦  The Governor's Aide  ♦  The Great Judgement  ♦  The Guide  ♦  The Incident  ♦  The Lord Inquisitor and The Lord Captain  ♦  The Naviica  ♦  The Path We Lost  ♦  The Price of Power  ♦  The Siege  ♦  The Starport  ♦  The Worm Churns  ♦  To Walk Bravely First into Darkness  ♦  Troubling Developments  ♦  Underworld  ♦  Wanted on Footfall  ♦  Where the Shadows Are Deepest of All  ♦  World Shapers

 




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