Difference between revisions of "The Compound"

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* Locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Laser Emitter]]
 
* Locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Laser Emitter]]
 
* Other locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Plasma Discharger]]
 
* Other locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Plasma Discharger]]
 +
* Storeroom near west exit can be opened with 140 [[Hacking]]. It has [[Fire Proximity Suit]], [[Work Coverall]], [[Super Steel Crowbar]] and [[Utility Belt]]
 
* Computer console in the main control room unlocks the chamber with [[Fusion Cannon]]
 
* Computer console in the main control room unlocks the chamber with [[Fusion Cannon]]
 
* East exit leads to '''Exoskeleton Assembler Lab'''
 
* East exit leads to '''Exoskeleton Assembler Lab'''
 
* West exit leads to '''Cave Lab'''
 
* West exit leads to '''Cave Lab'''
 +
 
===Cave Lab===
 
===Cave Lab===
 
* One of the Psychoprath corpses has [[Severed Exoskeleton Gauntlet]] oddity
 
* One of the Psychoprath corpses has [[Severed Exoskeleton Gauntlet]] oddity
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* There is a hidden safe in the NW room, requires 14 [[Perception]] to discover and 140 [[Lockpicking]] to open, contains 3 [[Fusion Cell]]s, 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 4 [[Shock Bolt Mk II|Shock Bolts Mk II]] and a high quality [[Smart Module]]
 
* There is a hidden safe in the NW room, requires 14 [[Perception]] to discover and 140 [[Lockpicking]] to open, contains 3 [[Fusion Cell]]s, 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 4 [[Shock Bolt Mk II|Shock Bolts Mk II]] and a high quality [[Smart Module]]
 
* SW room can be unlocked with 100 [[Hacking]]
 
* SW room can be unlocked with 100 [[Hacking]]
 +
** There is a shelf with a good quality [[Minigun Frame: Terminator]] and some other random high quality firearm and mechanical parts
 
** There is a shelf with some ammo, grenades and two [[Firecracker Cap]]s
 
** There is a shelf with some ammo, grenades and two [[Firecracker Cap]]s
 
** There is a shelf with  [[Launcher Grenade Strap Belt]] and some grenade launcher components
 
** There is a shelf with  [[Launcher Grenade Strap Belt]] and some grenade launcher components
** There is a shelf with some high quality firearm parts
 
 
* Cognator's medchamber can be unlocked with [[Cognator Medchamber Keycard (The Compound)]] or with 200 [[Hacking]]
 
* Cognator's medchamber can be unlocked with [[Cognator Medchamber Keycard (The Compound)]] or with 200 [[Hacking]]
 
** [[Cognator]] can be found here
 
** [[Cognator]] can be found here

Latest revision as of 10:23, 2 October 2024

This page contains content from Underrail: Heavy Duty expansion.
The CompoundUncontrolled zone

Investigate the Compound.png
Location information
Music Compound
Located in Upper Underrail
Areas Tunnel
Outside
Entrance
Armory
Exoskeleton Assembler Lab
Fusion Cannon Lab
Cave Lab
Training Grounds
Medical Section 1Upper Passage 1
Damaged Assembler Lab
Upper Passage 2
Medical Section 2

Command
Connections Dark Territory
NPCs Cognator
Technical
Map file(s) xphw_exobase_arm, xphw_exobase_com, xphw_exobase_ent, xphw_exobase_lab1, xphw_exobase_lab2, xphw_exobase_labu1, xphw_exobase_labu2, xphw_exobase_med1, xphw_exobase_med2, xphw_exobase_out, xphw_exobase_trg1, xphw_exobase_trg2, xphw_exobase_tun, xphw_exobase_up1, xphw_exobase_up2

The Compound is a major location added by the Underrail: Heavy Duty expansion. It can be accessed by accepting Trip to North Underrail quest given by Buck Nimble in Upper Underrail.

Description

The Compound, also known as Transregional Joint Research Compound or Oneiros Compound is an old Biocorp's facility located in the Dark Territory between South Upper Underrail and North Upper Underrail. Abandoned for centuries, it is patrolled to this day by Exosoldiers - an army of identical telepathic clones.

The location is regularly patrolled by the exosoldier squads which will attack the player on sight. Each patrol consists of randomly chosen exosoldiers accompanied by a Technomedic, random tactical support bot and sometimes also an Intercessor. The number of exosoldiers is finite (80 on Easy and Normal, 95 on Hard and 110 on DOMINATING), however if player kills all normal exosoldiers, then the patrols will be replaced with squads of elite psionic commandos - Psychophracts (30 on Easy and Normal, 35 on Hard and 40 on DOMINATING). Exosoldiers sometimes also create barricades in the Compound, blocking the way and making moving around the facility more difficult.

Tunnel

  • Ladder leads to a maintenance tunnel to the west side of the map with the Exosoldier ambush squad
  • North exit leads to Outside
  • South exit leads to Dark Territory
  • West exit leads to Armory

Outside

  • There is a pile of batteries in the north, contains 14 Greater Fusion Cells
  • There are hidden metal plates behind the fence in NW corner (10 Perception)
  • There is a rift in the NW corner
  • West exit and vent leads to Entrance
  • South exit leads to Tunnel

Entrance

Armory

Exoskeleton Assembler Lab

Training Grounds

  • You can interact with the console to summon multiple exosoldier patrols (without tactical bots)
    • Exosoldiers here will follow your location even in stealth. Killing them all will unlock the west exit
  • West exit leads to Upper Passage 2
  • East exit leads to Armory

Fusion Cannon Lab

Cave Lab

  • One of the Psychoprath corpses has Severed Exoskeleton Gauntlet oddity
  • You can raise gate to the south-west with 20 Strength. If you are accompanied by the Gunslinger, the check is reduced by the value of his strength (5 base)
  • Lake to the south has multiple increasing Agility checks:
    • Agility 8: reach a Mindshroom
    • Agility 10: reach a waterproof bag with high quality Polarizer and other electronic components
    • Agility 14: reach another Mindshroom and a crate with high quality Blast Cloth and other military components
  • East exit leads to Fusion Cannon Lab
  • NW exit (unlockable from Damaged Assembler Lab) leads to Damaged Assembler Lab
  • SW exit (behind the gate) leads to Damaged Assembler Lab

Upper Passage 1

  • North exit leads to Medical Section 1
  • East exit leads to Exoskeleton Assembler Lab
  • West exit leads to Damaged Assembler Lab

Medical Section 1

Damaged Assembler Lab

  • East stairs lead to Upper Passage 1
  • West stairs down leads to Cave Lab
  • West stairs up leads to Upper Passage 2

Upper Passage 2

  • North exit leads to Medical Section 2
  • East exit leads to Damaged Assembler Lab
  • West exit leads to Command

Medical Section 2

Command

Map gallery