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	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marijn211</id>
	<title>Underrail Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marijn211"/>
	<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Special:Contributions/Marijn211"/>
	<updated>2026-05-15T16:03:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Shard&amp;diff=55567</id>
		<title>The Shard</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Shard&amp;diff=55567"/>
		<updated>2024-05-31T21:27:35Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Corrected boneyard coordinate to actually match the named boneyard map regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality = artifact&lt;br /&gt;
| image       = The Shard.png&lt;br /&gt;
| name        = The Shard&lt;br /&gt;
| type        = Misc.&lt;br /&gt;
| description = The shard is about seven centimeters long and looks more like two different items being held together by some unnatural force. One item being made from some strange rock while the other being some manner of crystal which gives out prismatic glow but is not able to illuminate any other object. The more of the one side of the shard you see, the more the whole shard seems to assume the non-visual properties of that side - such as weight, temperature, and surface texture.&lt;br /&gt;
| capabilities= Use: Examine the shard. &lt;br /&gt;
| weight      = 0.05&lt;br /&gt;
| datafile    = plot\xpbl\shard.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Shard''' is a plot item in [[Underrail: Expedition]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
The shard is found in the [[Sørmirbæren Graveyard]], past the [[Boneyard]] at coordinates [[G11]]/[[G12]], in a randomized body part of a random corpse. In order to properly find it the player must know both the '''rune''' that represents [[Sjörsr]] and the '''body part''' where The Shard is stuck in.&lt;br /&gt;
&lt;br /&gt;
There are several ways to learn about its location:&lt;br /&gt;
* Talking to the [[Ferryman]] about the relics he's found, and then the shard. He will tell you about which body part it's located in.&lt;br /&gt;
* Talking to [[Yngwar]] about Sjörsr (provided that you are in friendly terms), he will tell you about both the rune and the body part it's in.&lt;br /&gt;
* Inspecting the rune of Sjörsr hammer in [[B11]], near a statue in the northeastern part of the zone.&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
Upon using the shard the player can inspect either side of it, or both sides at once, producing different paranormal sensations for either choice.&lt;br /&gt;
&lt;br /&gt;
Examining the shard while under [[The Juice]]'s influence ([[Second Sight]]) allows one to retrieve [[Ethereal Torch]] from it. Alternatively, [[Azif]] may also retrieve the torch for the player.&lt;br /&gt;
&lt;br /&gt;
{{Plotitem navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Plot]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Epione_Lab&amp;diff=55461</id>
		<title>Epione Lab</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Epione_Lab&amp;diff=55461"/>
		<updated>2024-05-17T11:42:04Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Added missing oddity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Epione Lab&lt;br /&gt;
| type    = Urban area&lt;br /&gt;
| control = witnesses&lt;br /&gt;
| maptext = Old research lab, now used for... other purposes.&lt;br /&gt;
| image   = up-lw_1.png&lt;br /&gt;
| music   = Protectorate.ogg&lt;br /&gt;
| world   = [[Upper Underrail]]&lt;br /&gt;
| areas   = Station, upper level, lower level&lt;br /&gt;
| exits   = [[Upper Underrail]]&amp;lt;br&amp;gt;[[Lower Underrail]] (under construction)&lt;br /&gt;
| ftravel = [[Upper Underrail metro]]&lt;br /&gt;
| npcs    = [[Captain Blackwall]]&lt;br /&gt;
| mapfile = up-lift&amp;lt;br&amp;gt;up-lw&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Epione Lab''' is a strategically important [[Protectorate]] base in Upper Underrail.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Epione Lab houses an incomplete elevator that is planned to serve as a connection between Upper and Lower Underrail for Protectorate's troop transportation needs. So far, Protectorate could move troops from its Upper Underrail bases to Lower Underrail only through Core City, which severely limits Protectorate's manpower in south Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
Should this elevator be completed, it would lead to a drastic change of geopolitical power in south Lower Underrail. [[Free Drones]] are aware of this, and are working to sabotage the elevator before its completion.&lt;br /&gt;
&lt;br /&gt;
=== Upper Level ===&lt;br /&gt;
* The east exit leads to [[Upper Underrail]], area '''Epione Lab Station'''&lt;br /&gt;
* The level is guarded by [[Protectorate Heavy Gunner]], [[Protectorate Sniper]], [[Protectorate Shock Trooper]] and [[Protectorate Sentinel]]&lt;br /&gt;
* All protectorates except the sniper carry a [[Protectorate Soldier Dog Tags]] oddity, 1 XP&lt;br /&gt;
* The [[Protectorate Sniper]] carries a [[Loading Bay Keycard (Epione Lab)]]&lt;br /&gt;
* The office (to the west):&lt;br /&gt;
** The locker requires 80 [[Lockpicking]]&lt;br /&gt;
** The desk contains an [[&amp;quot;ArenaNow&amp;quot; Broadcasting Schedule]] oddity, 1 XP&lt;br /&gt;
* The loading bay (to the northwest):&lt;br /&gt;
** The electronic lock to open the bay can be opened with 100 [[Hacking]] or with [[Loading Bay Keycard (Epione Lab)]]&lt;br /&gt;
** The shelves contain several crafting components&lt;br /&gt;
* The rest area (to the southwest):&lt;br /&gt;
** Has a locker with electronic components which requires 80 [[Lockpicking]] to open&lt;br /&gt;
** The stairs down lead to area '''Lower Level'''&lt;br /&gt;
&lt;br /&gt;
=== Lower Level ===&lt;br /&gt;
* The level is guarded by [[Protectorate Heavy Gunner]], [[Protectorate Sniper]], [[Protectorate Shock Trooper]], [[Protectorate Sentinel]] and a [[Protectorate Dreadnought]]&lt;br /&gt;
* All protectorates except the sniper carry a [[Protectorate Soldier Dog Tags]] oddity, 1 XP&lt;br /&gt;
* A box with electronic components is in the green eastern section. It requires 70 [[Hacking]] to open&lt;br /&gt;
* The switches on the walls will trigger the alarm&lt;br /&gt;
* The medical locker in the living room contains a [[Blueprint: Irongut]]&lt;br /&gt;
* The northern bedroom is locked and requires 40 [[Lockpicking]]&lt;br /&gt;
* The power room (west):&lt;br /&gt;
** The [[Power Box]] requires 50 [[Lockpicking]]&lt;br /&gt;
** It turns off the computers and cameras&lt;br /&gt;
* The office room (with a Heavy Gunner):&lt;br /&gt;
** The desk contains an [[Old Metro Ticket]] oddity, 1 XP&lt;br /&gt;
* The lab to the northeast:&lt;br /&gt;
** One desk contains a [[Blueprint: Jumping Bean]]&lt;br /&gt;
** One desk contains an [[Encyclopedia Fragment]] oddity, 1 XP&lt;br /&gt;
** One desk requires 60 [[Lockpicking]] to open&lt;br /&gt;
** One of the toxic containers contains an [[Empty Mutagen Container]] oddity, 2 XP&lt;br /&gt;
** The freezer room to the northeast has one load-bearing column&lt;br /&gt;
** The freezer room to the northeast has &lt;br /&gt;
* The storage area (SW corner):&lt;br /&gt;
** The electronic lock in the SW requires 50 [[Hacking]]&lt;br /&gt;
** The storage gate can also be opened from the terminal in the surveillance room&lt;br /&gt;
** Has one of the load-bearing columns&lt;br /&gt;
** Has shelves containing a [[Tourist Guide]] oddity, 1 XP&lt;br /&gt;
* The monitoring room (to the east):&lt;br /&gt;
** Desk in the vestibule has [[Grenade Launcher Technical Manuals, by Yakov Piek]]&lt;br /&gt;
** Computer console can be hacked&lt;br /&gt;
*** Level 1 disables security cameras and opens the storage gate (40 effective skill required)&lt;br /&gt;
*** Level 2 opens the blast gate (80 effective skill required)&lt;br /&gt;
** The desk contains a [[Bubblegum]] oddity, 1 XP&lt;br /&gt;
** The shelves contain a [[Biocorp Technology Catalog Fragment]] oddity, 1 XP&lt;br /&gt;
** The weapons locker area requires 90 [[Lockpicking]]&lt;br /&gt;
* The Load-bearing columns are where you need to plant the [[C4 Explosive Charge]]s if you're on the quest [[Destroy troop elevator]]. They are located at:&lt;br /&gt;
** One in the corridor, not far from the stairs&lt;br /&gt;
** One in the room in the SE corner&lt;br /&gt;
** One in the storage room in the SW corner&lt;br /&gt;
** One in the lab freezer room in the NE corner&lt;br /&gt;
** One in the elevator area in the NW corner&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Epione Lab is an important location during both Protectorate and Free Drones questline.&lt;br /&gt;
&lt;br /&gt;
;Protectorate&lt;br /&gt;
* [[Epione Lab investigation]]: some disturbances have been seen around the lab.&lt;br /&gt;
&lt;br /&gt;
;Free Drones&lt;br /&gt;
* [[Destroy troop elevator]]: you are to destroy the entire base with well-placed explosives.&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
up-lift.png | Station&lt;br /&gt;
up-lw.png   | Upper level&lt;br /&gt;
up-lw_1.png | Lower level&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Urban areas]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=United_Stations_Embassy&amp;diff=55453</id>
		<title>United Stations Embassy</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=United_Stations_Embassy&amp;diff=55453"/>
		<updated>2024-05-10T18:59:00Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Prison Locker info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = United Stations Embassy&lt;br /&gt;
| type    = Urban area&lt;br /&gt;
| control = full&lt;br /&gt;
| image   = jye1.png&lt;br /&gt;
| music   = Protectorate.ogg&lt;br /&gt;
| world   = [[Lower Caves]]&lt;br /&gt;
| areas   = United Stations Embassy&amp;lt;br&amp;gt;Embassy lower level&amp;lt;br&amp;gt;Embassy elevator&amp;lt;br&amp;gt;Abram's digsite&amp;lt;br&amp;gt;Tunnel to prison&lt;br /&gt;
| exits   = [[Junkyard slums]] (main entrance)&amp;lt;br&amp;gt;[[South Railroad Outpost]] (elevator)&amp;lt;br&amp;gt;[[Caves]] (Abram's dig site)&lt;br /&gt;
| npcs    = [[Ambassador Athanas]], [[Deputy]], [[Maura]], [[Abram]]&lt;br /&gt;
| mapfile = jye1 (embassy floor 1)&amp;lt;br&amp;gt;jye2 (embassy floor 2)&amp;lt;br&amp;gt;jye3 (embassy elevator)&amp;lt;br&amp;gt;jyt5 (abram's dig site)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''United Stations Embassy''' is a location in [[Junkyard]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
This is the [[United Stations]] embassy of South Underrail and an outpost for the [[Underrail Protectorate]], located within [[Junkyard]]. As an protectorate outpost, it is highly secure and any visitors are required to unequip their weapons and combat utilities before entering the embassy proper.&lt;br /&gt;
&lt;br /&gt;
Protectorate's [[South Railroad Outpost]] is directly above the embassy. It is accessible by the elevator after clearing the south metro tunnel (Completing [[Find the drill parts]] quest).&lt;br /&gt;
&lt;br /&gt;
The embassy is typically first visited during a [[trade document delivery]] mission from SGS. Lower level of the embassy is initially inaccessible without either engaging the protectorate forces in combat or sneaking in. It contains prisons and some sort of research lab experimenting on the local acid mutants. The lower level can be sneaked into via a tunnel from Abram's dig site during and after [[Free Maura|freeing Maura]] from the prison.&lt;br /&gt;
&lt;br /&gt;
=== Level 1 Union Embassy ===&lt;br /&gt;
* The door east of the main hall requires 40 [[Hacking]] or can be unlocked with [[Athanas' Keycard (Junkyard)]]&lt;br /&gt;
* The door southwest of the main hall requires 40 [[Hacking]]&lt;br /&gt;
* The backdoor of the surveillance room requires 85 [[Hacking]]&lt;br /&gt;
* On the shelves in the Deputy's room is a [[Protectorate Propaganda]] oddity, 1 XP&lt;br /&gt;
* The footlocker in the embassador's office requires 70 [[Lockpicking]]&lt;br /&gt;
* The ambassador carries [[Athanas' Keycard (Junkyard)]]&lt;br /&gt;
&lt;br /&gt;
=== Level 1 Embassy Elevator ===&lt;br /&gt;
* The 2 [[Protectorate Soldier]]s each carry [[Protectorate Soldier Dog Tags]] oddity, 1 XP&lt;br /&gt;
* The elevator becomes available after completing the [[Find the drill parts]] quest&lt;br /&gt;
&lt;br /&gt;
=== Level 2 Protectorate prison ===&lt;br /&gt;
* The cleaning room (in the center of the prison) has shelves containing a [[Protectorate Propaganda]] oddity, 1 XP&lt;br /&gt;
* The cell with a dead man can be opened with 80 [[Lockpicking]] or with [[Embassy Prison Key (Junkyard)]]&lt;br /&gt;
* The cell room with [[Maura]] in the NW corner:&lt;br /&gt;
** the room door can be opened with 60 [[Lockpicking]] or with [[Embassy Prison Key (Junkyard)]]&lt;br /&gt;
** the cell cage door can be opened with 80 [[Lockpicking]] or with [[Cell 1 Key (Junkyard)]]&lt;br /&gt;
** the cell cage door has a footlocker containing an [[Encyclopedia Fragment]] oddity, 1 XP&lt;br /&gt;
* The autopsy room has:&lt;br /&gt;
** shelves containing [[Cell 1 Key (Junkyard)]] and a [[Protectorate Propaganda]] oddity, 1 XP&lt;br /&gt;
** a desk that can be opened with 55 [[Lockpicking]]&lt;br /&gt;
* The surveillance room has:&lt;br /&gt;
** a locker containing [[Embassy Prison Key (Junkyard)]] and [[Cell 3 Key (Junkyard)]]&lt;br /&gt;
** a locker requiring 60 [[Lockpicking]]&lt;br /&gt;
** a [[Protectorate Soldier]] who carries a [[Cell 1 Key (Junkyard)]] and a [[Protectorate Soldier Dog Tags]] oddity, 1 XP&lt;br /&gt;
** a desk containing a [[Strange Comm Device]] oddity, 1 XP&lt;br /&gt;
* The dormitory has:&lt;br /&gt;
** 5 footlockers, 2 are unlocked, the other 3 require 55 [[Lockpicking]]&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Trade document delivery]] from SGS.&lt;br /&gt;
* Abram pays for [[Info for Abram|information about the embassy]] after your first visit.&lt;br /&gt;
* Abram needs [[Abram's bug|a bug planted inside the embassy]].&lt;br /&gt;
* Abram wants your help in [[Free Maura|freeing Maura]].&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
jye1.png   | Level 1: Union Embassy&lt;br /&gt;
jye1_1.png | Level 1 ventilation shafts&lt;br /&gt;
jye3.png   | Level 1: Embassy elevator&lt;br /&gt;
jye2.png   | Level 2: Protectorate prison&lt;br /&gt;
jye2_1.png | Level 2 ventilation shafts &lt;br /&gt;
jyt5.png   | Abram's digsite&lt;br /&gt;
jye2_2.png | Tunnel to prison&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Urban areas]]&lt;br /&gt;
[[Category:Controlled zones]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Eos_Complex&amp;diff=52890</id>
		<title>Eos Complex</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Eos_Complex&amp;diff=52890"/>
		<updated>2023-08-14T12:07:47Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Eos Complex&lt;br /&gt;
| maptext = Upper metro system of South Underrail. It used to connect mostly commercial, research and educational facilities.&lt;br /&gt;
| type    = Station&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = Marty mart.png&lt;br /&gt;
| music   = UpperUnderrail.ogg&lt;br /&gt;
| world   = [[Upper Underrail]]&lt;br /&gt;
| areas   = Station&amp;lt;br/&amp;gt;Underpass&lt;br /&gt;
| exits   = [[Upper Underrail]] (orange metro line)&amp;lt;br&amp;gt;[[Utility Tower]]&lt;br /&gt;
| npcs    = [[Marty]]&lt;br /&gt;
| mapfile = up8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Eos Complex''' is metro station of the [[Upper Underrail]] metro network. Trains won't take you there, but it is easy to find by following the orange metro line north from [[Core City Upper Metro Station]].&lt;br /&gt;
&lt;br /&gt;
Notably, a band of scavengers hold a shop there. [[Marty]] is always buying large quantities of food, medicine, firearms and bullets for his scavengers. He's selling various components of high quality level, scavenged from all over Upper Underrail.&lt;br /&gt;
&lt;br /&gt;
* The east exit leads to [[Upper Underrail]], area '''Upper Underrail 6'''&lt;br /&gt;
* The west exit leads to [[Upper Underrail]], area '''Upper Underrail 9'''&lt;br /&gt;
* The north area is inhabited by non-hostile scavengers. They will become aggressive though if you attempt to go down to the underpassage&lt;br /&gt;
* The northeast shop:&lt;br /&gt;
** Is run by [[Marty]]&lt;br /&gt;
* The northwest storage room:&lt;br /&gt;
** Has shelves containing a [[Tourist Guide]] oddity, 1 XP&lt;br /&gt;
** Has a ladder leading to the [[Utility Tower]] dungeon&lt;br /&gt;
* The southern shop:&lt;br /&gt;
** The shelves contain a [[Train Driver Manual]] oddity, 1 XP&lt;br /&gt;
** The door to the storage room requires 90 [[Lockpicking]]&lt;br /&gt;
** The shelves in the storage room containa an [[Old Metro Ticket]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
&amp;lt;gallery widths=400px heights=200px&amp;gt;&lt;br /&gt;
up8.png   | Eos Complex&lt;br /&gt;
up8_1.png | Station underpass&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Junkyard_Gate&amp;diff=52446</id>
		<title>Junkyard Gate</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Junkyard_Gate&amp;diff=52446"/>
		<updated>2023-02-19T22:09:13Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Junkyard Gate&lt;br /&gt;
| type    = Zone&lt;br /&gt;
| control = partial&lt;br /&gt;
| maptext = Gate to the settlement known as Junkyard.&lt;br /&gt;
| image   = jy1.png&lt;br /&gt;
| music   = Junkyard.ogg&lt;br /&gt;
| world   = [[Lower Caves]]&lt;br /&gt;
| areas   = [[Junkyard Gate]]&lt;br /&gt;
| exits   = [[Junkyard]] &amp;lt;br&amp;gt; [[Lower Caves]]&lt;br /&gt;
| npcs    = [[Archie]]&lt;br /&gt;
| mapfile = jy1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Junkyard Gate''' is a location in [[Junkyard]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
The land entrance of [[Junkyard]]. Connects to the southern caves. Controlled by the [[Scrappers]].&lt;br /&gt;
&lt;br /&gt;
* The shelves in the house contain an [[Old Train Schedule]] oddity, 1 XP&lt;br /&gt;
* The [[Scrapper Thug]] in the house has a [[Scrapper Insignia]] oddity, 2 XP (29 [[Pickpocketing]] is not sufficient to steal it)&lt;br /&gt;
* The [[Scrapper Thug]] outside the house has a [[Scrapper Insignia]] oddity, 2 XP (29 [[Pickpocketing]] is not sufficient to steal it)&lt;br /&gt;
* Can be fished in this area: [[Blue Eel]], [[Yellow Puckerfish]], [[Anglerfish]]&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
=== Named ===&lt;br /&gt;
* [[Archie]]&lt;br /&gt;
* [[Mysterious Lady]] (during a quest)&lt;br /&gt;
&lt;br /&gt;
=== Generic ===&lt;br /&gt;
* [[Scrapper Gangster]]&lt;br /&gt;
* [[Scrapper Thug]]&lt;br /&gt;
* [[Junkyard Commoner]]&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
jy1.png  | Junkyard Gate&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category: Locations]]&lt;br /&gt;
[[Category: Junkyard]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Nexus_of_Technology&amp;diff=52404</id>
		<title>Nexus of Technology</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Nexus_of_Technology&amp;diff=52404"/>
		<updated>2023-02-11T20:31:56Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{expedition}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = Nexus of Technology&lt;br /&gt;
| type    = Dungeon&lt;br /&gt;
| control = none&lt;br /&gt;
| maptext = Entrance to some kind of high-tech facility.&lt;br /&gt;
| image   = Investigate Nexus of Technology.png&lt;br /&gt;
| music   = &lt;br /&gt;
| world   = [[Black Sea]]&lt;br /&gt;
| areas   = &lt;br /&gt;
| exits   = [[Basalt Cave]]&amp;lt;br&amp;gt;[[Black Sea]]&lt;br /&gt;
| npcs    = &lt;br /&gt;
| mapfile = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Nexus of Technology''' is a large mult-level Lemurian facility located in north east part of the [[Black Sea]] at coordinates K7.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The entrance to Nexus of Technology lies in K7, however the gates to the facility are closed and player will need to find another way in. &lt;br /&gt;
&lt;br /&gt;
There are few possible paths:&lt;br /&gt;
* Long roundaway route leading east and north from the Nexus through the [[Basalt Cave]]s and then south and west through [[Giant Creeper Lair]]. Both of these areas are inhabited with hostile critters such as crabs and creepers. Player will not be able to return the same way.&lt;br /&gt;
* Player can alternatively dock their jet ski in the [[Fetid Marsh]] at coordinates J6, then go two zones east and break a wall in the NE corner of L6 with a [[Jackhammer]] or [[TNT]], unlocking an entrance to the Nexus. Marsh is filled with [[Locust]]s, their [[Hive]]s and [[Heartbreaker]]s, so players who choose this route are suggested to first stock up on [[Antidote]]s and [[Irongut]]s.&lt;br /&gt;
* If player has explored [[Crimson Meadow Horticulture Center]] first, they can use the [[Pesticide Gas Grenade]] to destroy thick mushroom vines which block the way in the Giant Creeper Lair, two zones east of Nexus. This will create a shortcut to the Nexus, allowing to skip majority of enemy encounters in Basalt Caves.&lt;br /&gt;
* With 10 [[Agility]] player can jump to the other side at coordinates L7, just one zone east of the Nexus. This is the shortest route.&lt;br /&gt;
=== Level 0 - Nexus of Technology courtyard ===&lt;br /&gt;
* There are some regrowing [[Honey Spores|Honey Stalk]]s&lt;br /&gt;
* Gas Shell near the fountain contains [[Mutagen Duds]] oddity&lt;br /&gt;
* Elevator leads to level 9 - utility. Once power is restored, it can be used to access entire facility&lt;br /&gt;
* Turning on the power inside the facility will activate the [[Naga Protector]] and allow to open the electronic gates to the outside&lt;br /&gt;
=== Level 1 - Administration and information technology ===&lt;br /&gt;
* Eastern room&lt;br /&gt;
** Desk contains [[Fold-M 7 (Nexus of Technology)/text1|Fold-M 7 (Nexus of Technology)]]&lt;br /&gt;
** Computer contains part of the code necessary to open the Tech Vault&lt;br /&gt;
=== Level 2 - Geology ===&lt;br /&gt;
* Inaccessible&lt;br /&gt;
=== Level 3 - Chemistry ===&lt;br /&gt;
* Northern room has a desk containing [[Lemurian Intelligencer Article]] oddity&lt;br /&gt;
* Cryo Storage (SW room):&lt;br /&gt;
** Gate requires 100 [[Hacking]] but room can be also accessed through ventilation&lt;br /&gt;
** Dead scientist body inside has [[Broken High-tech Watch]] oddity, [[Chemical Pistol Frame]], [[Cryogenic Collector]] and some [[Cryogel Vial]]s&lt;br /&gt;
* SE room requires 80 [[Lockpicking]], there is a desk there containing [[Lemurian Intelligencer Article]] oddity&lt;br /&gt;
* Toxic Disposal area:&lt;br /&gt;
** Full of toxic gas, requires breaking a destructible wall&lt;br /&gt;
** There are few toxic barrels containing [[Toxic Sludge]]&lt;br /&gt;
** There is a locked box (60 hacking) containing some [[Acid]] and a vial of [[Corrosive Acid]]&lt;br /&gt;
=== Level 4 - Biology and medicine ===&lt;br /&gt;
* Box in the western room contains [[Psionic Mentor: Temporary Rewind]]&lt;br /&gt;
* Eastern room:&lt;br /&gt;
** Door requires 80 [[Lockpicking]]&lt;br /&gt;
** Desk contains [[Blueprint: Hypercerebrix]]&lt;br /&gt;
** Cabinet contains [[Lemurian Intelligencer Article]] oddity&lt;br /&gt;
* Northern room:&lt;br /&gt;
** Dead scientist corpse has [[Nexus Glass]] oddity&lt;br /&gt;
** Desk contains [[Cone Snail Pen]] oddity&lt;br /&gt;
* Dead technican corpse in NE room has [[Broken High-tech Watch]] oddity&lt;br /&gt;
* Box in SW corner requires 80 [[Hacking]], contains [[Biohazard Boots]] and [[Gas Mask]]&lt;br /&gt;
* SW room:&lt;br /&gt;
** Gate requires 100 [[Hacking]] but room can be also accessed through ventilation&lt;br /&gt;
** One barrel contains two [[Fusing Enzyme]]s, another one has three [[Statolith]]s&lt;br /&gt;
** Medication Synthesis Unit:&lt;br /&gt;
*** Has 85% energy, can be used to create various medicines&lt;br /&gt;
**** [[Antidote]] (-5%)&lt;br /&gt;
**** [[Health Hypo]] (-5%)&lt;br /&gt;
**** [[Advanced Health Hypo]] (-10%)&lt;br /&gt;
**** [[Adrenaline Shot]] (-10%)&lt;br /&gt;
**** [[Morphine Shot]] (-10%)&lt;br /&gt;
**** [[Psi Booster]] (-5%)&lt;br /&gt;
**** [[Desaturated Psionic Inhalant]] (-5%)&lt;br /&gt;
**** [[Irongut]] (-15%)&lt;br /&gt;
**** [[Coagulation Shot]] (-15%)&lt;br /&gt;
*** Also with 90 effective hacking player can enable synthesis of more medication types&lt;br /&gt;
**** [[Focus Stim]] (-15%)&lt;br /&gt;
**** [[Super Health Hypo]] (-15%)&lt;br /&gt;
**** [[Supersoldier Drug]] (-25%)&lt;br /&gt;
**** [[Psi Reinvigorator]] (-30%)&lt;br /&gt;
=== Level 5 - Physics ===&lt;br /&gt;
* Inaccessible&lt;br /&gt;
=== Level 6 - Robotics ===&lt;br /&gt;
* Western room:&lt;br /&gt;
** Contains many inactive [[Strongman|Strongmen]] and [[Handmaiden]]s&lt;br /&gt;
** Desk contains [[Super-Strongman Toy]] oddity and [[Haxxor Mk III]]&lt;br /&gt;
** Another desk contains [[Lemurian Intelligencer Article]] oddity&lt;br /&gt;
* Eastern room:&lt;br /&gt;
** Door requires 80 [[Hacking]]&lt;br /&gt;
** Dead scientsist corpse has [[Nexus Glass]] oddity&lt;br /&gt;
** There is a box requiring 100 hacking&lt;br /&gt;
* Northern room&lt;br /&gt;
** Desk contains [[Fold-M 7 (Nexus of Technology)/text2|Fold-M 7 (Nexus of Technology)]]&lt;br /&gt;
** Another desk contains [[Lemurian Intelligencer Article]] oddity&lt;br /&gt;
** Cabinet contains [[Painting]] oddity&lt;br /&gt;
* NE room:&lt;br /&gt;
** Dead scientist corpse has [[Broken High-tech Watch]] oddity&lt;br /&gt;
** Dead technican body has [[Security Keycard (Nexus of Technology)]]&lt;br /&gt;
** There is an inactive [[Strongman]]&lt;br /&gt;
=== Level 7 - Security technology ===&lt;br /&gt;
* Noise or being spotted by the cameras will activate the [[Handmaiden]]s&lt;br /&gt;
* Two cabinets in the shooting range require 80 [[Lockpicking]]&lt;br /&gt;
** Attacking target in the shooting range turns it into a [[Strongman]]&lt;br /&gt;
* Western room:&lt;br /&gt;
** Door requires 110 [[Hacking]] or [[Security Keycard (Nexus of Technology)]] from level 6 - robotics&lt;br /&gt;
** Room is inhabited by some [[Giant Creeper]]s and [[Giant Weaver]]s&lt;br /&gt;
** Ventilation shaft requires 60 [[Lockpicking]], leads to the southern part of the room&lt;br /&gt;
** Console can be used to open the northern gate and with 80 [[Hacking]] also the southern gate&lt;br /&gt;
* Northern room and ventilation is inhabited by spiders&lt;br /&gt;
** Northern room has an opened ventilation shaft&lt;br /&gt;
* Southern room&lt;br /&gt;
** Overgrown desk contains [[Lemurian Intelligencer Article]] oddity and [[Microchip Implant Encoder (Nexus of Technology)]] quest item&lt;br /&gt;
** Dead scientist corpse has [[Lemurian Philharmonic Pamphlet]] oddity&lt;br /&gt;
** Computer contains part of the code necessary to open the Tech Vault&lt;br /&gt;
** Desk near computer contains [[Blueprint: Plasma Grenade]]&lt;br /&gt;
** Security console can be hacked with 110 effective [[Hacking]] to turn off the cameras in the whole facility&lt;br /&gt;
* Room north of surveilance room requires 110 [[Hacking]], contains some ammo, grenades and mines&lt;br /&gt;
* Tech Vault:&lt;br /&gt;
** See [[Note Cipher Puzzle]]&lt;br /&gt;
** Contains [[Sonocaster]] pistol, [[Lemurian Note Sheet]] oddity, [[Super Steel Refining Data]], high quality [[Super Steel Plates]], [[Naga Protector Diagnostic and Configuration Tool (Black Sea)]] and some electronics components&lt;br /&gt;
=== Level 8 - Submarine dock===&lt;br /&gt;
* Inaccessible&lt;br /&gt;
=== Level 9 - Utility and maintenance ===&lt;br /&gt;
* Elevator will work only after player restores the power&lt;br /&gt;
* Inhabited by [[Hermit Crab]]s, [[Psi Crab]]s and [[Handmaiden]]s&lt;br /&gt;
* Both doors west of elevator require 80 [[Lockpicking]]&lt;br /&gt;
* Cabinet in the west contains [[Lemurian Intelligencer Article]] oddity&lt;br /&gt;
* Room east of the elevator contains a regrowing [[Lingula]] plant and some [[Hermit Crab]]s hidden in crates&lt;br /&gt;
* Power Substation Unit in the NW corner powers up the entire facility&lt;br /&gt;
* Cabinet in the room east of generator room contains [[Lemurian Engineer Suit]]&lt;br /&gt;
* Another cabinet in the same room contains [[Nexus Glass]] oddity&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox|collapsed}}&lt;br /&gt;
{{Locations/Expedition navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Arena&amp;diff=52088</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Arena&amp;diff=52088"/>
		<updated>2022-12-10T14:56:59Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Exact ticket booth locker coin amount, as found on Dominating difficulty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Arena&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = full&lt;br /&gt;
| image   = arena.jpg &lt;br /&gt;
| music   = Arena.ogg&lt;br /&gt;
| world   = [[Core City]]&lt;br /&gt;
| areas   = Arena stadium&amp;lt;br&amp;gt;Arena offices&amp;lt;br&amp;gt;Arena ticket booths&lt;br /&gt;
| exits   = [[Core City Middle Level]]&lt;br /&gt;
| npcs    = [[Lanista]], [[Babar]], [[Filibert]], [[Boycie]], [[Jerry]], [[Garry]]&lt;br /&gt;
| mapfile = cc_arena&amp;lt;br&amp;gt;cc11&lt;br /&gt;
}}&lt;br /&gt;
{{for|the quest and player arena titles|Become the Invictus}}&lt;br /&gt;
&lt;br /&gt;
The '''Arena''' is a location in [[Core City]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The masters of Core City know how to keep the masses complacent though. What started as place for gangs to settle their disputes has grown to become the most popular form of entertainment in the city and the whole of South Underrail. We're talking about the Arena, the Roman style field of combat where they pit men against various deadly creatures as well as gladiator against gladiator. All for the viewing pleasure of the numerous Arena fans. Watching people die violently is the favorite pastime for the oppressed masses of Core City.&lt;br /&gt;
&lt;br /&gt;
People from all over the Underrail pay for the privilege to watch direct broadcasts of these fights as well as take trips to Core City to watch the matches live, if they can manage to get hold of tickets which are always sold out quickly. The Arena and the its betting office have made the oligarch families rich.&lt;br /&gt;
&lt;br /&gt;
Players will, of course, be given an opportunity to test themselves in the Arena and see if they have what it takes to climb all the way to the top and [[Become the Invictus|claim the title of Invictus]].&lt;br /&gt;
&lt;br /&gt;
The arena is located on the [[Core City Middle Level|middle level of Core City]], west of Hardcore City Bar and the merchants.&lt;br /&gt;
&lt;br /&gt;
=== Arena ticket booths ===&lt;br /&gt;
* The eastern exit leads to [[Core City Middle Level]], area '''Merchant district'''&lt;br /&gt;
* The [[Praetorian Bomber]] and the 2 [[Praetorian Gunner]]s each carry a [[Praetorian Security Insignia]] oddity, 3 XP&lt;br /&gt;
* The door to the ticket booths requires 90 [[Lockpicking]]. The lockers inside each contain a few hundred Stygian Coins, 1450 in total, and require 30-70 skill to open&lt;br /&gt;
* [[Garry]] will appear after winning the 5th fight in the Arena, and will provide counsel about the next oppenent&lt;br /&gt;
&lt;br /&gt;
=== Arena offices ===&lt;br /&gt;
* The barrel near [[Boycie]] contains an [[&amp;quot;ArenaNow&amp;quot; Broadcasting Schedule]] oddity, 1 XP&lt;br /&gt;
* The NW room near [[Boycie]] requires 30 [[Lockpicking]].&lt;br /&gt;
* The W room near [[Boycie]] requires 30 [[Lockpicking]].&lt;br /&gt;
* The SW room near [[Boycie]] requires 30 [[Lockpicking]].&lt;br /&gt;
* [[Lanista]] takes applications to fight in the arena (see quest [[Become the Invictus]] for details)&lt;br /&gt;
* The locker behind [[Lanista]] contains the loot from all victims during the fights (both enemies and allies)&lt;br /&gt;
&lt;br /&gt;
=== Arena stadium ===&lt;br /&gt;
* This area is only available during the fights. Talk to [[Lanista]] in the '''Arena offices''' to access it&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Become the Invictus]]: Defeat all the arena challengers and claim the title of Invictus&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;190px&amp;quot;&amp;gt;&lt;br /&gt;
cc_arena.png   | Arena stadium&lt;br /&gt;
cc_arena_1.png | Arena offices&lt;br /&gt;
cc11.png       | Arena ticket booths&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Core City navbox}}&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Arena&amp;diff=52076</id>
		<title>Arena</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Arena&amp;diff=52076"/>
		<updated>2022-11-26T21:24:07Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Added (inspecific) description of locker content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Arena&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = full&lt;br /&gt;
| image   = arena.jpg &lt;br /&gt;
| music   = Arena.ogg&lt;br /&gt;
| world   = [[Core City]]&lt;br /&gt;
| areas   = Arena stadium&amp;lt;br&amp;gt;Arena offices&amp;lt;br&amp;gt;Arena ticket booths&lt;br /&gt;
| exits   = [[Core City Middle Level]]&lt;br /&gt;
| npcs    = [[Lanista]], [[Babar]], [[Filibert]], [[Boycie]], [[Jerry]], [[Garry]]&lt;br /&gt;
| mapfile = cc_arena&amp;lt;br&amp;gt;cc11&lt;br /&gt;
}}&lt;br /&gt;
{{for|the quest and player arena titles|Become the Invictus}}&lt;br /&gt;
&lt;br /&gt;
The '''Arena''' is a location in [[Core City]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The masters of Core City know how to keep the masses complacent though. What started as place for gangs to settle their disputes has grown to become the most popular form of entertainment in the city and the whole of South Underrail. We're talking about the Arena, the Roman style field of combat where they pit men against various deadly creatures as well as gladiator against gladiator. All for the viewing pleasure of the numerous Arena fans. Watching people die violently is the favorite pastime for the oppressed masses of Core City.&lt;br /&gt;
&lt;br /&gt;
People from all over the Underrail pay for the privilege to watch direct broadcasts of these fights as well as take trips to Core City to watch the matches live, if they can manage to get hold of tickets which are always sold out quickly. The Arena and the its betting office have made the oligarch families rich.&lt;br /&gt;
&lt;br /&gt;
Players will, of course, be given an opportunity to test themselves in the Arena and see if they have what it takes to climb all the way to the top and [[Become the Invictus|claim the title of Invictus]].&lt;br /&gt;
&lt;br /&gt;
The arena is located on the [[Core City Middle Level|middle level of Core City]], west of Hardcore City Bar and the merchants.&lt;br /&gt;
&lt;br /&gt;
=== Arena ticket booths ===&lt;br /&gt;
* The eastern exit leads to [[Core City Middle Level]], area '''Merchant district'''&lt;br /&gt;
* The [[Praetorian Bomber]] and the 2 [[Praetorian Gunner]]s each carry a [[Praetorian Security Insignia]] oddity, 3 XP&lt;br /&gt;
* The door to the ticket booths requires 90 [[Lockpicking]]. The lockers inside contain a few hundred Stygian Coins{{verify}}&lt;br /&gt;
* [[Garry]] will appear after winning the 5th fight in the Arena, and will provide counsel about the next oppenent&lt;br /&gt;
&lt;br /&gt;
=== Arena offices ===&lt;br /&gt;
* The barrel near [[Boycie]] contains an [[&amp;quot;ArenaNow&amp;quot; Broadcasting Schedule]] oddity, 1 XP&lt;br /&gt;
* The NW room near [[Boycie]] requires 30 [[Lockpicking]].&lt;br /&gt;
* The W room near [[Boycie]] requires 30 [[Lockpicking]].&lt;br /&gt;
* The SW room near [[Boycie]] requires 30 [[Lockpicking]].&lt;br /&gt;
* [[Lanista]] takes applications to fight in the arena (see quest [[Become the Invictus]] for details)&lt;br /&gt;
* The locker behind [[Lanista]] contains the loot from all victims during the fights (both enemies and allies)&lt;br /&gt;
&lt;br /&gt;
=== Arena stadium ===&lt;br /&gt;
* This area is only available during the fights. Talk to [[Lanista]] in the '''Arena offices''' to access it&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
* [[Become the Invictus]]: Defeat all the arena challengers and claim the title of Invictus&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;190px&amp;quot;&amp;gt;&lt;br /&gt;
cc_arena.png   | Arena stadium&lt;br /&gt;
cc_arena_1.png | Arena offices&lt;br /&gt;
cc11.png       | Arena ticket booths&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Core City navbox}}&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Emergency_Phones&amp;diff=52075</id>
		<title>Emergency Phones</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Emergency_Phones&amp;diff=52075"/>
		<updated>2022-11-26T19:16:33Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Added &amp;quot;effective&amp;quot; to the perception requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}} [[File:Emergency_phone.png]]&lt;br /&gt;
The '''emergency phones''' are various orange-colored phones scattered throughout the [[Lower Underrail]] and [[Upper Underrail]]. Initially they were meant for [[Biocorp]] metro users to report various incidents using the different buttons on the phone, with Red Cross for medical emergencies, Red Rathound for wildlife, Green Shield for humans, Yellow Wrench for mechanical issues (which would also dispatch robots), Red Exclamation Mark for hazards and Blue Exclamation Mark for an explanation of what emergency phones do. Hundreds of years of disuse as well as [[Phreak|the occasional tampering of a certain hacker]] have left the effects of their buttons unpredictable. Additionally, all emergency phones have a storage compartment that sometimes contains items, and may or may not be unlocked (and thus requiring [[Lockpicking]]).&lt;br /&gt;
==Upper Underrail==&lt;br /&gt;
Several phones are unusable, but 4 are functional.&lt;br /&gt;
* One found near the entrance to the [[Emporion Shopping Mall]] leads to a room that notably contains [[Contact-Activated Capacitative Sheet|CACS]] in a locker (80 [[Lockpicking]] required) and [[Aegis]] in an unmarked trash pile.&lt;br /&gt;
* One found in [[Notus Living Block]] unlocks a door inside a bandit camp that cannot be reached without making the bandits hostile. It contains a [[High Voltage Penetrator Core]] required for Phreak's quest. There is also an unmarked [[Super Health Hypo]] on a shelf.&lt;br /&gt;
* One found at [[Nyx Station]] leads to a room that notably contains 2 [[EMP Grenade Mk II]]s and 2 [[EMP Grenade Mk III]]s.&lt;br /&gt;
* One found north-east near [[Gubbins]]' camp unlocks a door contains a [[Handmade Remote Controller]] required for Phreak's quest.&lt;br /&gt;
===Sounds and the [[Orange Box]]===&lt;br /&gt;
The majority of emergency phones in Upper Underrail were modified by Phreak in order to act as hideout entrances, and interacting with him will eventually net you the Orange Box, the device used to interact with them.&lt;br /&gt;
In order to trigger the entrance, the player has to repeat 3 randomized sequences in a row consisting of multiple button presses (roughly 5 to 9 different button presses), and failing to repeat a sequence will mean the player has to start from the beginning with a new sequence.&lt;br /&gt;
What sound plays when pressing each button is randomized in every playthrough.&lt;br /&gt;
Difficulty determines how many sound playbacks on average are unresponsive on the Orange Box (with 0-2 on Hard{{verify}} and 1-3 on Dominating).&lt;br /&gt;
Successfully activating 2 emergency phones will grant the player character the [[Fine Tuned]] feat.&lt;br /&gt;
===Solving the sound puzzles===&lt;br /&gt;
There are several ways to improve the odds of solving the sound puzzles.&lt;br /&gt;
* Recording the playback on your phone makes re-listening easier&lt;br /&gt;
* Sometimes it can be easier to listen all the sounds that the phone buttons produce before plugging the box. And write down into two colums marks on the buttons and your associations with each sound they produce when pressed.&lt;br /&gt;
* Having 12 effective [[Perception]] will offer dialogue that associates each sound to a number (irrespective of the dialogue choice numbers that represent the buttons) as well as tell the player the &amp;quot;number sequence&amp;quot; of the playback, making it easier to note down each sound and associate it to a button (such as &amp;quot;Red Rathound to 2&amp;quot;).&lt;br /&gt;
* Setting the game's speed to normal will increase the delay between each sound playback, making it easier to keep track of it.&lt;br /&gt;
* Muting the game's music and other noises allows a higher degree of concentration on the sound playback.&lt;br /&gt;
&lt;br /&gt;
==Lower Underrail==&lt;br /&gt;
Several of them can be interacted with for various unique interactions.&lt;br /&gt;
* One south of [[South Gate Station]] has an opened compartment containing a [[Black Cloth]] and some bullet casings.&lt;br /&gt;
* One east of [[Omega Station]] has a locked compartment containing 3 [[Barbed Throwing Net]]s (requires 45 [[Lockpicking]]).&lt;br /&gt;
* Pressing Yellow Wrench on one in the far east of the [[Omega Station]] entrance will summon a hostile [[Sentry Bot]] and unlock a nearby door. Its storage compartment also contains [[Blast Cloth]] and bullet casings.&lt;br /&gt;
* One north of GMS and past a bandit checkpoint can be repaired with [[Hacking]] or [[Electronics]].&lt;br /&gt;
** Pressing Red Cross will play back a conversation between [[Phreak]] and one of the Lunatics, who calls him &amp;quot;Phreaky&amp;quot;&lt;br /&gt;
** Pressing Yellow Wrench will summon a neutral [[Industrial Robot]] that is immediately hostile to the nearby [[Lunatics]]. It will also unlock a door.&lt;br /&gt;
* One north-west of [[SRO]] can be repaired with 100 [[Hacking]] or 85 [[Electronics]].&lt;br /&gt;
** Triggering the call signal will unlock a nearby door to a room containing the remains of a [[Sentry Bot]], a near-exact replica of an emergency phone and a Protectorate wanted poster for [[Phreak]].&lt;br /&gt;
* One further west from the aforementioned emergency phone had its buttons painted completely black.&lt;br /&gt;
** Pressing the fourth and sixth buttons will alert the [[Lurkers]] inside.&lt;br /&gt;
* Pressing Red Rathound on one found inside an Ironhead lair south-east of [[Foundry]] will lead to an angry response from [[Phreak]]; ''&amp;quot;There's no crunching happening, stop buzzing me!&amp;quot;''.&lt;br /&gt;
* One west of [[Foundry]] has a locked storage compartment containing an [[Electromagnetic Discharger]] (requires 70 [[Lockpicking]]).&lt;br /&gt;
* One east of [[Foundry]] has a locked storage compartment containing a [[Circular Wave Amplifier]] (requires 70 [[Lockpicking]]).&lt;br /&gt;
* One north-east of [[Omega Station]] has an opened compartment containing a [[Cigar]].&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ethereal_Torch&amp;diff=52071</id>
		<title>Ethereal Torch</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ethereal_Torch&amp;diff=52071"/>
		<updated>2022-11-24T15:25:25Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality = artifact&lt;br /&gt;
| image       = Ethereal Torch.png&lt;br /&gt;
| name        = Ethereal Torch&lt;br /&gt;
| type        = Combat Utility&lt;br /&gt;
| description = The torch is composed of seven glass-like tubes of bluish hue that originate at the top of the shaft and converge at the top of the torch. Inside the torch, between those tubes, rests bright glass so indescribably delicate and ethereal that you are not certain if it has any material properties at all or if it's pure light.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The torch is almost weightless.&lt;br /&gt;
| capabilities= Use: Launch a ball of light at the designated area. Everyone caught in the blast take 40-80 energy damage. This attack bypasses 50% of target's damage resistance and threshold. Precision is dependent on the invoker's will and level.&amp;lt;br&amp;gt;(AP: 25)&lt;br /&gt;
| weight      = 0.01&lt;br /&gt;
| datafile    = plot\xpbl\monolithtorch.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Ethereal Torch''' is a plot item in [[Underrail: Expedition]].&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
The Ethereal Torch is retrieved from [[The Shard]]. One can do so by drinking one of [[Dude]]'s [[The Juice]] and inspecting the shard, or by bringing it to [[Azif]].&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
While the power of the item may pale in comparison to other psi abilities or combat utilities, the 50% resistance/threshold bypass and energy damage makes it useful against armored targets. While the [[Second Sight]] effect is active, the torch's damage output is increased by 50%, to 60-120.&lt;br /&gt;
&lt;br /&gt;
If the player asks [[Six]] about the torch, he informs them of its purpose, as well as some of his background. - {{hidden|dialogue|&amp;quot;My kin and I are not of this world of yours and sometimes we have to go beyond its... limitations. This occasionally results in things from outer expanses seeping into places where they should not be. When that happens, we use devices such as this to remove them.&amp;quot;}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Utilities navbox|collapsed}}&lt;br /&gt;
{{Plotitem navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Plot]]&lt;br /&gt;
[[Category:Utilities]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Crushed_Man&amp;diff=52068</id>
		<title>Crushed Man</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Crushed_Man&amp;diff=52068"/>
		<updated>2022-11-22T16:04:26Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Crushed Man&lt;br /&gt;
| type       = &lt;br /&gt;
| portrait   = Rg2 l.png&lt;br /&gt;
| background = Foundry.png&lt;br /&gt;
| health     = 1 / 310&lt;br /&gt;
| image      = crushed man.png&lt;br /&gt;
| roles      = &lt;br /&gt;
| location   = [[Core City Docks]]&lt;br /&gt;
| loot       = 8 [[Charons]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An unfortunate soul who got trapped in a ventilation shaft behind [[Core City Docks|Ray's Shop]].&lt;br /&gt;
&lt;br /&gt;
{{Minor NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category:Core City characters]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Rail_Crossing&amp;diff=52067</id>
		<title>Rail Crossing</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Rail_Crossing&amp;diff=52067"/>
		<updated>2022-11-20T00:41:35Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Alternate walking route thats mostly safer and doesnt require TNT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location Infobox&lt;br /&gt;
| name    = Rail Crossing&lt;br /&gt;
| type    = Urban area&lt;br /&gt;
| control = varies&lt;br /&gt;
| maptext = A small peaceful community.&lt;br /&gt;
| image   = rc1.png&lt;br /&gt;
| music   = CityStation.ogg&lt;br /&gt;
| world   = [[Lower Underrail]]&lt;br /&gt;
| areas   = Rail Crossing&amp;lt;br&amp;gt;Railyard&amp;lt;br&amp;gt;Train Depot&amp;lt;br&amp;gt;Living Quarters&amp;lt;br&amp;gt;Buzzer's Shop&amp;lt;br&amp;gt;South Tunnel&amp;lt;br&amp;gt;North Tunnel&lt;br /&gt;
| exits   = [[Lower Underrail]]&lt;br /&gt;
| ftravel = [[Lower Underrail metro]] (station)&amp;lt;br&amp;gt;[[Rift]] (boxes near Buzzer's shop)&lt;br /&gt;
| npcs    = [[Captain Herve]], [[Buzzer]], [[Travis]], [[Myles]], [[Doc (Rail Crossing)|Doc]], [[Deacon]], [[Deacon's Bodyguard]], [[Mister Shady]], [[Shady Lady]], [[Barkeeper (Rail Crossing)|Barkeeper]], [[Dude]], [[Militiaman]]&lt;br /&gt;
| mapfile = rc1&amp;lt;br&amp;gt;rc2&amp;lt;br&amp;gt;rc3&amp;lt;br&amp;gt;rc1_LivingQuarter&amp;lt;br&amp;gt;rc_shop&amp;lt;br&amp;gt;rc_tunnel1&amp;lt;br&amp;gt;rc_tunnel2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Rail Crossing]] is a town in south Lower Underrail.&lt;br /&gt;
&lt;br /&gt;
== Description == &lt;br /&gt;
Rail Crossing is an independent town built inside an old train depot, northwest of [[South Gate Station]]. It is a frequent trading partner with South Gate Station and usually a relatively peaceful place.&lt;br /&gt;
&lt;br /&gt;
Most of the townsfolk live on the north side of the westbound railway tracks. The railway yard on the south side has [[Buzzer]]'s shop, which is initially under attack by the Faceless. [[Deacon]]'s shop can be accessed by becoming ''&amp;quot;initiated&amp;quot;'', or passing a perception check (7) to notice its secret door in the alley behind the bar.&lt;br /&gt;
&lt;br /&gt;
A unique sniper rifle, [[Dragunov]], can be found in the old tunnels below the railway yard. A unique oddity, [[Old Money]], can be found on a huge pile of old money inside an electronically locked warehouse in the Living Quarters area.&lt;br /&gt;
&lt;br /&gt;
== How to get there ==&lt;br /&gt;
Rail Crossing is accessible by the metro after the player has [[Find the drill parts|delivered the drill parts]] required to clear the collapsed south metro tunnel. The train won't take you directly to Rail Crossing during the faceless occupation. Once you arrive by train, follow the railway tracks south until you come to an intersection. From there, cross the rail and follow the tracks to west and you'll arrive in Rail Crossing.&lt;br /&gt;
&lt;br /&gt;
You can also walk there through [[Lower Underrail]], but you need at least one [[TNT Charge]] to clear the tunnels leading northwest from SGS. Alternatively after the metro tunnel is cleared you can walk there from [[South Railroad Outpost]] after taking the elevator in Junkyard, although you'll encounter two [[Lurkers]] right after the outpost, walking across the metro tracks ensures you won't fall victim to the traps across the route. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Areas ==&lt;br /&gt;
&lt;br /&gt;
=== Rail Crossing ===&lt;br /&gt;
&lt;br /&gt;
* In the barrel at the entrance by the bench is a [[Protectorate Propaganda]] oddity, 1 XP&lt;br /&gt;
* In the locker near [[Captain Herve]] is a [[Tunnel Hatch (Rail Crossing)]] key&lt;br /&gt;
* In [[Doc (Rail Crossing)|Doc]]'s storage room is a locker requiring 80 [[Lockpicking]] and containing some medicines&lt;br /&gt;
* [[Travis]] is carrying [[Private Quarters Key 1 (Rail Crossing)]]&lt;br /&gt;
* [[Myles]] is carrying [[Private Quarters Key 2 (Rail Crossing)]]&lt;br /&gt;
* [[Doc (Rail Crossing)|Doc]] is carrying [[Private Quarters Key 3 (Rail Crossing)]]&lt;br /&gt;
* [[Captain Herve]] is carrying [[Private Quarters Key 4 (Rail Crossing)]]&lt;br /&gt;
* [[Deacon]] is behind the secret door in the NE corner. He's carrying [[Security Keycard (Railcrossing Warehouse)]]&lt;br /&gt;
* [[Dude]] is in the bar and starts the quest [[Dude's vision]]&lt;br /&gt;
&lt;br /&gt;
=== Living Quarters ===&lt;br /&gt;
&lt;br /&gt;
* The [[Power Box]] will turn on/off the lights in all the houses&lt;br /&gt;
* The house south of the courtyard with chairs:&lt;br /&gt;
** requires 80 [[Lockpicking]], or can be opened with [[Travis]]' [[Private Quarters Key 1 (Rail Crossing)]]&lt;br /&gt;
* The house north of the courtyard with chairs:&lt;br /&gt;
** requires 80 [[Lockpicking]], or can be opened with [[Doc (Rail Crossing)|Doc]]'s [[Private Quarters Key 3 (Rail Crossing)]]&lt;br /&gt;
** has a locker containing a [[Loaded Dice]] oddity, 1 XP&lt;br /&gt;
* The house south of the [[Power Box]]:&lt;br /&gt;
** requires 80 [[Lockpicking]], or can be opened with [[Myles]]' [[Private Quarters Key 2 (Rail Crossing)]]&lt;br /&gt;
** has a desk containing a [[Strange Comm Device]] oddity, 1 XP&lt;br /&gt;
* The house east of the [[Power Box]]:&lt;br /&gt;
** requires 80 [[Lockpicking]], or can be opened with [[Captain Herve]]'s [[Private Quarters Key 4 (Rail Crossing)]]&lt;br /&gt;
* The metal door to the north:&lt;br /&gt;
** Can be opened with 50 effective [[Hacking]] on the nearby electronic lock, or by using [[Deacon]]'s [[Security Keycard (Railcrossing Warehouse)]]&lt;br /&gt;
** Contains eight [[Old Money]] oddities, 2 XP&lt;br /&gt;
&lt;br /&gt;
=== Railyard ===&lt;br /&gt;
* Enemies [[Plasma Sentry]] and [[Faceless]]&lt;br /&gt;
** The [[Plasma Sentry]] will be disabled if the quest [[Disable plasma walkers]] has been completed&lt;br /&gt;
* A trap door links the '''North tunnels''' to '''Buzzer's shop'''&lt;br /&gt;
* A locker in the room near the trap door contains a [[Train Driver Manual]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
=== Train Depot ===&lt;br /&gt;
* Enemies [[Kamikaze Bot]]s and [[Plasma Sentry]]&lt;br /&gt;
** They will be disabled if the quest [[Disable plasma walkers]] has been completed&lt;br /&gt;
* Has several [[HE Mine]] traps. They can be receovered with 67 [[Traps]] skill (possibly less)&lt;br /&gt;
* To the south is a fence door that can be opened with 50 [[Lockpicking]]&lt;br /&gt;
* The SW room:&lt;br /&gt;
** Has a locker containing an [[Encyclopedia Fragment]] oddity, 1 XP&lt;br /&gt;
** Has a trap door leading to the '''South Tunnels'''&lt;br /&gt;
* The NE surveillance room has a desk containing a [[Train Driver Manual]] oddity, 1 XP&lt;br /&gt;
* The door south of the NE surveillance room can be opened with 30 [[Hacking]]&lt;br /&gt;
* Has a [[Power Box]] of the east side, south of the surveillance room. It powers the security cameras&lt;br /&gt;
&lt;br /&gt;
=== South Tunnels ===&lt;br /&gt;
* Accessed from the trap door to the south of the '''Train Depot''', or from the '''North Tunnels'''&lt;br /&gt;
* Enemies [[Burrower]]s and [[Spawn]]s&lt;br /&gt;
* The box in the center of the area requires 60 [[Hacking]]&lt;br /&gt;
* The pile of rubble near the northern exit contains an [[Obsidian Shard]] oddity, 1 XP&lt;br /&gt;
* One locker in the room to the north contains a unique [[Dragunov]] sniper rifle&lt;br /&gt;
* There are some [[Destructible objects|rocks]] in the NW that open a second way into the northern tunnels&lt;br /&gt;
&lt;br /&gt;
=== North Tunnels ===&lt;br /&gt;
* Accessed from the '''Railyard''', or from the '''South Tunnels'''&lt;br /&gt;
* Enemies [[Burrower]]s and [[Spawn]]s&lt;br /&gt;
* The pile of rubble west of the central room has a [[Trilobite Fossil]] oddity, 1 XP&lt;br /&gt;
* The central room:&lt;br /&gt;
** Has a respawning [[Lake Poppy]]&lt;br /&gt;
** has a box requiring 60 [[Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Buzzer's Shop floor 1 ===&lt;br /&gt;
* Enemies [[Plasma Sentry]] and [[Faceless]]&lt;br /&gt;
** The [[Plasma Sentry]] will be disabled if the quest [[Disable plasma walkers]] has been completed&lt;br /&gt;
* The computer rack near the SE entrance has an [[Old Data Medium]] oddity, 1 XP&lt;br /&gt;
* The box in the storage room requires 70 [[Hacking]]&lt;br /&gt;
* The ventilation shaft has a ladder leading to the shafts on the 2nd floor&lt;br /&gt;
&lt;br /&gt;
=== Buzzer's Shop floor 2 ===&lt;br /&gt;
* Enemies [[Hardware Bug]] (in ventilation shaft) and [[Faceless Mindreader]]&lt;br /&gt;
* The ventilation shaft have a secret passage (need [[Perception]]) leading to an area with a box requiring 50 [[Hacking]]&lt;br /&gt;
* The switch on the west wall turns the turrets on/off&lt;br /&gt;
* The [[Faceless Mindreader]] can be reasoned with (see quest [[Save Buzzer]]) and carries [[Holding Cell Key (Buzzer's Shop)]]&lt;br /&gt;
* The prison fence can be opened with 70 [[Lockpicking]] or with [[Holding Cell Key (Buzzer's Shop)]]&lt;br /&gt;
* The barrel in [[Buzzer]]'s cage contains a [[Strange Comm Device]] oddity, 1 XP&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Hadrian Tanner's [[Assist Rail Crossing]] quest leads you to the mayor, [[Captain Herve]], who can explain the situation to you. By the time you arrive, most of the town is occupied by the Faceless.&lt;br /&gt;
&lt;br /&gt;
* [[Save Buzzer]]&lt;br /&gt;
* [[Get rid of the Faceless]]&lt;br /&gt;
** [[Lost train]]&lt;br /&gt;
* [[Disable plasma walkers]]&lt;br /&gt;
* [[Catch the med thief]]&lt;br /&gt;
* [[Dude's vision]]&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
The Faceless have taken over Buzzer's Shop and the railway yard surrounding it.&lt;br /&gt;
&lt;br /&gt;
* [[Faceless]]&lt;br /&gt;
* [[Plasma Sentry]]&lt;br /&gt;
* [[Kamikaze Bot]]&lt;br /&gt;
* [[Faceless Mindreader]]&lt;br /&gt;
&lt;br /&gt;
== Map Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=200px heights=127px&amp;gt;&lt;br /&gt;
lu-b12.png     | Arrival&lt;br /&gt;
lu-b11.png     | Junction&lt;br /&gt;
rc1.png        | Rail Crossing&lt;br /&gt;
rc1_LivingQuarter.png | Living Quarters&lt;br /&gt;
rc1_1.png      | Deacon's shop&lt;br /&gt;
rc2.png        | Railyard&lt;br /&gt;
rc_tunnel2.png | North tunnels&lt;br /&gt;
rc3.png        | Train Depot&lt;br /&gt;
rc_tunnel1.png | South tunnels&lt;br /&gt;
rc_shop.png    | Buzzer's Shop floor 1&lt;br /&gt;
rc_shop_1.png  | Shop floor 1 ventilation shafts&lt;br /&gt;
rc_shop_2.png  | Buzzer's Shop floor 2&lt;br /&gt;
rc_shop_3.png  | Shop floor 2 ventilation shafts&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
[[Category:Urban areas]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=ACoNR_(Abyssal_Station_Zero)&amp;diff=49276</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=49276"/>
		<updated>2022-04-21T11:15:27Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Specified charon reward range for Azif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Spoiler warning}}&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. Giving it to anyone will reward you with 2000 classic XP/2 oddity XP. Its known recipients include:&lt;br /&gt;
* [[Professor Oldfield]]&lt;br /&gt;
* [[Captain Grim]]&lt;br /&gt;
* [[Aran]]&lt;br /&gt;
* [[Azif]]&lt;br /&gt;
* [[Eidein]]&lt;br /&gt;
* [[Hadrian Tanner]]&lt;br /&gt;
* [[Ezra]]&lt;br /&gt;
* [[Colonel Cathcart]]&lt;br /&gt;
* [[Trenton]]&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. &amp;lt;br&amp;gt;&lt;br /&gt;
If player insists for a reward, he is willing to pay 2000 charons(up to 6000 with enough mercantile) for it.&lt;br /&gt;
&lt;br /&gt;
=== Captain Grim ===&lt;br /&gt;
If the player allied with the Grim Jetters, Cadmus will take the ACoNR off their hands for 1000 charons, or up to 4000 charons with enough mercantile (91 was not enough for 4000, but enough for 3000). Turning it in Grim will allow the player to confront Professor Oldfield with the ACoNR and all the evidence they collected exploring the ruins. This will reveal the ACoNR's purpose, and also trigger the Professor being set free, allegedly to Camp Hathor. The player will also learn about Captain Grim's origins, and his true name.&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 14,000 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 inside [[Your House]] or at the Core City slums as a hostile opponent. Doing so allows you to acquire both the [[Phantom_Dancer|Phantom Dancer]] and [[Red_Dragon|Red Dragon]], while still giving you the option to give the ACoNR to another recipient.&lt;br /&gt;
&lt;br /&gt;
=== Azif ===&lt;br /&gt;
If the player goes to the {{spoiler | [[Oculites]]}} they can give the Acorn to Azif. No exceptional rewards are given for this action besides money, 3000 charons, or up to 7000 charons with enough mercantile. 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{{verify}}.&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;
=== Colonel Cathcart ===&lt;br /&gt;
The colonel has not heard of the device, but after making a call to determine what the protectorate knows about it, provides you with some minor information along with 1200 dollars for your trouble. This increases up to 3600 dollars if you ask to be paid for your efforts and have enough effective mercantile. &lt;br /&gt;
&lt;br /&gt;
=== Trenton ===&lt;br /&gt;
Trenton does not have any knowledge about the Acorn but nonetheless is willing to take it. If the player already has learned about its purpose from someone else, he will be delighted and say that it would be very valuable asset in fight against the Protectorate. If player request payment, Trenton can offer 2000 charons (up to 6000 with enough mercantile) for it.&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, alluding to [[Aran|cyber tech ninjas]].&lt;br /&gt;
** If the ACoNR was left anywhere in his cave home when you exit the area he will throw it out and it can be found in the trash barrels near the entrance.&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>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Regenerative_Mixture&amp;diff=48875</id>
		<title>Blueprint: Regenerative Mixture</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Regenerative_Mixture&amp;diff=48875"/>
		<updated>2022-03-29T15:52:21Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Added an additional way it can be obtained in Eidein's Library&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox item&lt;br /&gt;
| image        = Blueprint: Regenerative Mixture.png&lt;br /&gt;
| itemquality  = unique&lt;br /&gt;
| name         = Blueprint: Regenerative Mixture&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains instructions on how to create a regenerative mixture.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 3000&lt;br /&gt;
| description2 = You can create a highly potent regenerative by mixing correct amounts of biofusive scoby, animal blood, and macrophage fluid. A clean blastema should then be soaked in this mixture before consuming the liquid.&lt;br /&gt;
| component1   = Biofusive Scoby&lt;br /&gt;
| component2   = Blood (x2)&lt;br /&gt;
| component3   = Clean Blastema&lt;br /&gt;
| component4   = Macrophage Fluid&lt;br /&gt;
| component5   = Ampule&lt;br /&gt;
| datafile     = Blueprints\RegenerativeMixture.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Procudes a [[Regenerative Mixture]].&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Biology]] 115&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
;Biofusive Scoby&lt;br /&gt;
* {{Itemlink|Biofusive Scoby}}&lt;br /&gt;
&lt;br /&gt;
;Blood (x2)&lt;br /&gt;
* {{Itemlink|Blood}}&lt;br /&gt;
&lt;br /&gt;
;Clean Blastema&lt;br /&gt;
* {{Itemlink|Clean Blastema}}&lt;br /&gt;
&lt;br /&gt;
;Macrophage Fluid&lt;br /&gt;
* {{Itemlink|Macrophage Fluid}}&lt;br /&gt;
&lt;br /&gt;
;Ampule&lt;br /&gt;
* {{Itemlink|Ampule}}&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Found in one of the [[Hollow Earth]] laboratories in [[Deep Caverns]]. Unlike most other blueprints, this unique blueprint never appears in random loot.&lt;br /&gt;
&lt;br /&gt;
Another one can be downloaded from a computer in Eidein's Library in [[Institute of Tchort]]. Requires hacking, persuasion or pickpocketing to obtain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Regenerative Mixture]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Yngwar&amp;diff=48818</id>
		<title>Yngwar</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Yngwar&amp;diff=48818"/>
		<updated>2022-03-25T16:33:49Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Added exact intimidation skill needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Character Infobox&lt;br /&gt;
| name       = Yngwar&lt;br /&gt;
| type       = important&lt;br /&gt;
| portrait   = xpbl_yngwar_l.png&lt;br /&gt;
| background = xpbl_basaltcave.png&lt;br /&gt;
| level      = ?&lt;br /&gt;
| health     = 300&lt;br /&gt;
| faction    = [[Sørmirbæren]]&lt;br /&gt;
| roles      = Side character&lt;br /&gt;
| location   = [[Black Sea Grotto]]&lt;br /&gt;
| quests     = &lt;br /&gt;
| abilities  = &lt;br /&gt;
|&lt;br /&gt;
| damage       = ?&lt;br /&gt;
| range        = Melee&lt;br /&gt;
| actionpoints = 50&lt;br /&gt;
| initiative   = ?&lt;br /&gt;
|&lt;br /&gt;
|Base abilities section:&lt;br /&gt;
| strength      = 15&lt;br /&gt;
| dexterity     = 15&lt;br /&gt;
| agility       = 15&lt;br /&gt;
| constitution  = 15&lt;br /&gt;
| perception    = 15&lt;br /&gt;
| will          = 15&lt;br /&gt;
| intelligence  = 15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Yngwar is a [[Sørmirbæren]] warrior living in isolation from the rest of his clan. In combat he uses sharpened spear coated in [[Heartbreak Poison]] and [[Throwing Net]]s. &lt;br /&gt;
&lt;br /&gt;
Yngwar is a &amp;quot;boss&amp;quot; character, and on DOMINATING difficulty will appear with 400% of his regular health.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Yngwar comes from the Sørmirbæren village and is well versed in their culture. He is a warrior and traveler who has half of his skin turned to scales, implying that he was outcast due to failing one of their rituals. He appears to be familiar with [[Sjörsr]], who the [[Ferryman]] killed using [[The Shard]]. While seemingly shunned, he still holds the clan's values, and sees the warrior's way of life as the only proper one, though he questions his faith in the spirit seekers.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Yngwar can be found at the [[Black Sea Grotto]], past the [[Black Sea Rapids]] in the northwestern corner of the sea. More specifically, at coordinates [[A10]].&lt;br /&gt;
&lt;br /&gt;
== Player Interactions ==&lt;br /&gt;
Yngwar is one of the few Serpentines who the player can speak to without fighting, granted that they behave well enough not to provoke him. They can come to an agreeable conversation by having a spear duel with enough melee skill, using his foreign language through intelligence checks (8 effective Intelligence needed), or assuming a battle stance and successfully intimidating him (100 effective). Afterwards you can attempt to converse by drawing pictures in the sand, and using various phrases and gestures. If you can persuade him, he can draw the [[Rune Sketch]] which marks Sjörsr's grave in the [[Sørmirbæren Graveyard]]. He may also teach the player about their rituals and way of life.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yngwar_camp.png | Yngwar at his camp&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Sørmirbæren]]&lt;br /&gt;
[[Category: Bosses]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Synesthete&amp;diff=48815</id>
		<title>Synesthete</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Synesthete&amp;diff=48815"/>
		<updated>2022-03-25T11:36:28Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Charon amount seems randomized, or otherwise not fixed, got 312&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
| name     = Synesthete&lt;br /&gt;
| type     = important&lt;br /&gt;
| portrait   = syn_l.png&lt;br /&gt;
| background = Cave.png&lt;br /&gt;
| image    = Synesthete_model.png&lt;br /&gt;
| faction  = [[Lunatics]]&lt;br /&gt;
| roles    = Lunatic leader&lt;br /&gt;
| location = [[Synesthete camp]]&lt;br /&gt;
| health   = 470&lt;br /&gt;
| psipool  = 200 (+54)&lt;br /&gt;
| abilities  = [[Implosion]]&amp;lt;br&amp;gt;[[Mental Breakdown]]&amp;lt;br&amp;gt;[[Neural Overload]]&amp;lt;br&amp;gt;[[Premeditation]]&amp;lt;br&amp;gt;[[Psi-cognitive Interruption]]&amp;lt;br&amp;gt;[[Telekinetic Grounding]]&amp;lt;br&amp;gt;[[Telekinetic Punch]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Synesthete''' is leader of sorts of the Lunatic camp under {{spoiler|[[Oculus]]}} that is accessible via a hidden passage infested with [[Death Stalker]]s, on the northern side of the chasm. He wears unique [[Synesthetic Refocus]] psionic headband.&lt;br /&gt;
&lt;br /&gt;
Synesthete is a &amp;quot;boss&amp;quot; character, and on DOMINATING difficulty will appear with 400% of his regular health.&lt;br /&gt;
&lt;br /&gt;
== Player interactions ==&lt;br /&gt;
With 90 effective [[Persuasion]], by joining {{spoiler|Oculus}} or [[Psi Empathy|by being psionic themselves]]{{verify}}, the player may be allowed to enter their camp and talk to to the Synesthete. &lt;br /&gt;
&lt;br /&gt;
With high enough [[Dexterity]], player may try to snatch the gem from his headband during the conversation with him. Doing so will cause entire camp to become hostile and if successful, Synesthete will become permamently [[Dazed]]. &lt;br /&gt;
&lt;br /&gt;
Alternatively pleayer can join their ritual in which the Lunatics try to climb the {{spoiler|Oculus}} in order to reach 'Transfinity'. During it, the player will witness 'tranformation' of one of the Lunatics and may follow their lead or tell the Synesthete that they are not ready. Afterwards, the player may learn from him more about the Transfinity and the whole transformation process. If the player has [[The Juice]] in their inventory, they may offer it to him. With enough [[Intelligence]], the player may ask him for a monetary compensation, allowing them to safely take the money from hidden stash nearby, containing roughly 300 charons. After drinking '''The Juice''', Synesthete will throw away his headband for the player to pick up and rushes outside, leaving no trace behind. Later, the player will find an unexpected present in [[Your House|Their House]] - a Hexagon Gem that can be used to replace the Pentagon Gem, improving the stats of [[Synesthetic Refocus]].&lt;br /&gt;
&lt;br /&gt;
{{NPCs navbox}}&lt;br /&gt;
[[Category: Characters]]&lt;br /&gt;
[[Category: Lunatics]]&lt;br /&gt;
[[Category: Bosses]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Ion%27s_missing_group&amp;diff=48589</id>
		<title>Ion's missing group</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Ion%27s_missing_group&amp;diff=48589"/>
		<updated>2022-03-18T14:00:13Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Classic XP added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quest Infobox&lt;br /&gt;
| name     = Ion's missing group&lt;br /&gt;
| type     = &lt;br /&gt;
| image    = Ion missing group.png&lt;br /&gt;
| location = [[The Rig]]&lt;br /&gt;
| givenby  = [[Ion]]&lt;br /&gt;
| rewards  = 2000 classic XP / 2 oddity XP&amp;lt;br&amp;gt;200 [[Stygian Coin]]&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Ion stands at the bar at [[The Rig]]'s. The group he dispatched to an old waterway facility to the west didn't come back and he's worried.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Ion from The Rig wants you to find out what has happened to the group they've dispatched to explore an abandoned waterway facility, recently opened up after the earthquake. He mentioned that you should sail all the way to the west from The Rig and look for an opening in the southern walls.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
It leads to [[Abandoned Waterway Facility]]. The group you're looking for is in area '''Kaya's Hideout'''. Once you have learned what happened to them, you can go back to [[Ion]] for your reward. With 65 effective [[Persuasion]] you can convince [[Kaya]] to reunite with her brother. By doing so, you will be awarded with 100 more charons and a [[Sovereign]] shotgun.&lt;br /&gt;
&lt;br /&gt;
{{Missions navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Jet_Skis&amp;diff=44203</id>
		<title>Jet Skis</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Jet_Skis&amp;diff=44203"/>
		<updated>2020-12-05T00:18:06Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: /* Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
&lt;br /&gt;
[[File:JetSkis.png|thumb|500px|[[Aegis Patroller]], [[Torpedo]] and [[Freighter]] jet skis.]]&lt;br /&gt;
&lt;br /&gt;
'''Jet Skis''' are a class of player-pilotable vehicles available in [[Underrail: Expedition]] expansion.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are 15 different jet skis, ranging from super light racing jet skis to mini-destroyers, which you can further customize under the hood by installing better engines, batteries and suspension systems. The models themselves differ way by the combat cover, durability, stability, speed, damage resistances, as well number of and maximum size of a parts you can install into them; some vehicles can have multiple engines and/or batteries. Also, some jet skis will have special attacks or abilities.&lt;br /&gt;
&lt;br /&gt;
Once you get to the [[Black Sea]] it won't take long for you to get a hold of the most basic &amp;quot;junk jet&amp;quot;, but to get the quality stuff, both in terms of the jet ski model and the parts, you'll have to spend a fair amount of charons at [[Ray|Ray's shop]] in Core City east docks. You'll also have to decide what are the most important characteristics of jet ski for you, as no one model will be best at everything.&lt;br /&gt;
&lt;br /&gt;
== Naval combat ==&lt;br /&gt;
=== Offense ===&lt;br /&gt;
Most weapons, abilities and utilities are usable while riding a jet ski. Also, short range melee weapons (fist weapons and knives) and unarmed attacks, though still performable, will suffer additional 10% precision penalty.&lt;br /&gt;
&lt;br /&gt;
Some jet skis will also have weapons of their own.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
When an attack is aimed at you, it has a chance of hitting the jet ski instead (or in case of AoE attacks, a percentage of the damage hits the vehicle), depending on the cover it provides, in which case the damage is tested against its resistances and the amount that penetrates those is deducted from the vehicle's durability. If the durability reaches zero, the vehicle is destroyed and you die (you never learned to swim).&lt;br /&gt;
&lt;br /&gt;
=== Feats and equipment ===&lt;br /&gt;
Characters can improve their naval combat performance (mainly the effective stability of their vehicle) through training and suitable equipment.&lt;br /&gt;
* Feats: [[Naval Combat]], [[Improved Naval Combat]], [[Jet and Jab]], [[Naval Jousting]], [[Sea Dog]].&lt;br /&gt;
* Gear: [[Protectorate Marine Armor]], [[Lemurian Security Marine Armor]], [[Lemurian Blaster]].&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable row-highlight&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot;| Base&lt;br /&gt;
!colspan=&amp;quot;8&amp;quot;| Defense&lt;br /&gt;
|-&lt;br /&gt;
! Model Name !! Ray's&amp;lt;br&amp;gt;Price&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; !! Suspension&amp;lt;br&amp;gt;Slots !! Engine Slots !! Battery Slots !! Durability !! Base Speed,&amp;lt;br&amp;gt;Speed Modifer || Unmanned Speed /&amp;lt;br&amp;gt;Evasion Modifier !! Stability /&amp;lt;br&amp;gt;Maneuverability || Special&amp;lt;br&amp;gt;Capabilities&lt;br /&gt;
! Cover !! {{Mechanical|Mech.|no affix}} !! {{Heat}} !! {{Cold}} !! {{Electricity|Electr.|no affix}} !! {{Acid}} !! {{Energy}} !! {{Bio}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Scrap Jet]]&lt;br /&gt;
| 1100 || 1 Small || 1 Medium || 1 Medium || 250 || 220, 90% || 63 / 16% || 50% / 65%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 25% / 25 || 28% / 25 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Junk Jet]]&lt;br /&gt;
| 600 || 1 Small || 1 Small || 1 Small || 200 || 220, 90% || 54 / 13% || 50% / 65%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 25% / 25 || 25% / 20 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Skimmer]]&lt;br /&gt;
| 2700 || 1 Medium || 1 Medium || 1 Medium || 300 || 220, 85% || 60 / 14% || 55% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 45% || 40% / 35 || 30% / 30 || 85% / 80 || None || 20% || 18% / 8 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scooter]]&lt;br /&gt;
| 3200 || 1 Medium || 1 Medium || 1 Medium || 350 || 220, 85% || 60 / 14% || 55% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 35% / 35 || 30% / 30 || 85% / 80 || None || 20% || 18% / 8 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Freighter]]&lt;br /&gt;
| 6600 || 1 Medium || 1 Large, 1 Medium || 2 Medium || 300 || 220, 45% || 32 / 5% || 60% / 45%&lt;br /&gt;
| [[Tow]], [[Stop Towing]]&lt;br /&gt;
| 45% || 50% / 50 || 60% / 60 || 90% / 150 || None || 40% || 25% / 15 || 100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Blazer]]&lt;br /&gt;
| 8000 || 1 Medium || 1 Medium || 1 Small || 225 || 220, 135% || 70 / 22% || 45% / 82%&lt;br /&gt;
| [[Vehicle Turbo|Turbo]]&lt;br /&gt;
| 35% || 30% / 30 || 20% / 15 || 50% / 40 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Torpedo]]&lt;br /&gt;
| 11000 || 1 Medium || 2 Small || 1 Small || 200 || 220, 200% || 70 / 24% || 35% / 90%&lt;br /&gt;
| [[Vehicle Turbo|Turbo]]&lt;br /&gt;
| 30% || 25% / 20 || 15% / 10 || 35% / 30 || None || None || None || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Phaser]]&lt;br /&gt;
| 9000 || 1 Medium || 1 Medium || 1 Medium || 225 || 220, 160% || 70 / 22% || 45% / 82%&lt;br /&gt;
| [[Vehicle Turbo|Turbo]]&lt;br /&gt;
| 35% || 30% / 30 || 20% / 15 || 50% / 40 || None || 20% || 20% / 10 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Glow]]&lt;br /&gt;
| 15400 || 1 Medium || 1 Medium || 1 Large || 325 || 220, 120% || 70 / 19% || 60% / 70%&lt;br /&gt;
| [[Shoot Glow Jet Ski Laser Gun|Twin Lasers]]&lt;br /&gt;
| 40% || 35% / 35 || 40% / 40 || 90% / 150 || None || 20% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Shark]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| 13400 || 1 Medium || 1 Large || 1 Medium || 350 || 220, 115% || 70 / 19% || 60% / 70%&lt;br /&gt;
| [[Shoot Harp-1 Rocket|Harp-1 Rocket]]&lt;br /&gt;
| 38% || 37% / 37 || 40% / 40 || 90% / 150 || None || 20% || 25% / 15 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasma Leviator]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| 14000 || 1 Large || 1 Large, 1 Small || 2 Medium || 450 || 220, 70% || 49 / 9% || 70% / 50%&lt;br /&gt;
| [[Shoot Leviator Plasma Cannon|Plasma Cannon]]&lt;br /&gt;
| 45% || 50% / 50 || 80% / 100 || 95% / 300 || 20% / 15 || 50% / 15 || 50% / 60 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Devastator]]&lt;br /&gt;
| 21000 || 1 Large || 1 Large, 1 Medium || 1 Large, 1 Medium || 550 || 220, 65% || 56 / 7% || 70% / 40%&lt;br /&gt;
| [[Shoot Devastator Fusion Cannon|Fusion Cannon]]&lt;br /&gt;
| 50% || 65% / 70 || 85% / 125 || 95% / 400 || 22% / 20 || 50% / 15 || 45% / 50 || 100%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Aegis Patroller]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Medium, 1 Small || 1 Medium, 1 Small || 375 || 220, 100% || 70 / 16% || 60% / 60%&lt;br /&gt;
| &lt;br /&gt;
| 40% || 45% / 45 || 50% / 50 || 90% / 200 || None || 35% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Protectorate Cruiser]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Medium || 1 Medium, 1 Small || 1 Medium, 1 Small || 400 || 220, 100% || 70 / 15% || 60% / 55%&lt;br /&gt;
| &lt;br /&gt;
| 45% || 50% / 50 || 50% / 50 || 90% / 200 || None || 35% || 30% / 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| [[Reef Glider]]&lt;br /&gt;
|data-sort-type=&amp;quot;number&amp;quot;| - || 1 Small || 1 Small || 1 Small || 210 || 220, 120% || 70 / 20% || 50% / 77%&lt;br /&gt;
| &lt;br /&gt;
| 35% || 30% / 30 || 25% / 20 || 80% / 60 || None || 20% || 15% / 5 || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt; In Charons, with good [[Mercantile]] skill, the price can be lowered by 25%-30%&lt;br /&gt;
&lt;br /&gt;
Note that the speed values are for unmanned vehicles stripped of all parts. Actual performance depends on engine power and total weight, including all installed parts, the rider's inventory and items in the jetski's trunk.&lt;br /&gt;
&lt;br /&gt;
== Parts ==&lt;br /&gt;
Vehicle parts allow you to customize your ride. All jet skis require at least primary engine and primary battery installed to function. Secondary parts and suspensions are optional.&lt;br /&gt;
&lt;br /&gt;
See [[Vehicle parts]] for an overview of all available parts.&lt;br /&gt;
&lt;br /&gt;
== Vehicle Stats ==&lt;br /&gt;
;Durability&lt;br /&gt;
: Shows current and maximum durability points of the vehicle. When the current durability points reach zero, the vehicle is destroyed and the driver dies.&lt;br /&gt;
: Many vehicle parts, items in the trunk and the driver itself are likely to be completely destroyed when this happens.&lt;br /&gt;
&lt;br /&gt;
;Energy&lt;br /&gt;
: Shows current stored energy and the maximum battery capacity. When the vehicle runs out of energy it will engage the auxiliary power and move extremely slowly.&lt;br /&gt;
&lt;br /&gt;
;Engine Power&lt;br /&gt;
: Engine power determines how fast the vehicle will move under certain weight. The number represents the maximum total weight (including the vehicle parts, items in the trunk and the driver) the vehicle can take on and move at the nominal speed for the vehicle type.&lt;br /&gt;
: Having excess or deficit of power will modify the vehicle speed accordingly.&lt;br /&gt;
&lt;br /&gt;
;Consumption&lt;br /&gt;
: Some engines are more efficient than others. The number represents the effective engine power when it comes to determining the energy consumption.&lt;br /&gt;
&lt;br /&gt;
;Energy per tile&lt;br /&gt;
: The amount of energy the vehicle consumes when it moves the distance of one kilometer. Some engines are more efficient than others.&lt;br /&gt;
&lt;br /&gt;
;Weight&lt;br /&gt;
: Vehicle weight is the total weight of the vehicle chassis plus the vehicle parts installed.&lt;br /&gt;
: Total weight is vehicle weight plus the weight of items stored in the trunk, plus the weight of the driver if they are currently mounting the vehicle.&lt;br /&gt;
&lt;br /&gt;
;Base Speed&lt;br /&gt;
: This is the base speed for the vehicle type (e.g. standing jetski). This speed is further modified by engine power, loaded weight and the chassis aero/hydo-dynamicity.&lt;br /&gt;
&lt;br /&gt;
;Speed Modifier&lt;br /&gt;
: This is the speed modifier of the current vehicle chassis. Some models are more aero/hydro-dynamic than others.&lt;br /&gt;
: Positive speed modifiers are only applied if the vehicle is not out of energy and is not carrying more weight than it can normally support with its engine.&lt;br /&gt;
&lt;br /&gt;
;Unmanned Speed&lt;br /&gt;
: This is the current theoretical unmanned vehicle speed.&lt;br /&gt;
&lt;br /&gt;
;Speed&lt;br /&gt;
: This is the current actual vehicle speed. Shown when accessing vehicle menu while riding one.&lt;br /&gt;
&lt;br /&gt;
;Stability&lt;br /&gt;
: Stability indicates how stable and easy to do combat from the vehicle is, influencing both ranged and melee (though to a lesser degree), as well as throwing, precision.&lt;br /&gt;
: Precision of melee attacks is further modified by the vehicle's maneuverability, and precision of short range melee weapons (knives and fist weapons), as well as unarmed attacks, is further reduces by additional 10%.&lt;br /&gt;
&lt;br /&gt;
;Cover&lt;br /&gt;
: The chance that the incoming attack will hit the vehicle instead of the driver.&lt;br /&gt;
: In case of an area of effect attack it represents that amount of damage that the vehicle will bear in driver's stead.&lt;br /&gt;
&lt;br /&gt;
;Resistances&lt;br /&gt;
: The armor either absorbs the amount indicated by the percentage OR the flat number, whichever will result in more damage being absorbed.&lt;br /&gt;
: The unabsorbed amount reduces the vehicles durability.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Jetski gallery.png | All jetski models&lt;br /&gt;
&lt;br /&gt;
xpbl_scrapjet.png | Scrap Jet&lt;br /&gt;
xpbl_scrapjet_l.png | Scrap Jet&lt;br /&gt;
xpbl_junkjet.png | Junk Jet&lt;br /&gt;
xpbl_junkjet_l.png | Junk Jet&lt;br /&gt;
xpbl_skimmer.png | Skimmer&lt;br /&gt;
xpbl_skimmer_l.png | Skimmer&lt;br /&gt;
xpbl_scooter.png | Scooter&lt;br /&gt;
xpbl_scooter_l.png | Scooter&lt;br /&gt;
xpbl_freighter.png | Freighter&lt;br /&gt;
xpbl_freighter_l.png | Freighter&lt;br /&gt;
&lt;br /&gt;
xpbl_blazer.png | Blazer&lt;br /&gt;
xpbl_blazer_l.png | Blazer&lt;br /&gt;
xpbl_torpedo.png | Torpedo&lt;br /&gt;
xpbl_torpedo_l.png | Torpedo&lt;br /&gt;
xpbl_phaser.png | Phaser&lt;br /&gt;
xpbl_phaser_l.png | Phaser&lt;br /&gt;
&lt;br /&gt;
xpbl_shark.png | Shark&lt;br /&gt;
xpbl_shark_l.png | Shark&lt;br /&gt;
xpbl_glow.png | Glow&lt;br /&gt;
xpbl_glow_l.png | Glow&lt;br /&gt;
xpbl_plasmaleviator.png | Plasma Leviator&lt;br /&gt;
xpbl_plasmaleviator_l.png | Plasma Leviator&lt;br /&gt;
xpbl_devastator.png | Devastator&lt;br /&gt;
xpbl_devastator_l.png | Devastator&lt;br /&gt;
&lt;br /&gt;
xpbl_aegispatroller.png | Aegis Patroller&lt;br /&gt;
xpbl_aegispatroller_l.png | Aegis Patroller&lt;br /&gt;
xpbl_protectoratecruiser.png | Protectorate Cruiser&lt;br /&gt;
xpbl_protectoratecruiser_l.png | Protectorate Cruiser&lt;br /&gt;
xpbl_reefglider.png | Reef Glider&lt;br /&gt;
xpbl_reefglider_l.png | Reef Glider&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://underrail.com/forums/index.php?topic=3063.0 Dev Log #52: Jet Skis]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vehicles navbox}}&lt;br /&gt;
{{Vehicle parts navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=44185</id>
		<title>Recover the A-RFID Chip</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=44185"/>
		<updated>2020-12-03T13:21:21Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Better wording of previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Recover the A-RFID Chip&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = A-RFID Chip.png&lt;br /&gt;
| location = [[Black Sea Expedition Camp]]&amp;lt;br&amp;gt;[[West Storage Depot]]&lt;br /&gt;
| givenby  = [[Chief Briggs]]&lt;br /&gt;
| rewards  = 350 [[Stygian Coin]]s&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* See Marcus about collecting your gear. His tent is just across from Professor Oldfield's.&lt;br /&gt;
* Professor Oldfield wants you to speak to a man called Jeremy Seeger about some NFT data he had managed to recover. His tent is just to the east from the medical tent. Report to the professor once you're done.&lt;br /&gt;
* See Chief Briggs about your briefing. His tent is just north of the kitchen.&lt;br /&gt;
* Go to the camp dock and speak to Sec-trooper Jenkins about getting a jet ski.&lt;br /&gt;
* You have been assigned to investigate the West Storage Depot, a storage facility located at coordinates B7, in order to find a working A-RFID microchip; all NFT personnel have been implanted with these, most commonly in the right hand. Report either to Chief Briggs or Professor Oldfield once you've hound it.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Go to [[Marcus]] to get your [[NavCom Device]], [[Aegis Sec-trooper Armor]] and [[Aegis Sec-trooper Helmet]].&lt;br /&gt;
Recover data from [[Seeger]] and return to [[Professor Oldfield]], then talk to [[Chief Briggs]] about your assignment. Commandeer a Scrap Jet from [[Sec-trooper Jenkins]] at the docks (D5).&lt;br /&gt;
&lt;br /&gt;
=== Getting into the depot ===&lt;br /&gt;
Go to the [[West Storage Depot]], which is occupied by mutie refugees. There are several ways to enter the depot:&lt;br /&gt;
* You can use [[Persuasion]] or [[Intimidation]] on the mutie guarding the entrance to let you in, or bribe him with three [[Morphine Shot]]s or a vial of [[Aegis (medicine)|Aegis]]. Talk to [[Wesley]] on Level 1. Either intimidate Wesley to let you search, or promise to supply medication to the muties. If you can't persuade him to trust you, you will have to communicate with the Doctor to deliver the supplies. Then use the elevator to enter the depot.&lt;br /&gt;
* You can also sneak into the depot without permission.&lt;br /&gt;
** There is a crane in the courtyard, which can be used to descend to Level 2, you can to repair it with a(n) (advanced) mechanical repair kit first if your [[Mechanics]] skill is sufficient. You can also simply jump in the hole beside the crane. By doing so, you will lose (20-[[Agility]])*10% health, and be [[dazed]] for 10 minutes, which means you need at least 11 agility to survive. However, this damage can be affected by '''Mechanical Damage Modifier'''. &lt;br /&gt;
** There is another hole in the room behind Wesley on Level 1. It can be accessed by jumping across the east shore outside the depot with 9 agility, then climbing through the ventilation unit. 9 Agility is sufficient to survive this drop.&lt;br /&gt;
** With high enough [[Stealth]], you can sneak past the guard on Level 1, and open the fence blocking the elevator with 9 [[Dexterity]] or [[Pickpocketing]] the [[Elevator Door Key (West Storage Depot)|key]] from Wesley (59 skill required) to access the elevator.&lt;br /&gt;
&lt;br /&gt;
=== Inside the Depot ===&lt;br /&gt;
Regardless of how you got in, you will start exploring the facility on Level 2. You will need to activate a water pump in order to drain Level 3 of water. There are two water pumps: the northeastern one can be repaired with an advanced mechanical repair kit and 90 effective [[mechanics]]. The southwestern pump room is guarded by a Psi Crab. &lt;br /&gt;
&lt;br /&gt;
You will find a ladder leading down to Level 3 in pump room 2, but you will not be able to interact with it until one of the pumps has been used. There is also a hole in the floor near the elevator on Level 2, which you you can also use to access level 3.&lt;br /&gt;
&lt;br /&gt;
On Level 3, you will find multiple [[Strongman]], along with more crabs. There is a hole in the floor in one of the central storerooms, which leads to an underground cave. Traversing the cave will allow you to ascend the floor above, where you can find a ladder leading to the generator room on Level 2. You can find [[Phil's Arm (West Storage Depot)]] and [[Fold-M 7]] (West Storage Depot) on the Dead Technician.&lt;br /&gt;
&lt;br /&gt;
Inspecting the Power Substation Unit with 90 effective [[electronics]] will allow you to fix it, restoring some power to the Mutie Refuge. HOWEVER, if you snuck into the lower levels without getting permission from Wesley, trying the leave the Refuge unstealthed will result in all of the muties turning hostile.&lt;br /&gt;
&lt;br /&gt;
Once you have left the depot, Professor Oldfield will communicate with you.&lt;br /&gt;
&lt;br /&gt;
{{Missions/Expedition navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=44184</id>
		<title>Recover the A-RFID Chip</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Recover_the_A-RFID_Chip&amp;diff=44184"/>
		<updated>2020-12-03T13:19:33Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Added skillcheck info on crane&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{Quest Infobox&lt;br /&gt;
| name     = Recover the A-RFID Chip&lt;br /&gt;
| type     = side&lt;br /&gt;
| image    = A-RFID Chip.png&lt;br /&gt;
| location = [[Black Sea Expedition Camp]]&amp;lt;br&amp;gt;[[West Storage Depot]]&lt;br /&gt;
| givenby  = [[Chief Briggs]]&lt;br /&gt;
| rewards  = 350 [[Stygian Coin]]s&lt;br /&gt;
| related  = &lt;br /&gt;
| previous = &lt;br /&gt;
| next     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* See Marcus about collecting your gear. His tent is just across from Professor Oldfield's.&lt;br /&gt;
* Professor Oldfield wants you to speak to a man called Jeremy Seeger about some NFT data he had managed to recover. His tent is just to the east from the medical tent. Report to the professor once you're done.&lt;br /&gt;
* See Chief Briggs about your briefing. His tent is just north of the kitchen.&lt;br /&gt;
* Go to the camp dock and speak to Sec-trooper Jenkins about getting a jet ski.&lt;br /&gt;
* You have been assigned to investigate the West Storage Depot, a storage facility located at coordinates B7, in order to find a working A-RFID microchip; all NFT personnel have been implanted with these, most commonly in the right hand. Report either to Chief Briggs or Professor Oldfield once you've hound it.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
Go to [[Marcus]] to get your [[NavCom Device]], [[Aegis Sec-trooper Armor]] and [[Aegis Sec-trooper Helmet]].&lt;br /&gt;
Recover data from [[Seeger]] and return to [[Professor Oldfield]], then talk to [[Chief Briggs]] about your assignment. Commandeer a Scrap Jet from [[Sec-trooper Jenkins]] at the docks (D5).&lt;br /&gt;
&lt;br /&gt;
=== Getting into the depot ===&lt;br /&gt;
Go to the [[West Storage Depot]], which is occupied by mutie refugees. There are several ways to enter the depot:&lt;br /&gt;
* You can use [[Persuasion]] or [[Intimidation]] on the mutie guarding the entrance to let you in, or bribe him with three [[Morphine Shot]]s or a vial of [[Aegis (medicine)|Aegis]]. Talk to [[Wesley]] on Level 1. Either intimidate Wesley to let you search, or promise to supply medication to the muties. If you can't persuade him to trust you, you will have to communicate with the Doctor to deliver the supplies. Then use the elevator to enter the depot.&lt;br /&gt;
* You can also sneak into the depot without permission.&lt;br /&gt;
** There is a crane in the courtyard, which can be used to descend to Level 2, but you need to repair it with a(n) (advanced) mechanical repair kit first if your [[Mechanics]] skill is sufficient. You can also simply jump in the hole beside the crane. By doing so, you will lose (20-[[Agility]])*10% health, and be [[dazed]] for 10 minutes, which means you need at least 11 agility to survive. However, this damage can be affected by '''Mechanical Damage Modifier'''. &lt;br /&gt;
** There is another hole in the room behind Wesley on Level 1. It can be accessed by jumping across the east shore outside the depot with 9 agility, then climbing through the ventilation unit. 9 Agility is sufficient to survive this drop.&lt;br /&gt;
** With high enough [[Stealth]], you can sneak past the guard on Level 1, and open the fence blocking the elevator with 9 [[Dexterity]] or [[Pickpocketing]] the [[Elevator Door Key (West Storage Depot)|key]] from Wesley (59 skill required) to access the elevator.&lt;br /&gt;
&lt;br /&gt;
=== Inside the Depot ===&lt;br /&gt;
Regardless of how you got in, you will start exploring the facility on Level 2. You will need to activate a water pump in order to drain Level 3 of water. There are two water pumps: the northeastern one can be repaired with an advanced mechanical repair kit and 90 effective [[mechanics]]. The southwestern pump room is guarded by a Psi Crab. &lt;br /&gt;
&lt;br /&gt;
You will find a ladder leading down to Level 3 in pump room 2, but you will not be able to interact with it until one of the pumps has been used. There is also a hole in the floor near the elevator on Level 2, which you you can also use to access level 3.&lt;br /&gt;
&lt;br /&gt;
On Level 3, you will find multiple [[Strongman]], along with more crabs. There is a hole in the floor in one of the central storerooms, which leads to an underground cave. Traversing the cave will allow you to ascend the floor above, where you can find a ladder leading to the generator room on Level 2. You can find [[Phil's Arm (West Storage Depot)]] and [[Fold-M 7]] (West Storage Depot) on the Dead Technician.&lt;br /&gt;
&lt;br /&gt;
Inspecting the Power Substation Unit with 90 effective [[electronics]] will allow you to fix it, restoring some power to the Mutie Refuge. HOWEVER, if you snuck into the lower levels without getting permission from Wesley, trying the leave the Refuge unstealthed will result in all of the muties turning hostile.&lt;br /&gt;
&lt;br /&gt;
Once you have left the depot, Professor Oldfield will communicate with you.&lt;br /&gt;
&lt;br /&gt;
{{Missions/Expedition navbox}}&lt;br /&gt;
[[Category:Quests]]&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Port_Zenith&amp;diff=43981</id>
		<title>Talk:Port Zenith</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Port_Zenith&amp;diff=43981"/>
		<updated>2020-11-04T19:19:29Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Talk:Port_Zenith&amp;diff=43971</id>
		<title>Talk:Port Zenith</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Talk:Port_Zenith&amp;diff=43971"/>
		<updated>2020-11-03T17:21:45Z</updated>

		<summary type="html">&lt;p&gt;Marijn211: Created page with &amp;quot;The shipment doesn't seem to be in warehouse 2 with the new expansion, could someone add where it is with it/confirm this&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The shipment doesn't seem to be in warehouse 2 with the new expansion, could someone add where it is with it/confirm this&lt;/div&gt;</summary>
		<author><name>Marijn211</name></author>
	</entry>
</feed>