Walkthrough for the Void Shadows DLC quest in Warhammer 40,000: Rogue Trader. Includes steps to escape the lower decks, break through to the enforcer post, and defeat Genestealers and Aberrants.
This section is only relevant if you have the Void Shadows DLC. If this is not the case, skip ahead. The quest will begin three warp jumps after the previous quest.
Ravor will call you to the bridge after a number of explosions knock out a number of your ship's systems.
Besides the general riots and bedlam, Ravor tells you that a number of decks have become inaccessible with crew members trapped there. Sauerback tells you of reports of some crew members trying to break through to the shuttles which gives you a conviction choice: let them go (Iconoclastic) or mine the shuttles (Dogmatic). Afterwards, Ravor tells you that you need to move to the officers' deck.
Escape the Lower Decks
When you regain control, you will find yourself in the Freight Line with a dislocated elbow. Make a Medicae (-25) check to reset your elbow and inspect the elevator (Tech-Use +10) to learn that it was deliberately sabotaged. Since you are unable to contact the bridge, there is nothing to do other than move forward.
You start off in the north of the area, where you fought the thieves earlier in the game. If you have some Skin Patches left over, use them to heal your traumas. Afterwards, head south towards the railway line and when you reach it, Monteg will arrive in a train and offer you a lift to safety.
Respond as you please. A Death Cultist will arrive and inform you that Monteg is not human. Take a closer look (Awareness -25) to notice that the inferni are armed. Monteg will shoot the cultist and leave in the train while you and your party members stand around like idiots. Afterwards, you will find yourself ambushed somehow by a Forceful Genestealer and a number of cultists.
Forceful Genestealer
General Wounds 1596 Deflection 0 Armour 55% Dodge 95% MP 14 Characteristics WS: 146, BS: 106, STR: 90, TGH: 120, AGI: 70,
INT: 50, PER: 90, WP: 70, FEL: 50Effects and Conditions Frenzy, Natural Armour, Perfect Coordination Weapons Melee Scything Claws Damage 25-30 Penetration 50% Features and Abilities Aberration's Touch, Coordinated Trap, Cult Ambush,
Combat Master, Natural Armour, Perfect Coordination,
Counter-Attack, Duelling Mastery, Innate Instinct
The Genestealer is accompanied by three Acolyte Hybrids, which are powerful enemies in their own right, and several Inferni who are more or less irrelevant. You start off with the Genestealer in the middle of your party members so your priority is moving it out of the way with something like Notch of Purpose. Try to kill it without fighting it close up because of its powerful counterattacks and its Aberration's Touch ability which reduces your AP by -2.
When the enemies are dead, the Death Cultist who warned you about Monteg will tell you that the Vizsier is waiting for you. You can take his Ceremonial Blade if you like and you can attempt a Medicae (-60) check to give him first aid. Tell him that you're not done here and you will be able to loot the cultists' weapons, including their Well-Maintained Rock Saws.
When you're ready to proceed, speak to the Death Cultist again and tell him to take you to the Temple of the Bloodspun Web. When you get there, you will find the rest of your party members. Speak to the Vizsier to learn a bit more about the Genestealer cult which has been operating in secret on the lower decks. At the end of the conversation, he will give you a Saint's Bone Charm.
Break Through to the Enforcer Post
Leave the temple and you will find yourself back in the Freight Line by the large fan that you leapt through earlier. Head east from your starting point and you will find Janris helping to hold the line.
Explore his conversation options if you like. There are some prisoners nearby whom you can speak to as well. If you have Heretical - Votary, you can sacrifice them to the true gods, gaining the Favour of the True Gods effect (+10% critical hit chance and +5 Toughness). When you're ready to proceed, make your way to the lift and repair the control panel (Tech-Use -60), allowing you reach the upper level.
From here, head north past the barrier for a scene. When you regain control, look for some debris that you can clear (Demolition -25), allowing you to retrieve a Well-Maintained Heavy Rock Saw from a crate.
Continue north from the barricade and make your way down to the railway tracks where you will find a number of Enforcers led by Captain Klein facing a group of Aberrants.
You have the option to divert a train into the melee, which will kill two of the Aberrants, along with Captain Klein and some of the Enforcers. Whatever your choice, you will be fighting any remaining enemies.
Abominable King
General Wounds 1060 Deflection 7 Armour 80% Dodge 79% MP 12 Characteristics WS: 80, BS: 40, STR: 80, TGH: 110, AGI: 60,
INT: 40, PER: 60, WP: 60, FEL: 40Effects and Conditions - Weapons Melee Sewer Pipe Damage 40-55 Penetration 50% Features and Abilities Endure, Reckless Strike, Rumbling Leap, Aberration's Touch,
Coordinated Trap, Cult Ambush, Combat Master,
Innate Resilience, Rage Outburst, Furious, Heavy Blows,
Urge to Kill
The Abominable King is accompanied by four (or two) Aberrants, a Neophyte Hybrid Marksman and two Neophyte Hybrid Snipers. The Aberrants are similar to the enemies you fought in Chapter 2 but tougher. The King has a large number of dangerous abilities, particularly Rambling Leap which allows him to cover a large distance to deliver his powerful attacks. When you reduce his wounds below 50%, he will gain an extra turn which allows him to make unlimited attacks. Fortunately, he prioritises the Enforcers. Unfortunately, each kill makes him
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