Rail Crossing
Rail Crossing | |||||
A small peaceful community.
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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 | ||||
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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, but you need at least one TNT Charge to clear the tunnels leading northwest from SGS.
Areas
Rail Crossing
- 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'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 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 (62 Pickpocketing skill is too low)
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'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 ? (70 is enough) Hacking on the nearby electronic lock, or by using Deacon's Security Keycard (Railcrossing Warehouse)
- Contains eight Old Money oddities, 2 XP
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
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