Difference between revisions of "Rail Crossing"

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(Alternate walking route thats mostly safer and doesnt require TNT)
 
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| name    = Rail Crossing
 
| name    = Rail Crossing
 
| type    = Urban area
 
| type    = Urban area
| control = full
+
| control = varies
 +
| maptext = A small peaceful community.
 
| image  = rc1.png
 
| image  = rc1.png
 +
| music  = CityStation.ogg
 
| world  = [[Lower Underrail]]
 
| world  = [[Lower Underrail]]
 
| areas  = Rail Crossing<br>Railyard<br>Train Depot<br>Living Quarters<br>Buzzer's Shop<br>South Tunnel<br>North Tunnel
 
| areas  = Rail Crossing<br>Railyard<br>Train Depot<br>Living Quarters<br>Buzzer's Shop<br>South Tunnel<br>North Tunnel
| exits  = Lower Underrail<br>Metro
+
| exits  = [[Lower Underrail]]
| npcs    = [[Captain Harve]], [[Buzzer]], [[Travis]], [[Myles]], [[Doc (Rail Crossing)|Doc]], [[Deacon]], [[Deacon's Bodyguard]], [[Mister Shady]], [[Shady Lady]], [[Barkeeper (Rail Crossing)|Barkeeper]], [[Dude]], [[Militiaman]]
+
| ftravel = [[Lower Underrail metro]] (station)<br>[[Rift]] (boxes near Buzzer's shop)
 +
| npcs    = [[Captain Herve]], [[Buzzer]], [[Travis]], [[Myles]], [[Doc (Rail Crossing)|Doc]], [[Deacon]], [[Deacon's Bodyguard]], [[Mister Shady]], [[Shady Lady]], [[Barkeeper (Rail Crossing)|Barkeeper]], [[Dude]], [[Militiaman]]
 
| mapfile = rc1<br>rc2<br>rc3<br>rc1_LivingQuarter<br>rc_shop<br>rc_tunnel1<br>rc_tunnel2
 
| mapfile = rc1<br>rc2<br>rc3<br>rc1_LivingQuarter<br>rc_shop<br>rc_tunnel1<br>rc_tunnel2
 
}}
 
}}
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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.
 
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.
  
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 ''"initiated"'', or having [[Snooping]] or high perception (9-10{{verify}}) to notice its secret door in the alley behind the bar.
+
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 ''"initiated"'', or passing a perception check (7) to notice its secret door in the alley behind the bar.
  
 +
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.
  
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. 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.
+
== How to get there ==
 +
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.
  
You can also walk there, but you require at least one [[T.N.T. Charge]] to clear the tunnels leading northwest from SGS.
+
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. <br><br>
  
 +
== Areas ==
  
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.
+
=== Rail Crossing ===
  
A unique sniper rifle, [[Dragunov]], can be found in the old tunnels below the railway yard.
+
* In the barrel at the entrance by the bench is a [[Protectorate Propaganda]] oddity, 1 XP
 +
* In the locker near [[Captain Herve]] is a [[Tunnel Hatch (Rail Crossing)]] key
 +
* In [[Doc (Rail Crossing)|Doc]]'s storage room is a locker requiring 80 [[Lockpicking]] and containing some medicines
 +
* [[Travis]] is carrying [[Private Quarters Key 1 (Rail Crossing)]]
 +
* [[Myles]] is carrying [[Private Quarters Key 2 (Rail Crossing)]]
 +
* [[Doc (Rail Crossing)|Doc]] is carrying [[Private Quarters Key 3 (Rail Crossing)]]
 +
* [[Captain Herve]] is carrying [[Private Quarters Key 4 (Rail Crossing)]]
 +
* [[Deacon]] is behind the secret door in the NE corner. He's carrying [[Security Keycard (Railcrossing Warehouse)]]
 +
* [[Dude]] is in the bar and starts the quest [[Dude's vision]]
 +
 
 +
=== Living Quarters ===
 +
 
 +
* The [[Power Box]] will turn on/off the lights in all the houses
 +
* The house south of the courtyard with chairs:
 +
** requires 80 [[Lockpicking]], or can be opened with [[Travis]]' [[Private Quarters Key 1 (Rail Crossing)]]
 +
* The house north of the courtyard with chairs:
 +
** requires 80 [[Lockpicking]], or can be opened with [[Doc (Rail Crossing)|Doc]]'s [[Private Quarters Key 3 (Rail Crossing)]]
 +
** has a locker containing a [[Loaded Dice]] oddity, 1 XP
 +
* The house south of the [[Power Box]]:
 +
** requires 80 [[Lockpicking]], or can be opened with [[Myles]]' [[Private Quarters Key 2 (Rail Crossing)]]
 +
** has a desk containing a [[Strange Comm Device]] oddity, 1 XP
 +
* The house east of the [[Power Box]]:
 +
** requires 80 [[Lockpicking]], or can be opened with [[Captain Herve]]'s [[Private Quarters Key 4 (Rail Crossing)]]
 +
* The metal door to the north:
 +
** Can be opened with 50 effective [[Hacking]] on the nearby electronic lock, or by using [[Deacon]]'s [[Security Keycard (Railcrossing Warehouse)]]
 +
** Contains eight [[Old Money]] oddities, 2 XP
 +
 
 +
=== Railyard ===
 +
* Enemies [[Plasma Sentry]] and [[Faceless]]
 +
** The [[Plasma Sentry]] will be disabled if the quest [[Disable plasma walkers]] has been completed
 +
* A trap door links the '''North tunnels''' to '''Buzzer's shop'''
 +
* A locker in the room near the trap door contains a [[Train Driver Manual]] oddity, 1 XP
 +
 
 +
=== Train Depot ===
 +
* Enemies [[Kamikaze Bot]]s and [[Plasma Sentry]]
 +
** They will be disabled if the quest [[Disable plasma walkers]] has been completed
 +
* Has several [[HE Mine]] traps. They can be receovered with 67 [[Traps]] skill (possibly less)
 +
* To the south is a fence door that can be opened with 50 [[Lockpicking]]
 +
* The SW room:
 +
** Has a locker containing an [[Encyclopedia Fragment]] oddity, 1 XP
 +
** Has a trap door leading to the '''South Tunnels'''
 +
* The NE surveillance room has a desk containing a [[Train Driver Manual]] oddity, 1 XP
 +
* The door south of the NE surveillance room can be opened with 30 [[Hacking]]
 +
* Has a [[Power Box]] of the east side, south of the surveillance room. It powers the security cameras
 +
 
 +
=== South Tunnels ===
 +
* Accessed from the trap door to the south of the '''Train Depot''', or from the '''North Tunnels'''
 +
* Enemies [[Burrower]]s and [[Spawn]]s
 +
* The box in the center of the area requires 60 [[Hacking]]
 +
* The pile of rubble near the northern exit contains an [[Obsidian Shard]] oddity, 1 XP
 +
* One locker in the room to the north contains a unique [[Dragunov]] sniper rifle
 +
* There are some [[Destructible objects|rocks]] in the NW that open a second way into the northern tunnels
 +
 
 +
=== North Tunnels ===
 +
* Accessed from the '''Railyard''', or from the '''South Tunnels'''
 +
* Enemies [[Burrower]]s and [[Spawn]]s
 +
* The pile of rubble west of the central room has a [[Trilobite Fossil]] oddity, 1 XP
 +
* The central room:
 +
** Has a respawning [[Lake Poppy]]
 +
** has a box requiring 60 [[Hacking]]
 +
 
 +
=== Buzzer's Shop floor 1 ===
 +
* Enemies [[Plasma Sentry]] and [[Faceless]]
 +
** The [[Plasma Sentry]] will be disabled if the quest [[Disable plasma walkers]] has been completed
 +
* The computer rack near the SE entrance has an [[Old Data Medium]] oddity, 1 XP
 +
* The box in the storage room requires 70 [[Hacking]]
 +
* The ventilation shaft has a ladder leading to the shafts on the 2nd floor
 +
 
 +
=== Buzzer's Shop floor 2 ===
 +
* Enemies [[Hardware Bug]] (in ventilation shaft) and [[Faceless Mindreader]]
 +
* The ventilation shaft have a secret passage (need [[Perception]]) leading to an area with a box requiring 50 [[Hacking]]
 +
* The switch on the west wall turns the turrets on/off
 +
* The [[Faceless Mindreader]] can be reasoned with (see quest [[Save Buzzer]]) and carries [[Holding Cell Key (Buzzer's Shop)]]
 +
* The prison fence can be opened with 70 [[Lockpicking]] or with [[Holding Cell Key (Buzzer's Shop)]]
 +
* The barrel in [[Buzzer]]'s cage contains a [[Strange Comm Device]] oddity, 1 XP
  
 
== Quests ==
 
== Quests ==
Hadrian Tanner's [[Check on Rail Crossing]] quest leads you to the mayor, [[Captain Harve]], who can explain the situation to you. By the time you arrive, most of the town is occupied by the Faceless.
+
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.
 +
 
 
* [[Save Buzzer]]
 
* [[Save Buzzer]]
 
* [[Get rid of the Faceless]]
 
* [[Get rid of the Faceless]]
 +
** [[Lost train]]
 +
* [[Disable plasma walkers]]
 +
* [[Catch the med thief]]
 +
* [[Dude's vision]]
  
 
== Enemies ==
 
== Enemies ==
 
The Faceless have taken over Buzzer's Shop and the railway yard surrounding it.
 
The Faceless have taken over Buzzer's Shop and the railway yard surrounding it.
 +
 
* [[Faceless]]
 
* [[Faceless]]
 
* [[Plasma Sentry]]
 
* [[Plasma Sentry]]
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== Map Gallery ==
 
== Map Gallery ==
 
 
<gallery widths=200px heights=127px>
 
<gallery widths=200px heights=127px>
 
lu-b12.png    | Arrival
 
lu-b12.png    | Arrival
lu-b11.png    | Intersection
+
lu-b11.png    | Junction
 
rc1.png        | Rail Crossing
 
rc1.png        | Rail Crossing
 
rc1_LivingQuarter.png | Living Quarters
 
rc1_LivingQuarter.png | Living Quarters

Latest revision as of 19:41, 19 November 2022

Rail CrossingMultiple zones, varying levels of zone control

A small peaceful community.
Rc1.png
Urban area information
Music Echoes of the City
Located in Lower Underrail
Areas Rail Crossing
Railyard
Train Depot
Living Quarters
Buzzer's Shop
South Tunnel
North Tunnel
Connections Lower Underrail
Fast Travel Lower Underrail metro (station)
Rift (boxes near Buzzer's shop)
NPCs Captain Herve, Buzzer, Travis, Myles, Doc, Deacon, Deacon's Bodyguard, Mister Shady, Shady Lady, Barkeeper, Dude, Militiaman
Technical
Map file(s) rc1
rc2
rc3
rc1_LivingQuarter
rc_shop
rc_tunnel1
rc_tunnel2

Rail Crossing is a town in south Lower Underrail.

Description

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.

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 "initiated", or passing a perception check (7) to notice its secret door in the alley behind the bar.

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.

How to get there

Rail Crossing is accessible by the metro after the player has 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.

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.

Areas

Rail Crossing

Living Quarters

Railyard

Train Depot

  • Enemies Kamikaze Bots and Plasma Sentry
  • Has several HE Mine traps. They can be receovered with 67 Traps skill (possibly less)
  • To the south is a fence door that can be opened with 50 Lockpicking
  • The SW room:
    • Has a locker containing an Encyclopedia Fragment oddity, 1 XP
    • Has a trap door leading to the South Tunnels
  • The NE surveillance room has a desk containing a Train Driver Manual oddity, 1 XP
  • The door south of the NE surveillance room can be opened with 30 Hacking
  • Has a Power Box of the east side, south of the surveillance room. It powers the security cameras

South Tunnels

  • Accessed from the trap door to the south of the Train Depot, or from the North Tunnels
  • Enemies Burrowers and Spawns
  • The box in the center of the area requires 60 Hacking
  • The pile of rubble near the northern exit contains an Obsidian Shard oddity, 1 XP
  • One locker in the room to the north contains a unique Dragunov sniper rifle
  • There are some rocks in the NW that open a second way into the northern tunnels

North Tunnels

Buzzer's Shop floor 1

Buzzer's Shop floor 2

Quests

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.

Enemies

The Faceless have taken over Buzzer's Shop and the railway yard surrounding it.

Map Gallery