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	<title>Underrail Wiki - User contributions [en]</title>
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	<updated>2026-05-15T08:40:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Seek_Acid_Hunters_(Coretech)&amp;diff=40777</id>
		<title>Seek Acid Hunters (Coretech)</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Seek_Acid_Hunters_(Coretech)&amp;diff=40777"/>
		<updated>2020-03-17T05:26:33Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Walkthrough */ Linked to quest item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Seek Acid Hunters&lt;br /&gt;
| type     = main&lt;br /&gt;
| image    = Acid Hunters hideout.png&lt;br /&gt;
| location = [[Core City]]&amp;lt;br&amp;gt;[[Core City Sewers]]&lt;br /&gt;
| givenby  = [[Rupert Simmons]]&lt;br /&gt;
| rewards  = 3500 classic XP / 3 oddity XP&amp;lt;br&amp;gt;600 [[Stygian Coin]]&lt;br /&gt;
| related  = [[Look for Cornell]]&lt;br /&gt;
| previous = [[Warehouse (Coretech)|Warehouse]]&lt;br /&gt;
| next     = [[Research facility (Coretech)|Research facility]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' before the storyline can proceed to this point, two things must have happened:&lt;br /&gt;
* You need to know about Cornell and his Acid Hunters. You can learn about them from [[Buzzer]] in Rail Crossing if you saved him from the Faceless, from [[Hugo]] in Foundry if you helped the Faceless group near Foundry, or from the [[Bloody Mobile Computer]] found in an Ironhead camp along the rails connecting Core City and Foundry.&lt;br /&gt;
* You need to gain the oligarch's attention to get jobs directly from him. Try fighting and advancing ranks in the [[Arena]]. You will be contacted by a messenger outside the arena ticket office when you've done far enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From this point on, you'll be working directly for the Coretech oligarch [[Rupert Simmons]]. Your task is to find and kill [[Cornell]] of the [[Acid Hunters]] and bring his head to Mr. Simmons.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* The Acid Hunters have killed Edmund Knight, son of Archibald Knight, chief of Praetorian Security. Mr. Simmons wants you to kill Cornell and bring him his head.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Using the advice you got from Mr. Simmons, head to [[Core City Sewers]] until you find the large drain pipe in the west-northwest corner. Descend down the second chamber and there you will find the secret switch and entrance to Acid Hunters' hideout. During the discussion you will lean that Archibald was killed by the Coretech oligarch son and that Coretech now has the cube. You can let them go and report you did not find them or kill them and bring [[Cornell's Head]] to Rupert Simmons. The rewards is the same. If you let them go, you just miss the loot (belt supporting chemical pistol).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Core City navbox|collapsed}}&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Praepostor_Amelia&amp;diff=40769</id>
		<title>Praepostor Amelia</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Praepostor_Amelia&amp;diff=40769"/>
		<updated>2020-03-16T01:23:00Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Added section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Amelia&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = tch_f_l.png&lt;br /&gt;
| background = Institute.png&lt;br /&gt;
| level      = 20&lt;br /&gt;
| health     = 250&lt;br /&gt;
| shield     = &lt;br /&gt;
| psipool    = 100 (+20)&lt;br /&gt;
| image      = Praepostor Amelia model.png&lt;br /&gt;
| faction    = [[Tchortists]]&lt;br /&gt;
| roles      = Praepostor&lt;br /&gt;
| location   = [[Institute of Tchort]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| loot       = [[Eye of Tchort (oddity)|Eye of Tchort]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Praepostor Amelia''' is a character in [[Institute of Tchort]].&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{expand section}}&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Interview ===&lt;br /&gt;
* Upon completion of [[Return the Reaching Man]], [[Efreitor Denzil]] will lead you to an interview room where you will shortly be joined by the Praepostor.&lt;br /&gt;
* She will conduct [[Praepostor_interview|an interview]] determining whether you will be allowed to join the Institute. Failure will result in hostility with Tchortists and you will immediately be attacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Global entities]]&lt;br /&gt;
[[Category: Tchortists]]&lt;br /&gt;
[[Category: Institute of Tchort characters]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=ACoNR_(Abyssal_Station_Zero)&amp;diff=40716</id>
		<title>ACoNR (Abyssal Station Zero)</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=ACoNR_(Abyssal_Station_Zero)&amp;diff=40716"/>
		<updated>2020-03-13T08:04:09Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Others */ Added confirmation of attempt with Coretech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality = artifact&lt;br /&gt;
| image       = ACoNR.png&lt;br /&gt;
| name        = ACoNR (Abyssal Station Zero)&lt;br /&gt;
| type        = Misc.&lt;br /&gt;
| description = ACoNR is written on its top face, just below a white symbol most resembling a diagonally placed egg whose upper half is enclosed by a semicircle with a bent stalk at the very top. It appears to be a container of some kind, one that seems to open horizontally in the middle; you are, however, unable to find the means by which to do so - there are no handles, no locks, no buttons, touchscreens or visible sensors. Additionally, the robust casing easily discourages brute force, at least by more conventional means.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Whatever is inside, it is likely invaluable.&lt;br /&gt;
| weight      = 4.00&lt;br /&gt;
| datafile    = plot\xpbl\acorn.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''ACoNR''', also colloquially known as '''Acorn''', is a plot item in [[Underrail: Expedition]]. It is located in Research and Development dome of Abyssal Station Zero. &lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
It is a spherical supercomputer, a living AI controlling billions of nanobots created before the Descent to fulfill a grand design predetermined in the original blueprint for each Acorn, of which there are several in existence across the world. It is a highly adaptive program that is capable of achieving the design almost independently of conditions it finds itself in. Ezra states that although NFT manufactured the devices for themselves and other major supercorporations of the Old World, the technology itself was so advanced that even at the moment of discussion the device seems to have come from future far and distant.&lt;br /&gt;
&lt;br /&gt;
The Acorn is protected by quantum near-field locks, and is impossible to brute force open, as the device is geared for self-destruction in such an event.&lt;br /&gt;
&lt;br /&gt;
== Potential recipients ==&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
Upon escaping with the ACoNR the player is given the choice of who to give it to, if they desire. Its known recipients include:&lt;br /&gt;
* [[Professor Oldfield]]&lt;br /&gt;
* [[Aran]]&lt;br /&gt;
* [[Azif]]&lt;br /&gt;
* [[Eidein]]&lt;br /&gt;
* [[Hadrian Tanner]]&lt;br /&gt;
* [[Ezra]]&lt;br /&gt;
&lt;br /&gt;
=== Professor Oldfield ===&lt;br /&gt;
If the player chooses to hand the Acorn to Professor Oldfield after reporting their findings at [[Abyssal Station Zero]], he will be delighted instead of devastated that the all the effort was for nothing. He states that the Acorn will be brought to the University of [[Dis]] for study.&lt;br /&gt;
&lt;br /&gt;
=== Aran ===&lt;br /&gt;
If the player decides to leave the [[Black Sea]] with the Acorn, they will receive a message from [[Jon the Beautiful]] at the [[Core City]] docks. He directs you to a bar in the residential district, where you meet a man with a distinct red cloak and sword. He states that he's a representative of the [[United Stations]] and knows that you have the device in your possession. If asked, he will explain that the device cannot be opened without a certain quantum frequency, and that it is therefore useless in the South. Primarily however, he bargains for it. With enough mercantile his deal can extend up to 20,000 charons. Alternatively you may ask for his sword, [[Red Dragon]], or give the Acorn away for free.&lt;br /&gt;
&lt;br /&gt;
In the event that the player refuses, however, Aran swears that he won't leave [[South Underrail]] without it. He allows you to leave the bar, though you will encounter him later at the Core City slums as a hostile opponent.&lt;br /&gt;
&lt;br /&gt;
=== Azif ===&lt;br /&gt;
If the player goes to the {{spoiler | [[Oculites]]}} they can give discuss and give the Acorn to Azif. No exceptional rewards are given for this action, but in exchange he can illuminate the player as to the device's purpose, contents and origin.&lt;br /&gt;
&lt;br /&gt;
=== Eidein ===&lt;br /&gt;
Though he hasn't heard of it before, if the player describes the device's use to Eidein he states that he'll gladly take it to present to [[Tchort]] on his next trip to [[Nucleus]]. Upon seeing it, he will recognize the symbol and proceed to teach the player about trees. He may or may not believe that there are actual acorns inside the box, and thanks the player for their contribution.&lt;br /&gt;
&lt;br /&gt;
=== Hadrian Tanner ===&lt;br /&gt;
If the player brings up the Acorn with Tanner, who happens to be knowledgeable about the device, he'll accept it for the good of [[South Gate Station]]. He may also inform you about the device if asked.&lt;br /&gt;
&lt;br /&gt;
As a reward, the player will receive a large sum of credits, as well as a discount for all purchases at South Gate Station.&lt;br /&gt;
&lt;br /&gt;
=== Ezra ===&lt;br /&gt;
If {{spoiler |Tanner departed the SGS}}, [[Ezra]] will accept the device and thoroughly explain its' purpose.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* If the player attempts to give the Acorn to [[Gunnar Edstrom]], he will tell the player to keep it out of the city as it has the same air as the Faceless' cube device.&lt;br /&gt;
* The leader of Coretech, [[Rupert Simmons]], unfortunately does not acknowledge the player attempting to ask about or hand over the device.&lt;br /&gt;
* [[Dude]] will recognize the device, somewhat explain its purpose, but will refuse to keep it.&lt;br /&gt;
* [[Faceless Commander]] provides no additional information, but questions the validity of the players statement about the device. He will refuse to take it, considering it a distraction from their goals.&lt;br /&gt;
&lt;br /&gt;
{{Plotitem navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Plot]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=ACoNR_(Abyssal_Station_Zero)&amp;diff=40713</id>
		<title>ACoNR (Abyssal Station Zero)</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=ACoNR_(Abyssal_Station_Zero)&amp;diff=40713"/>
		<updated>2020-03-13T06:39:40Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Professor Oldfield */ Reworded. The expedition will end regardless whether the Acorn is given to him or not, similarly the camp will also be left either way.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality = artifact&lt;br /&gt;
| image       = ACoNR.png&lt;br /&gt;
| name        = ACoNR (Abyssal Station Zero)&lt;br /&gt;
| type        = Misc.&lt;br /&gt;
| description = ACoNR is written on its top face, just below a white symbol most resembling a diagonally placed egg whose upper half is enclosed by a semicircle with a bent stalk at the very top. It appears to be a container of some kind, one that seems to open horizontally in the middle; you are, however, unable to find the means by which to do so - there are no handles, no locks, no buttons, touchscreens or visible sensors. Additionally, the robust casing easily discourages brute force, at least by more conventional means.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Whatever is inside, it is likely invaluable.&lt;br /&gt;
| weight      = 4.00&lt;br /&gt;
| datafile    = plot\xpbl\acorn.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''ACoNR''', also colloquially known as '''Acorn''', is a plot item in [[Underrail: Expedition]]. It is located in Research and Development dome of Abyssal Station Zero. &lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
It is a spherical supercomputer, a living AI controlling billions of nanobots created before the Descent to fulfill a grand design predetermined in the original blueprint for each Acorn, of which there are several in existence across the world. It is a highly adaptive program that is capable of achieving the design almost independently of conditions it finds itself in. Ezra states that although NFT manufactured the devices for themselves and other major supercorporations of the Old World, the technology itself was so advanced that even at the moment of discussion the device seems to have come from future far and distant.&lt;br /&gt;
&lt;br /&gt;
The Acorn is protected by quantum near-field locks, and is impossible to brute force open, as the device is geared for self-destruction in such an event.&lt;br /&gt;
&lt;br /&gt;
== Potential recipients ==&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
Upon escaping with the ACoNR the player is given the choice of who to give it to, if they desire. Its known recipients include:&lt;br /&gt;
* [[Professor Oldfield]]&lt;br /&gt;
* [[Aran]]&lt;br /&gt;
* [[Azif]]&lt;br /&gt;
* [[Eidein]]&lt;br /&gt;
* [[Hadrian Tanner]]&lt;br /&gt;
* [[Ezra]]&lt;br /&gt;
&lt;br /&gt;
=== Professor Oldfield ===&lt;br /&gt;
If the player chooses to hand the Acorn to Professor Oldfield after reporting their findings at [[Abyssal Station Zero]], he will be delighted instead of devastated that the all the effort was for nothing. He states that the Acorn will be brought to the University of [[Dis]] for study.&lt;br /&gt;
&lt;br /&gt;
=== Aran ===&lt;br /&gt;
If the player decides to leave the [[Black Sea]] with the Acorn, they will receive a message from [[Jon the Beautiful]] at the [[Core City]] docks. He directs you to a bar in the residential district, where you meet a man with a distinct red cloak and sword. He states that he's a representative of the [[United Stations]] and knows that you have the device in your possession. If asked, he will explain that the device cannot be opened without a certain quantum frequency, and that it is therefore useless in the South. Primarily however, he bargains for it. With enough mercantile his deal can extend up to 20,000 charons. Alternatively you may ask for his sword, [[Red Dragon]], or give the Acorn away for free.&lt;br /&gt;
&lt;br /&gt;
In the event that the player refuses, however, Aran swears that he won't leave [[South Underrail]] without it. He allows you to leave the bar, though you will encounter him later at the Core City slums as a hostile opponent.&lt;br /&gt;
&lt;br /&gt;
=== Azif ===&lt;br /&gt;
If the player goes to the {{spoiler | [[Oculites]]}} they can give discuss and give the Acorn to Azif. No exceptional rewards are given for this action, but in exchange he can illuminate the player as to the device's purpose, contents and origin.&lt;br /&gt;
&lt;br /&gt;
=== Eidein ===&lt;br /&gt;
Though he hasn't heard of it before, if the player describes the device's use to Eidein he states that he'll gladly take it to present to [[Tchort]] on his next trip to [[Nucleus]]. Upon seeing it, he will recognize the symbol and proceed to teach the player about trees. He may or may not believe that there are actual acorns inside the box, and thanks the player for their contribution.&lt;br /&gt;
&lt;br /&gt;
=== Hadrian Tanner ===&lt;br /&gt;
If the player brings up the Acorn with Tanner, who happens to be knowledgeable about the device, he'll accept it for the good of [[South Gate Station]]. He may also inform you about the device if asked.&lt;br /&gt;
&lt;br /&gt;
As a reward, the player will receive a large sum of credits, as well as a discount for all purchases at South Gate Station.&lt;br /&gt;
&lt;br /&gt;
=== Ezra ===&lt;br /&gt;
If {{spoiler |Tanner departed the SGS}}, [[Ezra]] will accept the device and thoroughly explain its' purpose.&lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* If the player attempts to give the Acorn to [[Gunnar Edstrom]], he will tell the player to keep it out of the city, as it has the same air as the Faceless' cube device.&lt;br /&gt;
* [[Dude]] will recognize the device, somewhat explain its purpose, but will refuse to keep it.&lt;br /&gt;
* [[Faceless Commander]] provides no additional information, but questions the validity of the players statement about the device. He will refuse to take it, considering it a distraction from their goals.&lt;br /&gt;
&lt;br /&gt;
{{Plotitem navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Plot]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Mordre&amp;diff=36726</id>
		<title>Mordre</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Mordre&amp;diff=36726"/>
		<updated>2019-11-09T12:53:06Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Quests */ Added role in Meet Lenox Pierce&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name       = Michael Mordington&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = cmd1_l.png&lt;br /&gt;
| background = cave.png&lt;br /&gt;
| level      = 20&lt;br /&gt;
| health     = 450&lt;br /&gt;
| shield     = &amp;amp;nbsp;&lt;br /&gt;
| image      = Mordre model.png&lt;br /&gt;
| faction    = [[South Gaters]]&lt;br /&gt;
| roles      = Fisherman&lt;br /&gt;
| location   = [[Mushroom Cove]]&lt;br /&gt;
| quests     = [[Hungry Eels]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Mordre]] is a fisherman from South Gate Station, usually found fishing in [[Mushroom Cove]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Hungry Eels]]: He wants some raw cave hopper meat to use as eel bait&lt;br /&gt;
* {{spoiler|[[Meet Lenox Pierce]]: He is the murderer of Patrick Pierce}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Mushroom Cove characters]]&lt;br /&gt;
[[Category: South Gaters]]&lt;br /&gt;
[[Category: Spectres]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Retake_outpost_for_Gorsky&amp;diff=36719</id>
		<title>Retake outpost for Gorsky</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Retake_outpost_for_Gorsky&amp;diff=36719"/>
		<updated>2019-11-07T08:23:34Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Walkthrough */ clarified optional recruiting section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Retake outpost for Gorsky&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Black_Crawlers_showdown.png&lt;br /&gt;
| location = [[Black Crawler camp]]&lt;br /&gt;
| givenby  = [[Gorsky]]&lt;br /&gt;
| rewards  = 4000 classic XP / 2 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = [[Recover tunneler]]&amp;lt;br&amp;gt;[[Rob Protectorate warehouse]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After the preparations are complete, help Gorsky and Zone Rats take over the base of [[Black Crawlers]].&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Help Gorsky attack the Black Crawler camp. Meet him near the tunneler when you are ready.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
This mission is a straightforward fight against the Black Crawlers. Talk to Gorsky near the fixed tunneler when ready to begin the assault.&lt;br /&gt;
&lt;br /&gt;
On your side there will be 4-6 other fighters - Gorsky, Sneaky, two Zone Rats, and depending on whether you've recruited them Mykola and Dan.&lt;br /&gt;
&lt;br /&gt;
:1. For Dan to show up, you must have gone to Foundry and asked him to join before talking to Gorsky at the tunneler.&lt;br /&gt;
:2. For Mykola to show up, you must have obtained his assistance in repairing the tunneler [[Recover_tunneler|previously]]. He will otherwise be missing from his shop while this quest is active, though he will reappear once it's over despite not having participated.&lt;br /&gt;
&lt;br /&gt;
Everyone is equipped with the energy shield emitters you stole. The Black Crawlers have 7 fighters with no shield emitters. One of them has metal armor, but most are lightly armored or unarmored. As far as weapons go, they have two guys with sledgehammer, a stealth sniper, and a bunch of people with firearms and some grenades of which three also have psionic abilities - two of them using Cryokinesis and Cryostasis with the Hypothermia feat, and one using Pyrokinesis with the Pyromaniac feat.&lt;br /&gt;
&lt;br /&gt;
Once the fight is over, any survivors on Zone Rats' side will stay in the base. Later on, a merchant, [[Dirty Tom]], will join them in their new base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Core City navbox|collapsed}}&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Retake_outpost_for_Gorsky&amp;diff=36718</id>
		<title>Talk:Retake outpost for Gorsky</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Retake_outpost_for_Gorsky&amp;diff=36718"/>
		<updated>2019-11-07T08:18:03Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Mykola */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mykola==&lt;br /&gt;
How do you even recruit this guy? When you first meet him, he's basically closing up shop and has no other interactions available. Subsequently there was no call to visit him. Then if you visit him while this quest is ongoing, he's not at his shop. However, he's there again once the raid is over. I'm probably missing something, but it's not clear on how this guy is involved in this quest. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 01:36, 6 November 2019 (CST)&lt;br /&gt;
&lt;br /&gt;
: He ends up joining Zone Rats if you have him repair the tunneler in the preceding quest. Clarify that if on both quest pages if you wish. - [[User:Epeli|epeli]] ([[User talk:Epeli|talk]]) 16:35, 6 November 2019 (CST)&lt;br /&gt;
&lt;br /&gt;
::''*facepalm*'' ... I completely forgot that not all players can repair the tunneler themselves. Thanks! - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 02:18, 7 November 2019 (CST)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ethan&amp;diff=36717</id>
		<title>Ethan</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ethan&amp;diff=36717"/>
		<updated>2019-11-07T08:15:02Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Player interactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
&lt;br /&gt;
'''Ethan''' is a [[Temporal Manipulation]] trainer. Initially he can be found in the [[South Gate Station level 3|South Gate Station cafeteria]], after the blockade is lifted he's in [[Hanging_Rat|Hanging Rat]] or [[Hardcore City Bar]].&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
&lt;br /&gt;
You can further dig his story through conversations in different bar, eventually discover that he use a [[Strange Medallion]], made by his psi teacher, Avllin Kain, to cover his old age.&lt;br /&gt;
&lt;br /&gt;
Ethan kill Kain to get back the medallion, failing to learn his final lesson.&lt;br /&gt;
&lt;br /&gt;
You need enough [[Persuasion]] to take a look at the medallion. Insisting not give the medallion back will lead to the back story at first(need [[Intelligence]]), further decline will provoke a fight. If you pickpocket it from him without notice, then ask about it, he'll mad about missing it, suspecting everyone around then ask if you steal it. Showing it to him but refuse to return or deny stealing it will also provoke a fight.&lt;br /&gt;
&lt;br /&gt;
If you return the medallion to him, he will then leave the map and disappear in a hurry.&lt;br /&gt;
:It is still possible to pickpocket him at this point even though he is attempting to leave the map, provided you have the psi ability [[Force Field]]. First, stand in front of the inn's front door to prevent him from escaping - however, he will walk through the kitchen and go around the back area. '''Warning''': the kitchen and beyond is considered a forbidden area, being seen in there will automatically turn everyone hostile, so do not follow him. Open the front door and take a step back to make the game think he can pass you. When he turns back from the kitchen and heads towards the door, step forward to block it again then quickly enter combat. Ideally Ethan will be close to the corner behind the counter. Cast Force Field to block him off from exiting via the kitchen but leave a space for you to approach him. Walk up to him to prevent him from moving, end combat, and pickpocket the Strange Medallion off him. This is the only way to hear the back story of the medallion and keep it ''without'' killing him.&lt;br /&gt;
&lt;br /&gt;
After pickpocket it from him, his appearance and avatar will change to an old man.&lt;br /&gt;
&lt;br /&gt;
=== Psionic trainer ===&lt;br /&gt;
&lt;br /&gt;
Ethan can train Temporal Manipulation psi skills. In SGS, he can train woman character in two option places, one of which is in protagonist's private room.&lt;br /&gt;
&lt;br /&gt;
He can teach Temporal Distortion, Psycho-temporal Dilation and Limited Temporal Increment if you have the required temporal manipulation skill level (and enough credits).&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Find_Raul&amp;diff=36681</id>
		<title>Find Raul</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Find_Raul&amp;diff=36681"/>
		<updated>2019-11-06T14:45:10Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Objectives */ added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Find Agent Raul&lt;br /&gt;
| type     = main&lt;br /&gt;
| image    = Agent Raul and other victims.png&lt;br /&gt;
| location = [[Core City]]&lt;br /&gt;
| givenby  = [[Harlan]]&lt;br /&gt;
| rewards  = 1500 classic XP / 1 oddity XP&amp;lt;br&amp;gt;300 [[Stygian Coin]]&amp;lt;br&amp;gt;random [[Shield Emitter]]&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = [[Retrieve ICPD]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Find out where a missing agent is.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Harlan wants you to find a Coretech agent, [[Agent_Raul|Raul]], who has gone missing recently. He was last spotted entering the Core City sewer system.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Agent Raul's corpse can be found in the sewers, inside [[Zaman's Lair]]. To find the lair, head west from the sewer entrance. You need to head north from the second sewer zone, but to get there you must take a detour through further west.&lt;br /&gt;
&lt;br /&gt;
Once you get inside the lair, you will be trapped by Zaman. Either hack your way out the electronically locked doors (100 hacking required) or take the longer detour through some caves. Some [[TNT Charge]]s are required to blast your way into the backrooms of Zaman's lair. If you don't have any on you, you will need to find some. There are some dead smugglers north in the caves and one of them has TNT charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Core City navbox|collapsed}}&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Retake_outpost_for_Gorsky&amp;diff=36679</id>
		<title>Talk:Retake outpost for Gorsky</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Retake_outpost_for_Gorsky&amp;diff=36679"/>
		<updated>2019-11-06T07:36:41Z</updated>

		<summary type="html">&lt;p&gt;Klaus: you can recruit Mykola? how?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mykola==&lt;br /&gt;
How do you even recruit this guy? When you first meet him, he's basically closing up shop and has no other interactions available. Subsequently there was no call to visit him. Then if you visit him while this quest is ongoing, he's not at his shop. However, he's there again once the raid is over. I'm probably missing something, but it's not clear on how this guy is involved in this quest. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 01:36, 6 November 2019 (CST)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Meet_Lenox_Pierce&amp;diff=36600</id>
		<title>Meet Lenox Pierce</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Meet_Lenox_Pierce&amp;diff=36600"/>
		<updated>2019-11-05T07:40:50Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Presenting the evidence */ Earlier info was possibly outdated? Just played this quest in the most recent build to confirm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = SGS Murder&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Lenox Pierce in SGS.png&lt;br /&gt;
| location = [[South Gate Station]]&lt;br /&gt;
| givenby  = [[Jack Quicksilver]]&lt;br /&gt;
| rewards  = 3000 classic XP / 1 oddity XP&amp;lt;br&amp;gt;400 [[Stygian Coin]]&lt;br /&gt;
| related  = [[Everard's assignment]]&amp;lt;br&amp;gt;[[Meet Ohad Xander]]&lt;br /&gt;
| previous = [[Find Abram in Core City]]&lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After meeting with Abram in Core City, Jack Quicksilver offers some work for you. This task is a murder investigation.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Meet Lenox Pierce in South Gate Station.&lt;br /&gt;
* Patrick Pierce, a mechanic who resided in SGS was found dead in his room some time ago. Cause of death is unknown, but Lenox, Pat's brother is not pleased with the response from SGS and wants you to investigate and learn how Pat died. &lt;br /&gt;
&lt;br /&gt;
== Quick Walkthrough ==&lt;br /&gt;
* Ask around SGS to learn of Pat's Core City past.&lt;br /&gt;
* Talk to Lenox to learn more of Pat's past in Praetorian Security.&lt;br /&gt;
* Visit Core City and get information on Spectres. (Jon and Oskar or Lt. Stratford if playing for Praetorian Security.)&lt;br /&gt;
* Find out how Pat died. (Check SGS medical inventory logs and perform the autopsy yourself or have Pasquale do it after learning of Spectres.)&lt;br /&gt;
* Connect Mordre to Spectres. (Pickpocket his insignia and identify it or get his real name from SGS patient records.)&lt;br /&gt;
* Present the evidence to Lenox.&lt;br /&gt;
* Return to Jack for your reward.&lt;br /&gt;
&lt;br /&gt;
== Detailed Walkthrough ==&lt;br /&gt;
=== Clues in South Gate Station ===&lt;br /&gt;
Head back to your home station. You'll find [[Lenox]] in the cantina, at the same corner table where you first met Jack Quicksilver. He'll give you [[Patrick Pierce's Room Key (South Gate Station)|Patrick Pierce's Room Key]]. Go check his room in the private quarters level. You'll find a [[Morgue Keycard (South Gate Station)|Morgue Keycard]]. Use it to enter the mortuary on medical level and check the console for patient and inventory records. You will learn useful details such as Mordre's full name Michael Mordington and one curiously missing surgical needle. You can also examine Pat's body in one of the morgue drawers and directly discover the cause of his death with 100 effective biology skill. Alternatively you can ask [[Pasquale]] to perform the autopsy again once you have a reasonable suspicion on how Pat died.&lt;br /&gt;
&lt;br /&gt;
=== Praetorian Security and Spectres ===&lt;br /&gt;
Talk to people in SGS about Patrick and, after speaking with Lenox a second time, you will learn that he worked for Core City's [[Praetorian Security]] before coming to SGS. Head to Core City for more clues. [[Jon the Beautiful]] can help you, but he wants food as usual - a very expensive [[Jon's Special]] this time. Go to Moe near the lower level elevator, buy the special and give it to Jon for information. You'll learn about [[Spectres]] and Praetorian Security's Operation Banishment.&lt;br /&gt;
&lt;br /&gt;
There are two ways to learn more:&lt;br /&gt;
* Ask [[Oskar]], the ex-praetorian gun merchant, about Spectres. He has a document about them. You can either buy the information or persuade/intimidate (30 and 50 effective skill required respectively) it out of him for free.&lt;br /&gt;
* Join [[Praetorian Security]] and become a ''senior enforcer'' to get info for free. You won't have enough authority to get these documents as an enforcer - you must complete jobs for Praetorian Security until [[Archibald Knight]] promotes you to senior enforcer.&lt;br /&gt;
&lt;br /&gt;
Read the document and pay attention to the name list and the killing methods employed by the spectres, these will match with information you learnt at SGS morgue. If you didn't learn Mordre's real name from the patient records, you may also pickpocket him (91 skill required) for evidence, an [[Unknown Insignia]] which will be identified as [[Spectre Insignia]] when compared with the documents. (You must have the insignia in your possession when reading the documents.) At this point you may also ask Pasquale to do the autopsy again and look for signs of Spectre assassination, if you couldn't find out the cause of death earlier.&lt;br /&gt;
&lt;br /&gt;
=== Presenting the evidence ===&lt;br /&gt;
Once you think you know who the murderer is, head back to Lenox and present your evidence to him.&lt;br /&gt;
* [[Mordre]] is the real murderer. At minimum, you need to prove that Pat was killed with Spectre methods and Mordre is a Spectre.&lt;br /&gt;
* You can frame [[Big Bret]] after picking up some false leads. Doing so will lead to Lenox attacking him. Bret will usually win the fight and kill him unless you intervene. This is, obviously, a bad outcome and you will lose the opportunity to progress in Jack's organization and eventually [[meet Azif]].&lt;br /&gt;
&lt;br /&gt;
You can also optionally confront Mordre directly before presenting the evidence to Lenox.&lt;br /&gt;
* Upon telling him you know he was the murderer, he will feign ignorance. At this point, you have three options:&lt;br /&gt;
**1. With sufficient Persuasion, you can tell him you know his past as a Spectre, and claim he killed Patrick as revenge for his participation in Operation Banishment.&lt;br /&gt;
**2. With sufficient Intimidation, you can claim you have evidence of him being a Spectre and knowledge of Operation Banishment, and that he should confess else you'll finish him off where Praetorian Security failed. He will ridicule you for judging him and end the conversation - and once you leave the map, he will later no longer be found. If you attempt to prevent him from disappearing by preemptively attacking him at this point, it will be considered an attack on an SGS member and will turn them hostile against you.&lt;br /&gt;
**3. Tell him you were mistaken. He will not accept this and demand an explanation for being accused of murder, returning you to make this choice again minus this option.&lt;br /&gt;
&lt;br /&gt;
:Only picking the first option will goad him into taking action. He prepares to kill you, saying &amp;quot;tell Pat you got his murderer's confession&amp;quot;. You get a final chance to use Persuasion to tell him you'll forget about this conversation and not tell anyone. Understandably, he has no reason to trust you, and will despawn immediately after the conversation is over and will no longer be found. Passing up this last chance will lead to him attacking you and you will be free to kill him with no repercussions from SGS.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once Lenox has the answers he was seeking for, Mordre will be gone from Mushroom Cove and won't be heard of again. Head back to Jack Quicksilver in Core City for your monetary reward.&lt;br /&gt;
&lt;br /&gt;
Note: No mention is made of your confrontation with Mordre, whether you scared him off or executed him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Dude&amp;diff=36195</id>
		<title>Dude</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Dude&amp;diff=36195"/>
		<updated>2019-11-02T16:41:09Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Rift Walking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Dude&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = Dude1_l.png&lt;br /&gt;
| background = LowerMetro.png&lt;br /&gt;
| level      = 15&lt;br /&gt;
| health     = 310&lt;br /&gt;
| image      = RC Dude.png&lt;br /&gt;
| faction    = &lt;br /&gt;
| roles      = Dude&lt;br /&gt;
| location   = [[Rail Crossing]]&lt;br /&gt;
| quests     = [[Dude's vision]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dude''' is a drunkard who spends his time in Rail Crossing's bar, telling stories and drinking way too much [[Mushroom Brew]].&lt;br /&gt;
&lt;br /&gt;
Before he become Dude he was John Dyson, a Biocorp scientist, head of psionic research and development at Hollow Earth, Deep Caverns.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
Dude can tell the player about his visions and other interesting stories fueled by mushroom brew.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
* [[Dude's vision]]: Dude had a vision where he sees you play an important part. He won't tell you what it is but you'll need to help him get ingredients for something in his previous dwellings.&lt;br /&gt;
&lt;br /&gt;
=== Rift Walking ===&lt;br /&gt;
The Expedition DLC added a new questline to Dude that you can start after completing [[Dude's vision]]. It is adviced to save before starting said quest, as you can't leave the hard quest areas until completion. Upon said completion of the quest, Dude will create [[The Juice]] that will allow you to see teleportation rifts around Underrail.&lt;br /&gt;
&lt;br /&gt;
Rift locations:&lt;br /&gt;
* Dude's cave house&lt;br /&gt;
&lt;br /&gt;
* [[South Gate Station]] - 8th floor, agronomy, in the NW storage room&lt;br /&gt;
&lt;br /&gt;
* [[Camp Hathor]] - behind a broken fence south of the docks, behind [[Edgar]]'s office&lt;br /&gt;
&lt;br /&gt;
* [[Rail Crossing]] - near Buzzer's shop, behind some boxes&lt;br /&gt;
&lt;br /&gt;
* [[Junkyard]] - in the back alley past [[Grover]]'s house&lt;br /&gt;
&lt;br /&gt;
* [[Foundry]] - on the tower with the sniper rifle, SE of the [[Mayor]]&lt;br /&gt;
&lt;br /&gt;
* [[Free Drones Base]] / Underpassages - one screen south of the entrance to the Free Drones base)&lt;br /&gt;
&lt;br /&gt;
* [[Core City]] - Entrance (in shack near train)&lt;br /&gt;
&lt;br /&gt;
* Core City - Merchants / Hardcore City Bar (in a little room beneath the bar that is accessed by a ladder north of the Doctor's office)&lt;br /&gt;
&lt;br /&gt;
* Core City - Black Crawlers / Silver Hand Base (in a shack south of the base)&lt;br /&gt;
&lt;br /&gt;
* Core City - Your House (in the basement)&lt;br /&gt;
&lt;br /&gt;
* [[Institute of Tchort]] - in the passage beneath University Metro Station&lt;br /&gt;
&lt;br /&gt;
* [[Deep Caverns]] Elevator - lower caves south of Camp Hathor&lt;br /&gt;
&lt;br /&gt;
* [[The Rig]] - 2nd floor, room 3, underneath Dude's rug&lt;br /&gt;
&lt;br /&gt;
* [[Oculus]] - mainframe level, back wall&lt;br /&gt;
&lt;br /&gt;
* [[Black Sea]] [[expedition camp]] - lighthouse in the western part&lt;br /&gt;
&lt;br /&gt;
* [[Port Ceto]] - in Katja's Homestead, next to the glowing plant near the SE exit&lt;br /&gt;
&lt;br /&gt;
* [[Gray Army]] military base - you know where&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Rail Crossing characters]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Assist_Rail_Crossing&amp;diff=36194</id>
		<title>Talk:Assist Rail Crossing</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Assist_Rail_Crossing&amp;diff=36194"/>
		<updated>2019-11-02T06:23:22Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Payment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Payment==&lt;br /&gt;
Tanner not paying you if you picked the option to immediately tell him you know what the Faceless are looking for seems like a bug. All the other options result in a payout, though you get an additional SGS quest &amp;quot;Find out what the Faceless are looking for&amp;quot; whereas the former option skips that and gets you the subsequent SGS quest to search for Cornell &amp;amp; gang at Core City. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 00:15, 2 November 2019 (CDT)&lt;br /&gt;
:Just realized that the &amp;quot;find out what the Faceless are looking for&amp;quot; quest is likely the exact same one you get if you didn't manage to save Buzzer. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 00:26, 2 November 2019 (CDT)&lt;br /&gt;
::I'm certain it's the exact same quest. You either save Buzzer and get the info, or not. If not, you have to take on the interim sidequest &amp;quot;Find out what the Faceless are looking for&amp;quot;. However, if you do, you STILL get this quest - it's just automatically marked as completed. The quest chain is the same either way, it's just that taking the immediate option is bugged to not give you the reward. So to get around it simply don't turn in the info right away, get the &amp;quot;Find out what the Faceless are looking for&amp;quot; quest same as if you don't have the info, but after the conversation is over simply speak to Tanner again immediately. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 01:23, 2 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Assist_Rail_Crossing&amp;diff=36193</id>
		<title>Assist Rail Crossing</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Assist_Rail_Crossing&amp;diff=36193"/>
		<updated>2019-11-02T06:16:28Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Walkthrough */ Rewritten to match order in quest notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Assist Rail Crossing&lt;br /&gt;
| type     = main&lt;br /&gt;
| image    = metro travel.png&lt;br /&gt;
| location = [[Rail Crossing]]&lt;br /&gt;
| givenby  = [[Hadrian Tanner]]&lt;br /&gt;
| rewards  = 1000 classic XP / 1 oddity XP&amp;lt;br&amp;gt; 500 [[SGS Credits]] with right conversation option&lt;br /&gt;
| related  = [[Save Buzzer]]&amp;lt;br&amp;gt;[[Get rid of the Faceless]]&amp;lt;br&amp;gt;[[Faceless recon]]&amp;lt;br&amp;gt;[[Faceless' stolen object]]&lt;br /&gt;
| previous = [[Find the drill parts]]&lt;br /&gt;
| next     = [[Look for Cornell]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SGS receives a distress signal from Rail Crossing after the Faceless attack on Core City. Tanner needs you to travel to Rail Crossing and investigate it while Gorsky heads to Core City.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Tanner wants you to find out what is happening in Rail Crossing and assist them with their problem.&lt;br /&gt;
* Find out what the Faceless are searching for.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Travel to [[Rail Crossing]] either by metro or on foot, talk to [[Captain Herve]], finish his quest to [[get rid of the Faceless]] and optionally [[save Buzzer]], then return to Tanner.&lt;br /&gt;
&lt;br /&gt;
The storyline detours slightly depending on what happened in Rail Crossing:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If you saved Buzzer, you will receive an additional option when turning the quest in to Tanner, i.e. to immediately tell him you know what the Faceless are looking for.&lt;br /&gt;
:Picking this option will skip the &amp;quot;Find out what the Faceless are looking for&amp;quot; quest (it will appear in your Notes automatically marked as completed), and Tanner will send you directly on the [[Look_for_Cornell|next quest]].&lt;br /&gt;
:'''Note''': This option appears to be bugged - Tanner will not pay you the quest reward. To avoid this, pick any of the other options. Tanner will then give you the &amp;quot;Find out what the Faceless are looking for&amp;quot; quest, which you can immediately turn in by talking to him again, after which you should receive the [[Look_for_Cornell|next quest]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If Buzzer perishes, you must solve Tanner's next quest &amp;quot;Find out what the Faceless are looking for.&amp;quot; There are two possible solutions:&lt;br /&gt;
** One source of information is the Foundry [[Faceless recon]] quest, if you cooperate with the Faceless and help them with their problem.&lt;br /&gt;
** Alternatively you need to locate an Ironhead camp in the dark metro tunnels between Core City and Foundry. There you will find a [[Bloody Mobile Computer]] with the critical information.&lt;br /&gt;
:Only after finding the information and turning it in will Tanner finally send you on the [[Look_for_Cornell|next quest]].&lt;br /&gt;
:Note: There are no rewards for this quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Assist_Rail_Crossing&amp;diff=36192</id>
		<title>Talk:Assist Rail Crossing</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Assist_Rail_Crossing&amp;diff=36192"/>
		<updated>2019-11-02T05:26:47Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Payment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Payment==&lt;br /&gt;
Tanner not paying you if you picked the option to immediately tell him you know what the Faceless are looking for seems like a bug. All the other options result in a payout, though you get an additional SGS quest &amp;quot;Find out what the Faceless are looking for&amp;quot; whereas the former option skips that and gets you the subsequent SGS quest to search for Cornell &amp;amp; gang at Core City. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 00:15, 2 November 2019 (CDT)&lt;br /&gt;
:Just realized that the &amp;quot;find out what the Faceless are looking for&amp;quot; quest is likely the exact same one you get if you didn't manage to save Buzzer. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 00:26, 2 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Assist_Rail_Crossing&amp;diff=36191</id>
		<title>Talk:Assist Rail Crossing</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Assist_Rail_Crossing&amp;diff=36191"/>
		<updated>2019-11-02T05:15:53Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Created page with &amp;quot;==Payment== Tanner not paying you if you picked the option to immediately tell him you know what the Faceless are looking for seems like a bug. All the other options result in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Payment==&lt;br /&gt;
Tanner not paying you if you picked the option to immediately tell him you know what the Faceless are looking for seems like a bug. All the other options result in a payout, though you get an additional SGS quest &amp;quot;Find out what the Faceless are looking for&amp;quot; whereas the former option skips that and gets you the subsequent SGS quest to search for Cornell &amp;amp; gang at Core City. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 00:15, 2 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36190</id>
		<title>Talk:Catch the med thief</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36190"/>
		<updated>2019-11-02T02:53:48Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Combat is a no */ Clarified which door&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Combat is a no==&lt;br /&gt;
I discovered that if you accidentally activate combat while the thief is in the room, and you Yell to force them out of stealth, they turn hostile - but nobody else in Rail Crossing does. Oddly, they're not hostile to the thief either. At this point you'll have no choice but to kill them. This breaks the quest since it isn't designed to deal with the thief's death, nobody even acknowledges the person now being dead. TL;DR Don't fight the thief. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:24, 1 November 2019 (CDT)&lt;br /&gt;
:It's safe to use a trap - if planting one doesn't turn the town hostile. I stealthed and got into the corner beside the medicine store room door entrance, then dropped a bear trap right in front of the door. This guarantees the thief will walk into it, and since they're stuck you'll have plenty of time to stroll up to them and talk to them. The quest will continue and complete normally. There are no negative repercussions afterwards either, either from the town or from the thief if they're still around.&lt;br /&gt;
:However, if the trap kills the thief - e.g. an [[Electrokinetic Imprint]] may oneshot them - the quest remains unchanged and you will be unable to fulfill it. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:45, 1 November 2019 (CDT)&lt;br /&gt;
::Found a discussion elsewhere mentioning you need to catch the thief in the act. This doesn't seem to be true; nailing the thief while they're in the doc's main room (i.e. the bear trap method), not having even opened the door to medicine store room yet, still works to continue the quest. If you bump into them OUTSIDE of the doc's place (I tested this) then yes, you'll only get their standard dialog text. So you need to reveal the thief while they're at the doc's. If you find out who they are and reload the quest, simply stealth up then watch them when they're at their normal location (the bar). They will leave the bar and go to opposite street corner, and then activate stealth. They'll take a roundabout route along the north/top edge of the map before going into the doc's place. You'll need to interact with them when they're inside. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:52, 1 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36189</id>
		<title>Talk:Catch the med thief</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36189"/>
		<updated>2019-11-02T02:52:46Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Combat is a no */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Combat is a no==&lt;br /&gt;
I discovered that if you accidentally activate combat while the thief is in the room, and you Yell to force them out of stealth, they turn hostile - but nobody else in Rail Crossing does. Oddly, they're not hostile to the thief either. At this point you'll have no choice but to kill them. This breaks the quest since it isn't designed to deal with the thief's death, nobody even acknowledges the person now being dead. TL;DR Don't fight the thief. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:24, 1 November 2019 (CDT)&lt;br /&gt;
:It's safe to use a trap - if planting one doesn't turn the town hostile. I stealthed and got into the corner beside the door entrance, then dropped a bear trap right in front of the door. This guarantees the thief will walk into it, and since they're stuck you'll have plenty of time to stroll up to them and talk to them. The quest will continue and complete normally. There are no negative repercussions afterwards either, either from the town or from the thief if they're still around.&lt;br /&gt;
:However, if the trap kills the thief - e.g. an [[Electrokinetic Imprint]] may oneshot them - the quest remains unchanged and you will be unable to fulfill it. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:45, 1 November 2019 (CDT)&lt;br /&gt;
::Found a discussion elsewhere mentioning you need to catch the thief in the act. This doesn't seem to be true; nailing the thief while they're in the doc's main room (i.e. the bear trap method), not having even opened the door to medicine store room yet, still works to continue the quest. If you bump into them OUTSIDE of the doc's place (I tested this) then yes, you'll only get their standard dialog text. So you need to reveal the thief while they're at the doc's. If you find out who they are and reload the quest, simply stealth up then watch them when they're at their normal location (the bar). They will leave the bar and go to opposite street corner, and then activate stealth. They'll take a roundabout route along the north/top edge of the map before going into the doc's place. You'll need to interact with them when they're inside. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:52, 1 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36188</id>
		<title>Talk:Catch the med thief</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36188"/>
		<updated>2019-11-02T02:45:29Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Combat is a no */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Combat is a no==&lt;br /&gt;
I discovered that if you accidentally activate combat while the thief is in the room, and you Yell to force them out of stealth, they turn hostile - but nobody else in Rail Crossing does. Oddly, they're not hostile to the thief either. At this point you'll have no choice but to kill them. This breaks the quest since it isn't designed to deal with the thief's death, nobody even acknowledges the person now being dead. TL;DR Don't fight the thief. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:24, 1 November 2019 (CDT)&lt;br /&gt;
:It's safe to use a trap - if planting one doesn't turn the town hostile. I stealthed and got into the corner beside the door entrance, then dropped a bear trap right in front of the door. This guarantees the thief will walk into it, and since they're stuck you'll have plenty of time to stroll up to them and talk to them. The quest will continue and complete normally. There are no negative repercussions afterwards either, either from the town or from the thief if they're still around.&lt;br /&gt;
:However, if the trap kills the thief - e.g. an [[Electrokinetic Imprint]] may oneshot them - the quest remains unchanged and you will be unable to fulfill it. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:45, 1 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36187</id>
		<title>Talk:Catch the med thief</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36187"/>
		<updated>2019-11-02T02:31:48Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Combat is a no */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Combat is a no==&lt;br /&gt;
I discovered that if you accidentally activate combat while the thief is in the room, and you Yell to force them out of stealth, they turn hostile - but nobody else in Rail Crossing does. Oddly, they're not hostile to the thief either. At this point you'll have no choice but to kill them. This breaks the quest since it isn't designed to deal with the thief's death, though nobody comments on the person now being dead. TL;DR Don't fight the thief. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:24, 1 November 2019 (CDT)&lt;br /&gt;
:This also applies to traps, e.g. if you leave an [[Electrokinetic Imprint]] trap in front of the door it will likely fry the thief in one shot, but the quest remains unchanged and you will be unable to fulfill it. Actually, this testing is kind of fun. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:31, 1 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36186</id>
		<title>Talk:Catch the med thief</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Catch_the_med_thief&amp;diff=36186"/>
		<updated>2019-11-02T02:24:16Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Created page with &amp;quot;==Combat is a no== I discovered that if you accidentally activate combat while the thief is in the room, and you Yell to force them out of stealth, they turn hostile - but nob...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Combat is a no==&lt;br /&gt;
I discovered that if you accidentally activate combat while the thief is in the room, and you Yell to force them out of stealth, they turn hostile - but nobody else in Rail Crossing does. Oddly, they're not hostile to the thief either. At this point you'll have no choice but to kill them. This breaks the quest since it isn't designed to deal with the thief's death, though nobody comments on the person now being dead. TL;DR Don't fight the thief. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 21:24, 1 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Rathound_Regalia&amp;diff=36181</id>
		<title>Talk:Rathound Regalia</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Rathound_Regalia&amp;diff=36181"/>
		<updated>2019-11-01T08:49:35Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Created page with &amp;quot;==Camp Hathor overreaction== Seems a bit ham-handed that the hostility triggers any time you put this on. Like, you can be standing in the middle of the camp in plain sight an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Camp Hathor overreaction==&lt;br /&gt;
Seems a bit ham-handed that the hostility triggers any time you put this on. Like, you can be standing in the middle of the camp in plain sight and put it on, blam, everyone instantly loses their minds. Worse is that this happens even after you turned the quest in... they ''know'' the RatHound king is dead.&lt;br /&gt;
&lt;br /&gt;
Not a big deal considering the stats on this thing makes it unlikely you'd wear it, but still annoying. Would've been a better idea to do a check when zoning into the camp and only before the quest is turned in. Afterwards for role play's sake the camp could scold you for wearing it, or something along those lines.  - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 03:49, 1 November 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Burrower_emergency&amp;diff=36020</id>
		<title>Talk:Burrower emergency</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Burrower_emergency&amp;diff=36020"/>
		<updated>2019-10-30T04:24:23Z</updated>

		<summary type="html">&lt;p&gt;Klaus: quest reward&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Edgar's reward==  &lt;br /&gt;
Recommend you savescum the reward, i.e. save just before turning in the finished quest to Edgar. The reward item you receive can range from unremarkable to really good even though they're supposed to be consistent in quality. Tested by reloading and picking knife 30 times (tried the others too but fewer times, as the results seemed to vary in the same way as with knives). - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 23:24, 29 October 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=User:Klaus&amp;diff=36019</id>
		<title>User:Klaus</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=User:Klaus&amp;diff=36019"/>
		<updated>2019-10-30T04:02:16Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Replaced content with &amp;quot;Moved the previous stuff to my talk page. - ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moved the previous stuff to my talk page. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 23:02, 29 October 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=User_talk:Klaus&amp;diff=36018</id>
		<title>User talk:Klaus</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=User_talk:Klaus&amp;diff=36018"/>
		<updated>2019-10-30T04:01:52Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Moved discussion to talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made an account to comment on the sword class description part where it says ''&amp;quot;suffers greatly from a single miss&amp;quot;''. That actually applies to the Flurry skill, not the weapon class. This implies the skill is intrinsic to the weapon class, a skill you'd be spamming whenever you can instead of it having good situational usage.&lt;br /&gt;
&lt;br /&gt;
Don't other skills usually have a tradeoff? Maybe I'm remembering wrong, but iirc Aimed Shot, while being a guaranteed crit, had a lower to-hit%. So you'd NOT actually want to spam it 24x7 the moment it was available. Flurry does require an upfront AP cost of 35, vs its base usage of 16, so I suppose if you immediately whiff the first swing you're out the AP you could've used for 2 base attacks. Meh. I guess if your build was somehow low AP it'd be an issue.&lt;br /&gt;
&lt;br /&gt;
- [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 20:23, 25 October 2019 (CDT)&lt;br /&gt;
&lt;br /&gt;
: As with anything on the wiki, feel free to improve it if you believe you can. For now I just noted it's mainly about Flurry. I agree the weapon description not very well worded, but I'm personally not happy with any of the weapon descriptions that are basically just Styg's bullet point lists from 2012. If I recall correctly, I decided to include that line as it was the main characteristic machete players had pointed out at that time (during expedition beta testing) and it was thematically in line with Styg's design intent for the weapon. ''(machetes are meant to be high risk-high reward weapons that will rely on the user keeping up the offensive. [https://underrail.com/forums/index.php?topic=3014.0])''&lt;br /&gt;
&lt;br /&gt;
: Aimed Shot has no hit chance penalty. Maybe you're thinking of Point Shot or one of the rapid/burst fire abilities. - [[User:Epeli|epeli]] ([[User talk:Epeli|talk]])&lt;br /&gt;
&lt;br /&gt;
:: Ha, wasn't actually expecting a reply. Thanks for the insight. I joined rather late and don't participate in forums, so this is just my ignorance shining through. It ''would'' be helpful if more experienced players could clarify or give context to this kind of stuff, at least in the talk pages. While it's up to the designers how the game words things, I prefer that wikis attempt to be a little clearer. It's a bit frustrating when you go to a wiki for help but you see descriptions like &amp;quot;this skill increases combat ability.&amp;quot; Cheers!&lt;br /&gt;
:: - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 06:24, 29 October 2019 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Moved the previous stuff to my talk page. - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 23:01, 29 October 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=User:Klaus&amp;diff=36015</id>
		<title>User:Klaus</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=User:Klaus&amp;diff=36015"/>
		<updated>2019-10-29T11:24:13Z</updated>

		<summary type="html">&lt;p&gt;Klaus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made an account to comment on the sword class description part where it says ''&amp;quot;suffers greatly from a single miss&amp;quot;''. That actually applies to the Flurry skill, not the weapon class. This implies the skill is intrinsic to the weapon class, a skill you'd be spamming whenever you can instead of it having good situational usage.&lt;br /&gt;
&lt;br /&gt;
Don't other skills usually have a tradeoff? Maybe I'm remembering wrong, but iirc Aimed Shot, while being a guaranteed crit, had a lower to-hit%. So you'd NOT actually want to spam it 24x7 the moment it was available. Flurry does require an upfront AP cost of 35, vs its base usage of 16, so I suppose if you immediately whiff the first swing you're out the AP you could've used for 2 base attacks. Meh. I guess if your build was somehow low AP it'd be an issue.&lt;br /&gt;
&lt;br /&gt;
- [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 20:23, 25 October 2019 (CDT)&lt;br /&gt;
&lt;br /&gt;
: As with anything on the wiki, feel free to improve it if you believe you can. For now I just noted it's mainly about Flurry. I agree the weapon description not very well worded, but I'm personally not happy with any of the weapon descriptions that are basically just Styg's bullet point lists from 2012. If I recall correctly, I decided to include that line as it was the main characteristic machete players had pointed out at that time (during expedition beta testing) and it was thematically in line with Styg's design intent for the weapon. ''(machetes are meant to be high risk-high reward weapons that will rely on the user keeping up the offensive. [https://underrail.com/forums/index.php?topic=3014.0])''&lt;br /&gt;
&lt;br /&gt;
: Aimed Shot has no hit chance penalty. Maybe you're thinking of Point Shot or one of the rapid/burst fire abilities. - [[User:Epeli|epeli]] ([[User talk:Epeli|talk]])&lt;br /&gt;
&lt;br /&gt;
:: Ha, wasn't actually expecting a reply. Thanks for the insight. I joined rather late and don't participate in forums, so this is just my ignorance shining through. It ''would'' be helpful if more experienced players could clarify or give context to this kind of stuff, at least in the talk pages. While it's up to the designers how the game words things, I prefer that wikis attempt to be a little clearer. It's a bit frustrating when you go to a wiki for help but you see descriptions like &amp;quot;this skill increases combat ability.&amp;quot; Cheers!&lt;br /&gt;
:: - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 06:24, 29 October 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Milton%27s_Key&amp;diff=36014</id>
		<title>Talk:Milton's Key</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Milton%27s_Key&amp;diff=36014"/>
		<updated>2019-10-29T05:42:40Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Created page with &amp;quot;==Picking the lock== Milton doesn't actually check whether you've managed to unlock the footlocker, and if you picked the lock (to preserve the key) you can still initiate his...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Picking the lock==&lt;br /&gt;
Milton doesn't actually check whether you've managed to unlock the footlocker, and if you picked the lock (to preserve the key) you can still initiate his quest and complete it normally. (Be aware if you unlocked it using the key, you will not be able to complete the quest since using the key consumes it.)&lt;br /&gt;
&lt;br /&gt;
Once the quest is completed Milton doesn't check the footlocker. So for max gains pick the lock and loot it, then take and complete the quest.&lt;br /&gt;
 - [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 00:42, 29 October 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Retrieve_Kohlmeier%27s_lucky_knife&amp;diff=36005</id>
		<title>Retrieve Kohlmeier's lucky knife</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Retrieve_Kohlmeier%27s_lucky_knife&amp;diff=36005"/>
		<updated>2019-10-26T08:41:34Z</updated>

		<summary type="html">&lt;p&gt;Klaus: /* Walkthrough */ Added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Retrieve lucky knife&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = Entrance_to_secret_passage.png&lt;br /&gt;
| location = [[Junkyard east residential area]], Kohlmeier's ex-house&amp;lt;br&amp;gt;[[Junkyard - Secret Passage]]&lt;br /&gt;
| givenby  = [[Kohlmeier]]&lt;br /&gt;
| rewards  = 1000 classic XP / 1 oddity XP&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A very unlucky fella named Kohlmeier's in the Junkyard slums wants you to get [[Kohlmeier's Lucky Knife|his lucky knife]] back.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Retrieve Kohlmeier's lucky knife from his former house in the east part of the residential area and return it to him in the slums &lt;br /&gt;
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== Walkthrough ==&lt;br /&gt;
Get inside Kohlmeier's old house, either via the secret passage Kohlmeier told you about, or you can pick the lock on the front door. Inside you will find [[Vilmer|a hostile thug]]. Dispose of him. The lucky knife can be found in one of the containers. Like Kohlmeier said, there's also some money in the house - a few hundred [[Stygian Coin]]s.&lt;br /&gt;
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As an alternative to returning the knife to Kohlmeier, you could also keep it. Or better yet, [[pickpocket]] it from Kohlmeier after returning it to him.&lt;br /&gt;
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{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=User:Klaus&amp;diff=36004</id>
		<title>User:Klaus</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=User:Klaus&amp;diff=36004"/>
		<updated>2019-10-26T01:23:58Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Created page with &amp;quot;Made an account to comment on the sword class description part where it says ''&amp;quot;suffers greatly from a single miss&amp;quot;''. That actually applies to the Flurry skill, not the weapo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made an account to comment on the sword class description part where it says ''&amp;quot;suffers greatly from a single miss&amp;quot;''. That actually applies to the Flurry skill, not the weapon class. This implies the skill is intrinsic to the weapon class, a skill you'd be spamming whenever you can instead of it having good situational usage.&lt;br /&gt;
&lt;br /&gt;
Don't other skills usually have a tradeoff? Maybe I'm remembering wrong, but iirc Aimed Shot, while being a guaranteed crit, had a lower to-hit%. So you'd NOT actually want to spam it 24x7 the moment it was available. Flurry does require an upfront AP cost of 35, vs its base usage of 16, so I suppose if you immediately whiff the first swing you're out the AP you could've used for 2 base attacks. Meh. I guess if your build was somehow low AP it'd be an issue.&lt;br /&gt;
&lt;br /&gt;
- [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 20:23, 25 October 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Swords&amp;diff=36003</id>
		<title>Talk:Swords</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Swords&amp;diff=36003"/>
		<updated>2019-10-26T01:10:56Z</updated>

		<summary type="html">&lt;p&gt;Klaus: Description clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description clarification==&lt;br /&gt;
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''&amp;quot;Suffers greatly from a single miss&amp;quot;'' - To anyone else confused by this, it apparently applies when spamming [[Flurry]], it's not actually a flaw in the weapon class itself.&lt;br /&gt;
&lt;br /&gt;
- [[User:Klaus|Klaus]] ([[User talk:Klaus|talk]]) 20:10, 25 October 2019 (CDT)&lt;/div&gt;</summary>
		<author><name>Klaus</name></author>
	</entry>
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