Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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Colony Ship Walkthrough and Loot Guide - 1.0 Release Update
От HuggyBear
Walkthrough and guide for Colony Ship Game, covering character creation, skill training, quest walkthroughs, and loot!
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Changelog
Congratulations to the team at Iron Tower Studios for releasing version 1.0!

Update for 1.0 release
Done - The Great Loot pass, all lootable areas have been updated, please comment with any errors or missing items
Done - Armory Level 3
Done - The Bridge
Done - Equipment and characters updated
Done - New merchants, Eli (if siding with Monks), and Pit Arena Shop Ch3
Ongoing - Endings
Todo - Achievements
Todo - Fix a bunch of tiny issues from the old days
Todo - Reputation table
Todo - Initiative Bonus table

Updated for v0.9.106 - Chapter 4 Habitat/Pit
Ongoing: The Great Loot Pass™, a lot of equipment has been moved around, some new equipment has been added and there have been a few balance changes to boot
Done-ish: Resolving the Habitat/Pit or Monks/Pit conflict after delivering the Machine
Done: Additional Chapter 2 content (Jia, Hargave, Morgan follow-ups, new bits and bobs in the Habitat)
Done: Hargrave's Stealth sequence, additional new stealth sequences
Done: Equipment and merchant updates
Done: New trainers and Master Trader items
Done: Skills, Feats, and Attributes changes. Armor Handling is no longer per piece, it is now cumulative, negative armor handling impacts Evasion, Initiative, and Reaction.


Updated for v0.9.83 - Chapter 3 - Mission Control Lower Levels
Done: Skill check sections need to be updated, Skill SP changes throughout all chapters
Done: Update tabulation of skill checks and SP gains in Chapter by Chapter section
Done: Update early guide to reflect slower leveling than under old XP requirements
Done: New gear and gear updates
Done: Lower levels of Mission Control
Done: Feat changes, heroics are crazier than ever
Done: System tweaks / update all encounter stat blocks
Done: Merchant inventory updates, mostly the grenade conversions
Done: Minor loot opportunities in earlier chapters
Done: ROMEO Upgrades
Done: Habitat and Mutant Companion Updates, fixed tags, tweaked unique feats
Done: Training token table refresh
Done: Skill point dichotomy bonuses for Jonas and Mercy paths
Done: XP for Mission Control Chapter 3
Done: Quick Quest updates
Done: Updated build options for game start



Updated for v0.9.33 - Chapter 3 - Hydroponics Yellow & Red
Done - Hydro Yellow & Hydro Red Zones walkthrough
Done - New Items
Done - New Enemies
Done - Patch Changes
Done - XP and Skill Checks
On Hold - Skill Point changes, all chapters, the guide will be updated with new values once the overhaul is done but it's unclear when that will be

Updated for v0.9.22 - Chapter 3 - The Heart
Special thanks to PaposikG6 for additional editing!
Done - Heart Quests
Done - Heart Merchants
Done - Heart Quick Quests, Skill Checks, and XP Enumeration
Done - Heart Companions
Done - Heart Items
Done - "Choice and Consequences" alerts throughout the guide


Updated for v0.9.15 - Chapter 3 - Return to the Pit
Done - Rewrite of Chapter 1 pathing with Squad Leader change. This was a big change, if you find any inconsistencies or oddities please let me know.
Done - Habitat Companions
Done - Rewrite of Steal guide
Done - Equipment updated
Done - Existing encounters updated
Done - Merchants updated
Done - New Encounters From Chapter 3 Pit
Done - Return to the Pit Guide for 3 leaders, Mercy, Braxton, Jonas
Done - Mechanics changes from patch
Done - Feat changes

Updated for v0.8.247 - ECLSS
Maintenance tunnels and ECLSS sections added
Implant overclocking via Eli the Monk, some attributes now go up to 12
Changes to Pulse Grenades and turrets, combat robot added to bestiary
Equipment and feat changes

Updated for v0.8.233 - The Habitat
The first part of the Habitat, excluding ECLSS and the Maintenance area has been released.
Walkthrough for available Habitat content
New items, item stat tweaks
New merchants - data is now partially auto-generated
Minor system changes, speech checks, aimed shots, pulse and poison grenades, turret stats

A request: The Habitat is big, really big, you may have thought the Pit was big but it has nothing on the Habitat. There are a lot of branches and small choices that are not always easy to find, so if you find something that is not currently documented please drop a comment about it.


March 2022

This guide will now be using automatically generated data for most of its enemies and equipment, this will enable faster and more accurate updates to enemy stats and loot. Like any new program the data miner is likely to have some, quirks, at the start. The Accuracy stat should be taken as a a reasonably accurate approximation since it blends in data that impacts both base accuracy and aimed shot accuracy. Currently creatures and turrets are not supported and will continue to have their stats updated manually. Your feedback on missing or incorrect data is most welcome.

Added MSPaint quality maps of major areas.

Updated for v0.8.215
Tweaks to encounters and loot / merchant inventory
Equipment tweaks, mostly weapons
Feat/stat/skills tweaks
Rework Chapter 1 walkthrough incorporating Mission Control before Crossroads. Less bouncing around different areas to level skills and a smoother difficulty progression based on the reworked encounters, except for one very hard encounter that we can beat with cheesy tactics, your feedback on the changes is appreciated!
Updated "Persuading Mercy" special supplement, hat tip to epepe for inspiration
Standardized spelling to "Murderhobo" throughout the guide

Updated for v0.8.206
Weapon stats updates
Armor stats updates
Chapter 1 combat encounters updated with gear and new information on enemies
Chapter 2 combat encounters updated with gear and new information on enemies
Reorganized where dialogue trees are integrated into the guide to support diplomacy oriented characters during the walkthrough
Gadget, stims, grenades, training tokens updated
Biotech and implant extraction updates
Mutations
Fixed thermal vision/resist optical/resist toxic stat blocks for enemies based on headgear changes
Added section for Companions, fairly bare-bones at the moment
Added section Bestiary - Mechanical, currently encompassing turrets
Some reorganizing of content to fit within Steam's section limits
(Post January patch) Rewrite of Chapter 1 Walkthrough to incorporate Mission Control into pathing

Updated for v0.8.193
Walkthrough for Shuttle Bay
Added speech skill SP gains for Chapter 1 locations

Updated for v0.8.155
Walkthrough for first five levels of Mission Control
Even more new items from Mission Control
Energy weapons have been revised across the board
Added Bestiary for inhuman foes
Value for most low-tier loot has been decreased, sell prices are now 20% of item value up from 10%
Update full list of quests, XP, and skill checks in Mission Control


Updated for v0.8.148
(Beta) Walkthrough for first four levels of Mission Control
Updated helmets with new stats, mostly increased DR
New items from Mission Control

Updated for v0.8.134
The full release of the Factory!
Fantastic new items added
Updated walkthrough covering the Factory
Updated skill checks and XP gains from the Factory
Some notes on game mechanics and some interesting quirks therein
Implants and (speculative) implant upgrades

Updated for v0.8.127
The Factory has been released!
A few tweaks to feats and equipment, notably nerfing SMGs Reaction +%
A proper step-by-step walkthrough for a combat focused Murderhobo, including a bonus section on how to side with Mercy with a Charisma 4 build!
Added Merchant inventory list at end of guide
Updated helmets to have correct stats
Updated and revised the combat and quest XP gains section
Updated skill checks and associated SP gains, most of which are now +20SP
Updated combat encounters to show Thermal Vision, Resist Optical, and Resist Toxin scores for enemies

Updated for v0.8.103:
Added Quest and Combat character exp thanks to Pladio!
Added several new items from update, updated names of some items
Several new or modified loot locations requiring skills

Initial Version:
Attributes
Skill Checks
Quests
Equipment
First Playthrough Tips
Heroic forum member Skaudus has made two tutorial videos that do an excellent job of covering the complicated combat system, I strongly suggest you watch both if you intend to shoot things.

Colony Ship - How Accuracy Works - https://www.youtube.com/watch?v=0x7XkqwAgvA
Colony Ship - How Defense Works - https://www.youtube.com/watch?v=Q_SA5ErDq0A

There is also an active Discord if you want people with literally hundreds of hours of game time to answer your random questions: https://discord.gg/xsRFztkc

If you prefer to get your information via wiki format the erudite PaposikG6 maintains the Colony Ship Wiki here : https://colonyship.fandom.com/wiki/Colony_Ship_Wiki (but it's much less murderhobo-y than this guide!)

  • Whenever you recruit a new follower make sure to Tag their skills as they start with zero tagged skills
  • Heroic feats can only be taken at character creation and require 10 in their respective attributes, you can only ever have 1 Heroic feat
  • Consumables, especially grenades, are incredibly effective, if expensive
  • You start with $1000, using this money on a weapon upgrade or a gadget (Distortion Field suggested) is a reasonable way to smooth out early game difficulty.
  • The skill system is use by doing, using skills will give you skill experience points that will level up skills but do not impact character level
  • Character XP, as distinct from skill XP, is gained by completing quests and combat, and allows characters to level up granting access to more feats
  • Easy quests and combat award as much as XP as hard quests and combat, doing the easier stuff first is going to make your life easier, if something is too hard come back later
  • You can heal using Medkits in the Party Screen, or pay $ to Sarah in Medbay
  • TAB to highlight interactable objects, can be toggled on/off in settings
  • F5 quick-save, F9 quick-load
  • If you don't want to play the melee bruiser featured in this walkthrough there are builds of every variety here: https://steamcommunity.com/app/648410/discussions/0/3172198151251693365/
Additional Tips
  • Activate energy shields/gadgets before combat at the cost of 2AP, there is no impact on initiative
  • Yellow skill checks for Speech skills (Persuasion, Streetwise, Impersonate) allow for partial success and partial XP skill gain, leveling up a skill with a yellow skill check will count as a success. Yellow skill checks for non-Speech skills can not be passed but can be retried
  • Thermal vision counteracts the effects of smoke grenades, so if you have Thermal 45% on your goggles/helmet then firing at range into Smoke which normally would penalize you 80% THC will only penalize you 35% THC.
  • The amount of armor on enemies varies body party to body part, if someone seems to tough to kill, 8+ armor, they likely have a different part of their body that is less heavily armored and is more susceptible to damage, used Aimed shots to target those body parts
  • During speech challenges, different choices can have different impact on disposition. Just because a dialog has a higher skill check does not mean it will be more effective in raising disposition, read the lines and consider how the NPC would react to them
  • Your gun-wielding enemies have finite ammunition (except for turrets which are magical), if you have heavy armor and a tanky build you may be able to outlast their ammo supply by hunkering down in cover and trading potshots, this is usually not the best strategy, but is occasionally very effective
  • Your greatest ally is CHIM.
Character Attributes
Implants can boost all attributes except Constitution and Charisma by +1, and another +1 by overclocking the implants, allowing characters to reach 12 in some attributes. The Healing Factor heroic feat adds +2 to Constitution, allowing Constitution to reach 12.

Strength
Value
Melee Extra Damage
Armor Handling
Recoil Control
4
0-0
0
0
5
0-1
2
5
6
1-1
4
10
7
1-2
6
15
8
2-2
8
20
9
2-3
10
25
10
3-3
12
30
11
3-4
14
35
12
4-4
16
40

Melee Extra Damage applies additional damage to each melee attack
Armor Handling reduces Evasion, Initiative, and Reaction penalties from armor
Recoil Control mitigates the accuracy penalty on Burst and Double Shot attacks

Associated Feats
  • Armored Warfare feat with Strength 6
  • Berserker feat with Strength 8
  • Heavy Hitter feat with Strength 8
  • Controlled Burst feat with Strength 8
  • Juggernaut feat with Strength 10

Constitution
Value
Hit Points
Max Implants
4
30
2
5
40
2
6
40
3
7
50
3
8
50
4
9
60
4
10
60
5
11
70
5
12
70
7* with Healing Factor

Associated Feats
  • Bionic feat cannot be taken with Healing Factor
  • Healing Factor feat with Constitution 10

Dexterity
Value
Action Points
Evasion
Initiative
4
12
8
0
5
13
10
5
6
14
12
10
7
15
14
15
8
16
16
20
9
17
18
25
10
18
20
30
11
19
22
35
12
20
24
40

Evasion reduces enemy Accuracy
Initiative determines turn order in combat and stealth
Reaction determines % chance of reacting with an attack to enemy movement or misses

Associated Feats
  • Artful Dodger feat with Dexterity 6
  • Gladiator feat with Dexterity 8
  • Gunfighter feat with Dexterity 8
  • Fast Runner feat with Dexterity 10

Perception
Value
Initiative
Reaction
Base Accuracy
4
0
0
50
5
3
5
54
6
6
10
58
7
9
15
62
8
12
20
66
9
15
25
70
10
18
30
74
11
21
35
78
12
24
40
82

Associated Feats
  • Critical Thinker feat with Perception 6
  • Opportunist feat with Perception 8
  • Precise Strike feat with Perception 8
  • Sharpshooter feat with Perception 8
  • Big Game Hunter feat with Perception 8
  • Dodge This feat with Perception 10

Intelligence
Value
Tagged Skills
Extra Character Experience
4
1
0
5
1
10
6
2
10
7
2
20
8
3
20
9
3
30
10
4
30
11
4
40
12
5
40

Tagged skills add +2 effective skill levels to a skill, without increasing Skill Point (SP) requirements commensurately. If you tag a skill at the start it will be level 3, but only require 20SP to advance to level 4, as opposed to putting a skill point into it at the start which raises the level but also the SP required to advance, tags are very important.
Character experience (XP), as distinct from SP, advances character level

Associated Feats
  • Skill Monkey feat with Intelligence 8
  • Mastermind feat with Intelligence 10

Charisma
Value
Initial Disposition
Max Followers
4
-1
1
5
0
1
6
0
2
7
1
2
8
1
3
9
2
3
10
3
3

Initial disposition impacts all Speech challenges

Associated Feats
  • Personal Magnetism feat with Charisma <8
  • Master Trader feat with Charisma 7
  • Sergeant feat with Charisma 7-8
  • Captain feat with Charisma 9, overwrites Sergeant feat if both are present in a party
  • Cult Leader feat with Charisma 10
Leveling Up
In Colony Ship leveling up gives you one and only one thing, a new Feat. You don't gain HP per level, you don't get bonus skill points, or accuracy, or damage, or anything, except for one Feat. Loot and enemies do not scale to your level, the only thing that changes is you get one Feat.


XP to Level
Level
XP to Level
Cumulative XP To Level
1
0
0
2
300
300
3
900
1200
4
1500
2700
5
1700
4400
6
1900
6300
7
2100
8400
8
2300
10700
9
2500
13200
10
2800
16000
11
4000
20000
12
6000
26000
Feats
Heroic
Heroic feats can only be taken during character creation, they are therefore limited to one per character

Name
Requirement
Effect
Gifted
+3 Stat Points, +4 Skill Points
Cult Leader
10 CHA
Entire party earns +20% XP, easier to level up companion bond, unlocks Devoted level of companion bond (+1 Natural DR)
Dodge This
10 PER
20% of Accuracy is converted to Critical Chance, Accuracy +12%. +100% skill gain on Critical Strike
Fast Runner
10 DEX
+6 Movement AP (requires Tunnel Runner to work in stealth), Initiative +24, Disables enemy reaction to PC, +100% skill gain on Evasion
Healing Factor
10 CON
Constitution +2, Regeneration +3, Stat Regeneration +1, Max Implants +2, +100% skill gain on Biotech
Juggernaut
10 STR
Natural DR +1 (+3 when HP <= 13), Melee Damage +2, Knockdowns inflicted on PC become Stun (-4 AP next turn) instead, +100% skill gain on Armor
Mastermind
10 INT
Extra feat at levels 2,6, and 10, +25% experience bonus for PC

Combat
Name
Requirement
Effect
Charger
+4 Initiative, +4 Movement AP (requires Tunnel Runner to work in stealth)
Critical Thinker
6 PER
For each skill level in Critical Strike: +1% Critical Chance, Critical Damage +4% (0.04), Takedown +2
Fast Draw
+12 Initiative, +4 AP in first turn
Opportunist
6 PER
Reaction +30%, Reaction attack: 20% of Reaction Chance added to Accuracy and 50% to Grazes
Quick Fingers
+4 Initiative, Halves AP cost of reload, lockpick, belt items (grenades and stims), and inventory actions (rounded up), works in stealth
Slow Metabolism
Stim Duration +1 Turn, Death Timer +1

Party
Name
Requirement
Effect
Captain
9 CHA
Other party members, Accuracy +8%, Reaction +20%, Critical Chance +6%
Sarge
7-8 CHA
Other party members, Accuracy +4%, Critical Chance +6%
Personal Magnetism
<8 CHA
+1 Party Size
Lone Wolf
AP +2, Evasion +12%, Initiative +16, Critical Chance +6%, when in combat without any party members. Makes Companion Bonding more difficult

Defense
Name
Requirement
Effect
Armored Warfare
6 STR
AP penalty for armor reduced by 1 on each piece of equipment, Armor Handling +8
Artful Dodger
Evasion +12%, bonus increases to +30% when HP is <13
Tough Bastard
HP +10, Enemy Crit Damage Factor over 1.0 is halved
True Grit
Ballistic DR +1. When not in cover: Evasion +16%, Reaction +20%

On Kill
Name
Requirement
Effect
Bloodlust
On Kill: +50% critical chance for next attack (does not apply to reaction attacks)
Second Wind
On Kill: +6 AP

General
Name
Requirement
Effect
Bionic
No Healing Factor
Max Implants +1
Educated
+1 Tagged Skills, +25% XP (works retroactively)
Master Trader
7 CHA
+1 Disposition, 25% discount when purchasing items (selling values unchanged), unlocks special deals at some traders and automatically passes all haggling related Speech checks
Skill Monkey
8 INT
+35% SP gain for Science and Stealth skills (works retroactively)

Melee
Name
Requirement
Effect
Berserker
8 STR
Melee attacks -1 AP cost, When HP<=13 +2 Melee Damage, Aimed Melee attacks disabled permanently
Gladiator
8 DEX
Melee Reaction +30%, Melee Graze +10%. Melee Graze Damage +25%
Heavy Hitter
8 STR
Melee Stagger chance on hit +20%, Penetration +10%, Critical Damage +15% (0.15)
Precise Strike
8 PER
Aimed Melee Attacks: -1 AP Cost. Melee Critical Chance +6%, Special Melee Attack Accuracy +12%
Warrior
Melee Accuracy +6%, +1% Evasion and Accuracy for each skill level in Bladed and Blunt. +25% Skill Gain on Melee Skills

Melee Weapon Specialization
Name
Requirement
Effect
Basher
Blunt Accuracy +8%, +20% Crit Chance for Knockdown, +2% Penetration for Blunt attacks per Blunt skill level
Butcher
Bladed Accuracy +8%, +20% Crit Chance for Carve +2% Accuracy Aimed melee attack per Bladed skill level

Ranged
Name
Requirement
Effect
Controlled Burst
8 STR
Ranged Burst, Double Shot, Triple Shot, and Fanning attacks cost -1 AP, Recoil Control +12 (reduces accuracy penalty of above attacks)
Gunfighter
8 DEX
Ranged attacks: Reaction +20% Graze +10%, Graze Damage +25%
Master Blaster
Ranged Energy Weapons: Accuracy +20%, Critical Strike Chance +12%, Penetration +10%
Sharpshooter
8 PER
Ranged Weapon Attacks: Aimed Accuracy +6%, Ignore 15 pts of cover, weapon range +2
Big Game Hunter
8 PER
Ranged Weapon Attacks: Penetration +10%, Critical Damage +15% (0.15)
Guns, Lots of Guns
Ranged skill gain +25% (retroactive), Ranged Reaction +20, Accuracy +1 for every OTHER skill level in Ranged skills i.e. if using a Shotgun your Shotgun skill does not count for the Accuracy bonus

Ranged Weapon Specialization
Name
Requirement
Effect
Sprayer
SMG Accuracy +8%, +3% Graze Damage and +1% Penetration for SMG attacks per SMG skill level
Pistolero
Pistol Accuracy +8%, +4% Reaction and +1% Crit Chance for Pistols per Pistol skill level
Rifleman
Rifle Accuracy +8%, +1% Aimed Accuracy and +3% Crit Damage for Rifle attacks per Rifle skill level
Shotgunner
Shotgun Accuracy +8%, +6% Stagger and +1% Accuracy for Shotgun attacks per Shotgun skill level

Stealth
Name
Requirement
Effect
Ghost
-1 Noise Generation per tile, non-Takedown actions during Stealth produce 50% of normal noise
Prowler
Sneaking value increased by 5, Yellow tagged tiles (can move through but not end your movement inside during stealth) range increased from 20 to 30
Tunnel Runner
Movement during stealth costs 1 AP instead of 2 AP. Allows use of bonus Movement AP during stealth (Charger, Fast Runner, etc)
Throat Slitter
Takedown AP cost reduced to 3AP, Takedown +10, takedown noise reduced by 50%
Feats - Acquired
Some feats can't be chosen at character creation or when leveling up. The Mutations are a great example but there are a few other ones tucked away for the discerning player.

Mutations

During the game you'll gain access to one of the Mutation feat lines, they do not cost a feat from level up and are instead a quest reward. The mutation quest line can be started by speaking with Maryam in Hydroponics with a Psyker Brain in your inventory.

When given access to the Mutation lines you can choose to bind them against one of three stim types, Aggro/Super Soldier, Regen, or Zen. You will start with level 1 of the associated feat, using additional stims of the chosen type will upgrade the associated feat up to level 3.

Stim
Feat
Stims Required to Upgrade
Effect
Aggro
Accelerated Reaction
0 | 2 | 5
Permanent: Reaction +20% | Aggro Stim: +1 AP | Aggro Stim: AP +2, Evasion +20%
Regen
Cellular Regeneration
0 | 2 | 5
Permanent: Regeneration +1 | Regen Stim: +3 HP Heal per tick | Regen Stim: +5 HP Heal per tick, +1 Natural DR
Zen
Mental Fortitude
0 | 2 | 5
Permanent: Neural Resistance +5% Skill LP +15% (Retroactive) | Zen Stim: Neural Resist +15% | Zen Stim: Neural Resist +30%, no Perception penalty from Zen Stim

Ask Questions Later
Are you a murderhobo? Do you enjoy taking dialogue options that grant Initiative bonuses instead of trying to eek out some measly Speech skill points gains? Instead, take [Initiative Bonus] options in dialogue and start stacking up your reputation as a shoot first and ask questions later kind of guy. Feat levels do not stack, subsequent feats replace prior feats.

Feat
Times You Shot First
Effect
Ask Questions Later I
5
Party Members: Initiative +2, Initial Disposition -1
Ask Questions Later II
10
+10% Combat Skill LP, Party Members: Initiative +4, Initial Disposition -2
Ask Questions Later III
15
+20% Combat Skill LP, Party Members: Initiative +6, Initial Disposition -3

More feats acquired through in-game actions

Feat
Effect
Cause
Frog Hunter
Party Members: +12% Accuracy, +12% Evasion, +6% Critical Strike against Frogs
Access the research console in Hydroponics Green
Creeper Hunter
Party Members: +12% Accuracy, +10% Penetration, +6% Critical Strike against Creepers
Access the research console in Hydroponics Yellow
Machine Hunter
Party Members: +10% Penetration, +12% Critical Strike against Creepers
Access the research console in Mission Control Floor 5 Vault
Regulator
You're a Regulator! No effects at present.
Side with Braxton during the Crossroads

There are also penalty feats associated with overclocking too many implants, see the implants section below, but do not fear replacing the weak flesh with hardened steel.
Feats - Death Timer Penalty
If a party member, including the PC, is incapacitated during combat, but you win the combat before they die permanently they will gain penalty "feats" representing their near brush with death. These do not stack, each feat replaces the prior feat.

Feat
Time Incapacitated
Effect
Still Alive
1
HP -1, Evasion +1, Death Timer +1
Not My Time Yet
3
HP -2, Evasion +2, Death Timer +1
Hard To Kill
5
HP -3, Evasion +3, Death Timer +1
Back From The Dead
7
HP -4, Evasion +4, Death Timer +1
Revenant
10+
HP -5, Evasion +5, Death Timer +2
Character Skills
Weapon Skills

Bladed
Blunt
Pistol
Shotgun
Rifle
SMG

Each level in a weapons skill adds +6 Accuracy with attacks with those weapons

Critical Strike
Each level adds +2% Critical Strike Chance, +1% Critical Damage, and +10 Takedown Damage

Evasion
Each level adds +6 Evasion, Evasion reduces enemy hit chance. Half of the Evasion value converts hits to grazes (25% damage after DR), half of the evasion value converts hits to misses.

Armor
Each level adds +4 Armor Handling, each point of Armor Handling reduces the Evasion, Initiative, and Reaction penalties for each piece of armor you wear.

Sneak
Every level reduces Noise by -1 (activities during stealth, like movement or takedowns generate Noise that increases enemy alertness), and Sneaking by +5 (your sneaking value determines what tiles are white/green/orange/red when sneaking)

Biotech
In addition to being used to extract implants, each level of Biotech increases the efficacy of Medkits by +2.

The below skills are used for skill checks and do not impact character stats or have passive effects
Computers
Electronics
Persuasion
Streetwise
Impersonate
Lockpick
Steal

All skills range from 1-10, in future updates combat skills will have specializations which will require leveling beyond 10.

The number of skill points to raise a given skill increases rapidly, while any character should be able to raise almost all skills to 3 during Chapter 1 it will become increasingly difficult to level skills beyond 3, it will require skill tags in order to hit skill level 10+ by the end of the game.

Skill Level SP Requirements

Level
SP
SP (Cumulative)
1
0
0
2
20
20
3
80
100
4
200
300
5
700
6
800
7
900
8
1000
9
2000
10
4000
11
8000
12
16000
Implants
Each implant can be installed once per character for the base bonus. It can also be overclocked (see: Eli) to increase the base bonus. In addition, each implant can support any number of upgrade chips, but only one instance of each upgrade chip may be used per implant.

You character can install (Constitution - 3) base implants, the Bionic feat allows you to install an additional base implant.

Ocular Implant : Perception +1
Overclocked : Additional +1 Perception
Upgrade Chip - Advanced Targeting : +4% Accuracy, +2% Aimed, +2% Critical Chance
Upgrade Chip - Glareshield : +20% Thermal Vision, +20% Optical Resistance

Neural Uplink : Intelligence +1
Overclocked : Additional +1 Intelligence
Upgrade Chip - Bridge Officer Implant : +10% XP
Upgrade Chip - Neural Shield : +10% Neural Resistance
Upgrade Chip - Predictive Analytics : +20% Combat skill gain (retroactive)

Squad Leader : Followers Initiative +4, Followers Critical Chance +3%, Accuracy +4%, Evasion +4%
Overclocked : Additional Followers Initiative +4, Followers Critical Chance +3%, Accuracy +4%, Evasion +4%
Upgrade Chip - Neural Dampener : +1 Disposition, +10% Neural Resistance for Party

Synthetic Heart : +2 HP Regen, +25% Toxic Resistance, When <13HP +1 Stat Regen
Overclocked : Additional +2 HP Regen, +25% Toxic Resistance, When <13HP +1 Stat Regen
Upgrade Chip - Lifesaver : +5 HP
Upgrade Chip - Painkiller : +1 Regen

Subdermal Armor: Natural DR +1 (applies to all body parts, melee, ballistic, and energy DR)
Overclocked : Additional Natural DR +1
Upgrade Chip - Heat Absorber : +2 Energy DR

Exo-Spine : Strength +1
Overclocked : Additional Strength +1
Upgrade Chip - Heavy Infantry : +6 Armor Handling
Upgrade Chip - Machine Gunner : +4 Recoil Control
Upgrade Chip - Cage Fighter : +1 Melee Damage

Motor-Cortex Chip : Dexterity +1
Overclocked : Additional Dexterity +1
Upgrade Chip - Assault Trooper : +2 Movement AP
Upgrade Chip - Combat Reflexes : +3 Evasion
Upgrade Chip - Rapid Response : +6 Initiative

Overclocking Implants Penalty Feats
Feat
Implants Overclocked
Effect
Overclocked
1
HP -1
One More Won't Hurt
2
HP -2
Small Price To Pay
3
HP -4
Worth The Price
4
HP -6, Energy DR -1
No Gain Without Pain
5
HP -8, Energy DR -1
Power Through Sacrifice
6
HP -10, Energy DR -1
No Longer Human
7
HP -10, Energy DR -2

Extracting Implants
You can extract implants from corpses, both ancient and recently made.

For "recent" corpses, aka people you killed, you can extract damaged implants only. Damaged implants can be repaired with a Biotech level of +1 over the minimum extraction value and awards a variable amount of Biotech SP at a cost of a variable number of Electronic Modules.

For "ancient" corpses, you can extract pristine implants ready to be installed, but the extraction requirements are a bit higher. You can also extract implant upgrade chips from ancient corpses, these have variable extraction levels.

TODO: Update table for recent and ancient corpses, and add extraction levels for upgrade chips.

Implant
Required Biotech
Biotech SP
Bionic Eye
3
20
Neural Uplink
3
20
Motor Cortex
4
30
Squad Leader
4
30
Synthetic Heart
5
30
Exo-Spine
5
30
Subdermal Armor
6
40

Not that we advocate crimes against humanity, but it is currently possible to install implants in your companions, have them die, of completely natural causes, and then extract the implants from their corpses for additional Biotech SPs.
Companion Bonds
In addition to gaining levels and skills, your companions may also gain an extra bit of power through the companion bond system. Recruitable companions now have an extra feat that reflects how happy they are to be a part of your crew. While the exact value of the bond is hidden you’ll see when your actions cause a change in the level of the bond. Bonds range from Unhappy (-30% SP gain, retroactive) to Inspired (various effects per character). Note that going from a level like Unhappy back to indifferent will restore the SP that was lost due to the SP malus.

Unhappy : -35% SP Gain, note that this can cause skill levels to drop
Displayed : -10% SP gain
Indifferent: No modifiers
Content : Varies by companion, generally a personal bonus
Inspired : Varies by companion, generally a party bonus, stacks with Content bonus
Devoted : Cult Leaders only, +1 Natural DR

Your initial bond strength is determined by your Charisma, with a penalty for having the Lone Wolf feat. After that, adventuring together, in the form of earning XP, will generally strengthen your bond while dismissing your companion repeatedly will weaken it. Story choices, such as who rules the Pit at the end of Chapter 1, or which faction you side with in the Habitat, may also have an impact on some characters. Given how much longer you can work with them it is generally much easier to raise the Pit companions to Inspired, but it is possible to raise the Habitat and Mutant companions to that level as well. ROMEO does not have bond levels as he is a cold and uncaring machine.

Evans
Content : SP +5%, Initiative +2
Inspired : Party Accuracy +3

Jed
Content : SP +5%, Accuracy +4
Inspired: Party Armor Handling +3

Faythe
Content: SP +5%, Evasion +4
Inspired: Party Initiative +2

Harbinger
Content: SP +5%
Inspired: Additional SP +5%, Party: AP +1

Knurl
Content: SP +5%
Inspired: Critical Chance +3%, Party: Critical Damage +10% (0.1)

Mathias (Church)
Content : +1 Ballistic DR
Inspired :

Cobra (Protectors)
Content : SP +5%, Reaction +20
Inspired : Party: Evasion +3

Garret (Brotherhood)
Content :
Inspired :
Notes on various game mechanics
Experience Points (XP)

You gain XP from resolving quests and encounters. Generally speaking, resolving quests awards +60XP and resolving encounters awards +90XP. However, while the encounter awards are divided among party members, such that a 3 person party including PC would each receive 30XP(modified by Intelligence bonus), the quest awards are not divided, each party member receives the full amount.

Speech
Speech skill checks when accompanied by a Disposition bar the bottom of the screen are not binary pass/fail propositions. The goal of a speech challenge is to raise Disposition to 10. Failing a skill check penalizes you -1 Disposition per missing level of skill. Passing a skill check by +2 or more will award additional disposition for every level you exceed by. Different lines may have an impact on Disposition, it's not always smart to choose the hardest one. Failing a skill check by 3 or more will result in the disposition challenge failing.

Stealth

For a great guide to stealth check out skaudus’ post here: https://steamcommunity.com/app/648410/discussions/0/3172198151253755841/

Stealth takedowns must be done with a knife (no swords either), but your takedown value is not impacted by Bladed skill level, only Critical Strike skill level.

Frogs and other creatures can not be killed from stealth.

During most stealth sequences you can initiate combat to gain an initiative advantage.

Visible corpses now raise enemy awareness when discovered

Mousing over a potential takedown target will show two values ex. "65/55", the first is your takedown value and the second is the targets effective HP modified by their awareness level. If the first value is greater than or equal to the second you will insta-kill your target. Otherwise, you will damage your target and initiate combat.

Stealth Double Takedown:


In a situation like this with two enemies facing each other you can make use of the Cloaking Field gadget to get close and then kill both. Performing a takedown will generate noise and raise the awareness of the remaining guard, you will lose the cloaking field bonus for one turn after performing a takedown, but if the enemies are not facing each other you should still be able to step one space over and kill the other if your Sneak is high.

If two enemies are facing each other, as in the Black Hand Fortress, you will need to use the cloaking field to position yourself between them, after killing one your square will turn red, but if you kill the other before moving you will be safe.

Stealth gameplay will require experimentation if you want to completely clear areas.

Stealth Awareness Reset:


Once an enemy hits red awareness in their meter they will actively seek you out, and if they do not find you their awareness will drop to a lower level making takedowns easier. You can take advantage of this by using the Cloaking Field device or a closed door to prevent the enemy from actually looking for you, you can easily see this in action if you perform a double takedown which pushes the remaining enemy into the red, by waiting one turn, assuming your Cloaking Field stays active, they will not move and their awareness will reset.


Combat Skill Point Gain

During all combats characters receive skill points for defensive* and offensive skills.

Defensive skill point gain*(and also Critical Strike for quick kills):

Killing most enemy combatants awards 18SPs in total for defensive/critical strike skills, some enemies, like turrets, may award different amounts of defensive SPs.

If you kill an enemy without that enemy attacking, your team receives 18 Critical Strike SP, divided amongst the team.

If you kill an enemy after that enemy has attacked party members or controlled NPCs the attacked parties will receive evasion and/or armor SPs in proportion to the attacks they sustained.

Non-controlled allied combatants will not receive SPs during combat and will not count as having been attacked for purposes of determining if a killed enemy awards critical strike or defensive SPs.

Offensive skill point gain:

Killing most enemy combatants awards 12SPs in total for offensive weapon skills, some enemies, like turrets, may award different amounts of offensive SPs.

Non-controlled allied combatants do not count for purposes of distributing weapon SPs, if these combatants kill an enemy without any controlled or party member characters attacking said enemy then said enemy will award weapon SPs to a random party member, as far as I can tell.

Otherwise, killing an enemy awards offensive SPs in rough proportion to damage done to the enemy by party members and allied combatants.

Inflicting critical hits in combat award critical strike SP equal to 30% of the attacks damage pre-mitigation (rounded down). If you’re trying to optimize for Critical Strike growth you’ll obviously want to inflict critical hits whenever possible. The feat Bloodlust (+50% to crit chance after killing an enemy) is an excellent way to generate more crit strikes now that Bloodlust can carry over between turns, note Bloodlust will not apply to reaction attacks. Currently, you can gain small amounts of Critical Strike SP even with 0 damage strikes, so you could in theory farm a single heavily-armored but weak enemy for infinite Critical Strike SP, please don't do this as it is boring.

Resistances

Resistance Toxic:
Resistance toxic reduces the damage and stat damage of poison attacks by the given percentage.

Resistance Optical:
Resistance optical reduces the effect of Flashbangs and other optical attacks but does not reduce smoke penalties. A Flashbang will apply a penalty of -50 THC, -50 Evasion, and -5AP to an unprotected character. With resistance optical of 50 the penalty will be reduced to -25 THC, -25 Evasion, and -3AP (AP penalty appears to be 1 point per 10 points of unmitigated THC/Evasion penalty, rounded up)

Thermal Vision (Resist Smoke):
Thermal vision values mitigate smoke THC penalties up to their value. So if you have Thermal Vision 45 and are attacking using a ranged weapon into a Smoke cloud, normal THC penalty of -80, you will instead have a THC penalty of -35.

Neural Resistance:
Neural Resistance reduces the damage and impact of enemy psi attacks, namely Mind Worms and Psyker frogs. Your Neural Resistance directly decreases damage and Panic penalties by the given percentage. Base Neural Resistance is equal to (Charisma - 4 ) * 5.

Economy

You start with $1000, investing in a better weapon or gadget is an excellent use of your funds when starting out.

Sarah in Medbay charges $25 for every 10 points of damage healed, fractions thereof are charged at full cost.

Medkits cost $25 and heal 10 + (Biotechx2) HP. Sarah is a bad deal!

You sell items for 20% of value excluding ammunition which is sold for $1/round (except for Energy Cells which are sold at 20%).

The feat Master Trader reduces the purchase price of items in shops by 50% but does not change your sell price for items.

Death Timer
If a party member falls you have 3 (6 on Hero Mode) turns to save them by completing combat. If you save them they will revive but with a scaling penalty feat based on how many times they have been incapacitated.
Murderhobo Walkthrough, Introduction
One thing that was notably lacking from my first guide was an actual step-by-step walkthrough, so I made one! Incidentally the research required also gives us a handy-dandy guide on where to acquire almost all items, and a couple of round-about ways to achieve goals such as siding with Mercy as a Charisma 4 Murderhobo with no tagged speech skills, good times!

Mr. Murderhobo, a Walkthrough

This is a beginner focused guide that will show you a character archetype that you can use exactly or as a rough guide for a combat focused character that will do a minimum of speech checks (unless you want to side with Mercy at the end of the Pit, see bonus section on that) and will rely on Faythe as your skill-bot to handle things like Lockpicking, Computers, Electronics, and Biotech. Evans or Jed will be your trusty combat companion, I prefer Evans but you’re free to use either one, or both if you are willing to invest in Charisma 6 for the extra squaddie.

This guide is not hyper-optimized for a perfect run

The guide aims to have a reasonably gentle difficulty curve, while there are optimizations that very experienced players could make in terms of picking up certain weapons earlier or distributing XP in a slightly different way this guide does not require many heroic feats of combat to get through. Feedback is of course always welcome! But we’re not going to try and convince you to go pick up the Scoped Old Betsy (+8% Critical Chance, so good!) from Courthouse Fight 4 first thing because that is a right humdinger of a fight.

A note on difficulty settings
This guide was built with an assumption you are playing on Underdog difficulty mode, but even with a walkthrough helping you out you're likely going to have to reload some fights to win, sometimes repeatedly. If that sounds frustrating instead of exciting you can try out the new Hero mode, it will increase the rate at which your skills increase and apply combat bonuses to your friends and combat maluses to your enemies. There's no wrong way to play, as long as you're murdering your way through the game.



A couple of explanatory notes so I can use abbreviations everywhere.

XP - Character XP, controls levels of your characters, has zero bearing on your skills but allows you new feats which are a hugely impactful part of your build. Most of the +90XP awards, which are usually given for combat/encounter resolution, evenly divided among your teammates. Most of the +60XP awards, quest XP, award the full amount to each team member regardless of team size. For the purposes of this guide you will see the full 90XP/60XP amount in the guide, just know that the +90XP is going to be divided amongst your party members.

SP - Skill Points/Skill XP, technically there is a thing called Skill Points already which is what you use at character creation, but I’m ignoring that because SP is one character shorter and less confusing than SXP when talking about skill gains. SP helps you develop skills and has no bearing on character level.

Gaining SP by failing speech checks - Broadly speaking, failing a speech (Persuasion, Streetwise, Impersonate) check will still award you +10SP in the relevant skill, passing checks typically but does not always award more SPs. This is unique compared to other skills which do not award SP for failure. We’ll be picking up a few stray Streetwise SPs in the walkthrough since we need to reach Streetwise 2 in order to make Faythe into a Thief.
Selecting a build
This thread contains an archives of well over one hundred builds, from various points in development, that have been used to complete the game:

https://steamcommunity.com/app/648410/discussions/0/3172198151251693365/

Note that many of them are solo "Lone Wolf" builds as the obsessive players who submit multiple builds have found that party builds are fairly straightforward and easy so they started coming up with weird builds that haven't been done before.

Now, onto picking the right build for you!

A note, I wrote the guide with the assumption the player is running a Murderhobo, but mostly because it was fun to write it that way. While the Murderhobo Juggernaut can be quite good, if you want a relatively stress-free experience I recommend the Cult Leader Captain build.
Builds - Fighters
The Murderhobo (Melee)
Bladed/Blunt Juggernaut, optionally Lone Wolf

Pros: Simple, see problem and smash it! Very good at what it does.
Cons: Inability to do anything else. Pure solo builds end up very powerful but are a pain to play early.

Difficulty: High at the start of the game, low at the end of the game

If you want a straight forward combat heavy build, and don’t want companions then the Juggernaut is perfect for you!

STR: 10 - Maximum melee damage and Armor Handling
DEX: 8 - More AP, more swinging heavy things at
CON: 9 - High HP, can install four implants (Str, Dex, Armor, Int recommended)
INT: 5 - One tagged skill, your primary weapon skill, and an early Intelligence implant to tag Critical Strike or Evasion
CHA: 4 - One companion if you want it, otherwise go solo
PER: 4 - Poor initial accuracy, skills and feats will offset this later

Tag your preferred melee weapon skill in character creation, initial skill points into Steal (if going solo) otherwise Biotech, Evasion, Critical Strike, and your preferred weapon.

Take Juggernaut as your heroic feat, then if going solo (no companions) take Lone Wolf at Level 2 otherwise your preferred melee feat (Butcher/Basher), then Warrior, then either more offensive or defensive feats.

Just by using training tokens you’ll end up with Science skills in the 3-4 range which will enable you to access some extra loot in Chapter 1 but you’ll be locked out of alternative solutions that involve high levels of Computer, Sneak, or Speech.

You never need to decide what approach to take (Combat/Diplomacy/Sneak/Science) because you only have one approach!

Variants: The magnetic murderhobo - take Personal Magnetism instead of Lone Wolf to boost your team size to two party members and either focus on pure combat or use Faythe as a skill monkey to access more loot for your murderhobo.

The Murderhobo (Ranged)

Like the Murderhobo, but with shooting.

STR: 4 - No melee attacking, wearing heavy armor will be tough
DEX: 10 - Maximum AP, maximum pew-pew
CON: 7 - Reasonable HP, can install three implants
INT: 5 - One tagged skill, your primary weapon skill, and an early Intelligence implant to tag Critical Strike or Evasion
CHA: 4 - One companion if you want it, otherwise go solo
PER: 10 - For Dodge This! heroic, and insane accuracy

If you prefer to be a bit less tanky, but a lot more shooty, then you may enjoy the Murderhobo (Ranged) build. The heroic feat for this build is Dodge This! which will make your shots more accurate, and make them more likely to critically strike, while also boosting the rate at which Critical Strike levels up. At Level 2 take your preferred ranged weapon feat, followed by either Lone Wolf (for solos) or Critical Thinker to take advantage of your boosted Critical Strike skill.

Compared to a melee Murderhobo you'll be more fragile, you won't be able to wear super-heavy armor without a care, but you'll have impressive burst damage. Consider using Jed as your buddy, for tanking purposes, instead of Evans if you're running a duo.

Builds - Team Players
The Cult Leader
Powerful party buffer and occasional grenade thrower

Pros: Full incredibly strong party, can brute force speech challenges early on, 4 man party allows for full coverage of Science skills
Cons: Unable to do anything by themselves, full parties will end up at lower levels than solos or smaller parties

Difficulty: Consistently low, you may struggle with optional combats if you talk your way through most of the game.

STR: 4 - You'll wear heavy armor and accept the penalties
DEX: 4 - Throwing grenades doesn't cost many action points (you will struggle with stealth sections if you don't have a sneaky Faythe)
CON: 8 - High HP, can install all necessary implants, and not die immediately due to poor combat skills
INT: 10 - 4 tags for civic skills, a 5th with Educated, and a 6th with implant overclocking
CHA: 10 - All three companions slots available, can take Captain, can pass early Speech checks with high Disposition
PER: 4 - Poor accuracy, and will remain that way the entire game

Initial tags in Persuasion (or Streetwise), Biotech, Computers, Lockpick. Initial skill points in either Steal (if not using Thief Faythe), whichever of Persuasion/Streetwise you didn't tag, Electronics, Computers.

Why do hard things yourself when others are happy to do them for you? Sure you can’t do much of anything, but you’re an inspiring presence to those around you.
If you like large parties and want to be able to access almost anything in the game, this is a good fit for you, but your player character will be a wet noodle for the most part.

For your heroic feat take Cult Leader, it makes your team tougher and your party members will level up quicker. At level 2 take Captain which is a massive buff to your team. At level 3 take Educated to tag Electronics which gives you a complete set of civic skill tags on your main character.

There is some complexity in choosing when to fight, talk your way through, or use science skills to solve your problems. You're not great at sneaking, but by spending your later feats on stealth skills you can kind of get by, and you'll have the civic skills to capitalize on stealth situations. With a learn by doing system you’re eventually going have to pick something to specialize in, you can solve most problems with speech, but if you never take any fights your companions power levels will fall behind the curve. This can be partially mitigated by planning to take a Habitat companion and/or a mutant companion in Chapter 3. If that is the case you may want to pick your Chapter 1 companion to keep, speech / science / sneak your way through most of Chapter 1, and then rush to Chapter 3 to get your two new powerful companions.

Overall this is still a fairly straightforward build and if you bias slightly towards solving things with violence over words, and you use the Habitat/Mutant companions, you’ll have a very respectable combat squad while still being able to solve most of your problems with words if you need to.

Variants:

The slightly competent cult leader - shift a tag into a weapon skill and have one of your many companions take one of the civic skills. It's less powerful, but you may feel better about yourself.
Builds - Sneaks and Techies
The Spy

STR: 4 - We won't be fighting anything so we don't need heavy armor or melee weapons
DEX: 10 - High Action points for our stealth sequences
CON: 4 - For two implants, Intelligence and Dexterity
INT: 10 - Enables Mastermind for faster leveling and bonus feats
CHA: 8 - There are a few situations we need to talk our way out of
PER: 4 - You'll need Evans to spot a few things for you, but it's not like we care about Accuracy

Pros: Never has to fight anything
Cons: Can’t fight anything

Difficulty: Consistently low, again avoiding combat

Clearly, a lot of work went into making a robust and interesting combat system for Colony Ship. But let’s throw all that in the trash because we’ve got better things to do!

Don’t fight things, this is a very important rule! You can, technically, fight a few things, and you can recruit companions temporarily to help you out in the early stages, but you will mostly succeed by not fighting.

For your Heroic Feat take Mastermind, it gives more feats! Tag Computers, Stealth, Lockpick, and Persuasion or Streetwise. At Level 2 take Prowler or Ghost. Take Educated to tag either Electronics if you want an awesome robot friend, or the other Speech skill if you don't like violence, otherwise keep taking stealth boosting feats. You can eventually tag one extra skill by installing the Intelligence implant and overclocking it to give you an extra tagged skill. Initial skill points into Critical Strike, whichever of Persuasion/Streetwise you didn't tag, Impersonate, and Electronics.

You’re going to sneak and tech your way through any problems you can, while talking your way through any problems you can't. You can do a few easy optional combats with companions backing you up in the early game, and the Habitat companions can carry you through a few of the easier fights late game, but for the most part you are not built for fighting.

Your initial disposition means you still need a speech tag but probably only one speech tag to get through problems that can’t be solved with sneaking or tech

Variants: Pure talker - just talk your way through all your problems, set int to 8 and cha to 10, tag all three speech skills, there, you’ve solved the game, tada.
Builds - Challenge
The Average Citizen
STR : 4
CON : 4
DEX : 4
PER : 4
INT : 4
CHA : 4

No tags, no feats, no initial skill points

Pros: Can technically finish the game
Cons: You probably have better things to do with your time
Character Creation and First Steps
Assuming you chose to make a Murderhobo, the only actually correct choice, ignore what I said earlier about there being tons of viable and fun builds, then you're in the right place! If you did not choose to make a Murderhobo you're still in the right place, just choose the correct basic weapon when you start.

Starting Out
You start with $1,000, a basic ranged weapon (I would pick SMG for a slightly higher chance of Reaction attacks while equipped), basic melee weapon (Utility Bar for a Blunt focused character, Rusty Camp Knife for Bladed), some exceedingly insufficient armor, 8x Medkits and some ammo for your ranged weapon.

Hit P to open your Party screen, this is where you will heal your party from and set skill specialists later. More importantly you'll want to tick the box labeled Reload Weapons right now and never uncheck it, this will ensure that your party will reload after every fight. Don't click Fully Heal Party yet, it will waste medkits early on when they're most valuable since it will use a full medkit to heal even one point of damage.

There's a chest in your room with some more basic armor:

Apartment Chest: Worker Jacket, Protective Sleeves, Bowler Helmet

You have one quest The Holy Grail and directions to go meet a man named Tanner at Whisky Jack's bar. Head outside, down the stairs, and to the southwest to find the bar, or hit M to open your map view and click on Whisky Jack's to teleport there instantly, but don't do that yet.

Your neighbor outside your apartment will offer to train you in Lockpicking (+100SP, which will level you from 1->3) for $200. This is a reasonable deal considering all the great stuff behind locked doors but we’re going to skip it for now because NPC companion Faythe will be our master thief skill monkey.
The Quest for the Holy Grail
In which our hero takes up the crowbar of destiny

First head to Whiskey Jack’s Tavern and talk to Tanner. Receive the Damaged Energy Pistol, Keycard A2 (quest item for the Armory), and access to the location, Armory. Don’t go to the Armory yet! It’s a dangerous place and we’ll go there later.

Tanner will suggest you speak to Evans at Abe’s General Store if you’d like some backup, sounds like a great idea! Head to the store, talk to Evans, and agree to back him up in the upcoming fight.

If you're playing a character with speech skills you'll be able to solve your problems without resorting to violence using Streetwise 2 (+120SP) or Persuasion 2 (+120SP). Most of the time you solve your issues using speech checks you will receive bonus SPs to your Persuasion, Streetwise, and Impersonate skills, collectively the Speech skills, this is not one of those times, but you do get a very nice skill bonus here. This is the first example we see of "dichotomy choices", by solving your problems with words instead of violence you get a big bonus chunk of skill points to speech since you're forgoing the skill points you would normally gain in combat. You'll see this popup later for other skills as well like Computers and Electronics. Keep in mind if you want to reach level 10 in some civic skills you may need to forgo (direct) violence occasionally, a lamentable state of affairs.

While Murderhobo does not usually resort to talking to solve his problem we're going to try it, just once. Don't worry we'll fail the conversation and still do some murdering.

Make sure to choose the Streetwise 2 option, see how it's yellow? Speech checks can be attempted even without the requisite skill level and will give a small (+10SP) increment to the skill as a result, even more intriguing is the fact that if the +10SP would level up your Speech skill the attempt will then count as a pass for the check! We'll take advantage of this in a moment.

If you’re having difficulty with the fight you can buy a Distortion Field from Cole's Gadget's for $600 which will make the fight much much easier, you can loot two during Chapter 1 but they come much later. There are Blunt weapon upgrades available at the “General Store” in the Northeast section of the Pit near the courthouse but the Warhammer has a painful Accuracy malus and we can get a Gear Mace via combat relatively soon. Builds focused on other weapons can find similarly relevant deals at the various shops.





Abe's Shop
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Shotgun Thug
50
64%
18%
16
0%
0%
0%
Gatling Gun, Protective Sleeves, Medkit
SMG Thug
50
62%
12%
17
15%
30%
0%
Utility Bar, Plugger, Smart Glasses, Worker Jacket

Difficulty: Easy, even with an initiative penalty from talking you should still go first initiative-wise

Tactical Notes: Focus fire one enemy at a time, this should be a fairly easy fight with your combat focused build. Don't forget that Evans has a pistol in his other hand, if you don't have enough AP for a rifle shot use the pistol.



Gain +90XP and then +60XP for resolving Abe’s problems.

After handling the thugs, talk to Abe again and try to wheedle a reward out of him. Even though your Streetwise is currently at skill level 1, you have 10 of the required 20 SP to level it up, and the 10 Streetwise SPs you get from attempting the check and failing would level it up, and since this is for a a Speech skill you are awarded full value, glorious victory!

Streetwise 2 (+20 SP) to earn an extra $50 as well as 2x Medkits

Having Streetwise 2 will be very important when we recruit Faythe which we'll be doing soon.

Evans will join your party if you like, this is generally a good thing unless you’re running solo for the challenge.

REMEMBER TO TAG EVAN’S SKILLS ASAP

Tagged skills will immediately be effective at two levels higher without increasing the SP costs for each level, so if Evans starts with Rifles 1, tagging Rifles will immediately raise Rifles to level 3, but will still only require 20SP to advance (the cost from skill level 1 -> skill level 2). Tagging is very important, it will have a massive impact on what you and your companions will be able to do down the road.

People generally build him with Rifles or Pistols, and Critical Strike but feel free to experiment! On this run I built him into a crit-striking-second-winding sniper and he generally performed well.

Head outside to talk to Braxton, who wants you to help him take over the Pit. You can choose to join him or not, you can change sides later, this starts the Crossroads quest. You should ask for some cold hard cash incentives ($250) with Streetwise 3(+40SP), you’ll fail if you're Murderhoboing it up instead of playing a fancy-pants diplomat, but you’ll get +10 Streetwise SP for your troubles.

Head to Medbay and speak with Sarah. Sarah sells Medkits, stims, implants, and can heal your party up in exchange for $. She will also train you once in Biotech for free, giving you +100 Biotech SP, leveling up Biotech to 3 which makes Medkits a bit more effective. She will offer to train your companions for $200 each, once again awarding 100 Biotech SP. If you're not going solo, eventually Faythe will take over as our Biotech specialist but this may save you a healing kit or two in the meantime.

Sarah will also give you a quest, Little Shop of Horrors, which will give you access to more implants as well as a small reward depending on how you resolve the quest. This quest is the only way to get the Squad Leader implant in Chapter 1, but we're not ready for that fight yet.

Head next door to The Church of the Elect and talk to Solomon. He will give you the quest Lamb Among Wolves, to free a captured deacon of the Church, he will mark the location The Drain in Camptown on your map.

Just Northeast of the Church is a Lockpick 2(+20SP) door, once we get Faythe we’ll come back and open it to begin our Stealing streak across The Pit thanks to our new best friend Jia (who certainly is not a con-woman and will not makes our lives harder later, no sir).
The Two Smartest Guys On The Ship
Heal up if needed (using the Party screen and your initial Medkits) since we’re about to pick a fight with the two smartest guys on the ship, Spike and Dozer. It may not look like it but Spike has a degree from the Habitat in advanced quantum computing, and Dozer makes adaptive neural implants for orphans in his spare time. Unfortunately they're easy prey for the Murderhobo and we need some sweet XP.

Directly in front of your apartment is a closed gate and two good samaritans about to meet an untimely end.

With Streetwise 2(+120SP) you can convince them to back down, or you can Critical Strike 2 (+40SP) Spike to take him out of the fight before fighting Dozer. So long as you choose to fight your choice is okay with me.

Slaughter the innocents and and receive +90XP.





Spike and Dozer
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Spike
40
62%
22%
26
0%
0%
0%
Camp Knife
Bulldozer
50
58%
14%
25
0%
0%
0%
Utility Bar, Worker Jacket

Difficulty: Easy

Tactical Notes: With a combat focused build, a good weapon, and Evans this fight should be quite easy. Bulldozer is the more dangerous of the two so focus him down despite his tankier nature.



There is a locked chest near Spike and Dozer that can be opened with Lockpick 2(+20SP). If you're not going to be the dedicated lockpicker in the party then don't open it yet, wait to pickup Faythe so she can get some easy lockpick SP.

Locked Chest near Spiked and Dozer: Truncheon, 4x Medkit
A Matter of Faythe
Through Faythe all things are possible

Evans is a fine fellow but he’s not the brightest bulb, and neither are you frankly, so we need to go find some brains for the party.

Head over to Earl’s Jobs in Camptown, if you don’t know where that is head Northeast from the Camptown map marker and look for the big sign next to the “Hit & Kill” store.

The first job Earl gives you is to play bodyguard for a con artist named Chance, it's sure to be Easy Money. Find Chance in front of Boone’s Moonshine and accompany him to the meeting. There are two ways this encounter can go down, the hard way and the easy way. Unlike most of the choices we’re going to make later on we’ll actually stick with the easy path right now.

Talk to Chance, follow him to the meet, and then tell the scary Grangers that you can help them find their parts. This will unlock the Chapter 2 Quest Deep Diving as well as the Mission Control area. Return to Earl for no reward, since your client was kidnapped, but opening up our route to recruit Faythe.

Автор сообщения: "Choice and Consequence"
If you kill the Grangers you will lose out on the chance to complete Deep Diving for +60XP and the Fighting Chance jacket.

Overly-Optimized Note
If you really really want to, you can fight the Grangers, they have some decent gear, but you’ll be locking yourself out of Deep Diving and it’s a hard fight at this point, you’ll need to go grind a bunch of combat encounters and better gear elsewhere to have a decent chance. So don’t do this if you’re following this guide. But, if you do do this, even if Chance is KO'd, you can still win the encounter and get the bonus money so long as he doesn't die (3 turns on Underdog, 6 on Hero) before combat ends. And he has 50 HP so he's a great meat-shield for round one, and don't forget to use his healing stim on one of your guys, free HP!



Easy Money
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Gideon
60
80%
28%
29
0%
0%
30%
Bionic Eye, Regen, Toothpick, Howler, Common Respirator, Ballistic Vest, Granger Coat, Worker Boots
Melee Granger
50
84%
40%
29
0%
0%
40%
Machete, Bowler Helmet, Half Mask, Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots
Shotgun Granger
50
98%
28%
29
0%
0%
30%
Toothpick, Maverick, Bucket Helmet, Common Respirator, Ballistic Vest, Traveler Coat

Allies - Easy Money
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Chance
50
82%
26%
24
0%
0%
0%
Regen, Toothpick, Bulldog, Bucket Helmet, Ballistic Vest, Scav Jacket, Worker Boots

Difficulty: Hard right now given that you have minimal equipment and skills
Tactical Notes: They have good toxic resistance but have no protection against smoke or flashbang grenades.

If you do kill the Grangers you receive +90XP, and if Chance survives the fight Earl rewards you with +$250.



Despite the fact that your client was kidnapped you’ll still receive +60XP for completing the quest.

Talk to Faythe, she and Earl will lay out the plan.

Remember that Streetwise 2 our otherwise purely murder-focused murderhobo has? Now it's time to use that bad boy!
Lazarus "Not Long For This World" Foley
You live and learn. Or you don't live long.

Автор сообщения: "Choice and Consequence"
If Faythe is alive she'll have something to say when you reach Mission Control Level 7 and use her magic key to unlock, but if she dies you'll still be able to use her magic key.

Head with Faythe to the meeting site and try to talk your problems out despite the fact that you are a murderous lump of hobo meat who would normally charge into combat, doing so will allow you to unlock the Thief or Assassin feats for Faythe at the cost of one combatant’s worth of combat SP.

Work through the dialogue tree starting with the Streetwise 2 option and avoid killing Lazarus Foley early, as tempting as it is. Faythe will stealth kill Foley and then you can pick up a few extra SP in Streetwise/Persuasion talking to the remaining thugs, or you can attack early to snag an initiative bonus against the thugs. Do not under any circumstance give them $1000, that’s your money not theirs. Your party will likely have enough initiative anyway so I generally pick up the extra skill points, +10SP per speech prompt even if the skill check fails.

Diplomacy
  • Streetwise 2
    • Kill the remaining thugs for the key
    • Convince the thugs to give up the key
      • ”I really do need this key”
        • (If credits >= 1000) Pay $1000 credits (Don’t do this!)
        • ”I don’t have that kind of money” - Combat with initiative penalty
      • Streetwise 3
        • Impersonate 3
          • Persuasion 3
        • Streetwise 4
          • Persuasion 3

If you're running a talker character then solving your problems peacefully will award an extra +85 bonus SP to all speech skills.

Combat

Beat the remaining goons for +90 XP and some loot!



Damsel In Distress
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) (Deceased) Lazarus Foley
50
90%
36%
28
0%
0%
0%
Regen, Aggro, Toothpick, Howler, Unique Bucket Helmet, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Raider Boots
SMG Henchman
40
80%
20%
24
0%
40%
0%
Toothpick, Flyapart, Battle Bowler Helmet, Ballistic Vest, Scrapper Coat, Raider Armguards, Heavy Boots
Melee Henchman
50
76%
32%
21
15%
30%
30%
Truncheon, Bucket Helmet, Smart Glasses, Common Respirator, Ballistic Vest, Gunslinger Jacket, Protective Sleeves, Worker Boots
Pistol Henchman
50
70%
22%
30
0%
0%
0%
Camp Knife, Rounder, Shield Armguards, Worker Boots

Allies - Damsel In Distress
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Faythe
40
72%
24%
34
0%
0%
0%
Neural Uplink, Gas (standard), Regen, Toothpick, Springer, Studded Vest, Gunslinger Jacket, Shield Armguards, Medkit

Difficulty: Medium if you save the Gas grenade for later, Easy if you use it

Tactical Notes: Faythe has a Gas grenade you can use it at the start of the fight to cripple the two goons on the right hand side to make the fight much easier. Faythe is squishy and basically unarmored so don’t feel bad if you need to run her away into a corner of the map to make sure she doesn't die.



The gear on the dead thugs represents a significant upgrade to your current equipment, be sure to equip the heaviest armor you can find. Although you will suffer from penalties to Evasion, Initiative, and Reaction the damage reduction is more valuable early on. The Damaged Heavy Ballistic Vest in particular is going to make our next fight trivial.

If you’re not running a low Charisma character feel free to add Faythe to your party right now, doing so will automatically start her Thief/Assassin conversation, refer to the section below for details. If you are running a low Charisma Murderhobo Xtreme then you need to pick your first level-up feat before we can add Faythe to the party, don't worry she'll hang around at Whiskey Jacks while you make up your mind.

Either way you and Evans are now Level 2! Although it may seem to go against the grain we're going to take Personal Magnetism(+1 Party Size) as our first feat for Mr. Murderhobo. I'm assuming his beard is the source of any magnetism. Note, if playing an unbearded character please go back and recreate your character to include a beard. If bearded women are unavailable please petitions the developers to correct their oversight.

If you're playing a solo Murderhobo, take Lone Wolf, and then make sure you don't have any companions in your party for the rest of the game, they'll only slow you down.

Evans gets a feat too, let's go with Rifleman for now to boost his Accuracy. Later on we'll pick up Critical Thinker to boost his critical chance and damage, but we need the Accuracy early on.

Near Warehouse E4 (where you just killed a bunch of people) you’ll see a Lockpick 2(+20SP) door, we’ll leave that alone for now but we’ll be back with Faythe in the party!

Go grab Faythe at Whiskey Jacks, if she's not in your party before returning to Earl, so she can share in the quest experience points.

Faythe will automatically talk to you once she is added to the party, and assuming you let her kill Foley, you’ll be able to unlock one of two feats for Faythe, Assassin or Thief. If you tell her you shouldn’t have made her do that and there are better ways to handle men like Foley she’ll become a thief. If you reinforce to her how murdering people is the right solution for all problems she’ll become and assassin. While murdering people is in fact the correct solution to all problems, that’s your job, not Faythe’s.

Thief Feat: -1 Noise Generation, +25% SP gain for Lockpick, Sneak, Steal skills (retroactive)
Assassin Feat: Melee Damage +2, Critical +6%, Penetration +10%, Takedown +15

Return to Earl for $600 and +60XP assuming you kept Faythe alive, which was the whole point of taking the job, if you didn’t, scroll back up and read that section again. Faythe will now level up to Level 2. If you want to lean into Stealth for Faythe grab Ghost, otherwise I grab Tough Bastard since it's aggravating to have her die constantly during combat.

For purposes of this guide we're going to choose Thief, the bonuses to Lockpick and Sneak will be useful in the times ahead, and she will be able to complete Jia's quest for us with the Steal buff, but Assassin is also a solid choice even if Faythe is a secondary combatant.

After that conversation you’ll want to tag her skills, for this walkthrough we’re going to use her as the designated skill monkey for the party handling our non-combat skills.

Skill Monkey Faythe:
Tag Electronics, Computer, Lockpick, and Biotech

Sneaky Faythe:
Tag Sneak, Lockpick, Computer, and Electronics

Sneak Assassin Faythe:
Tag Sneak, Critical Strike, Lockpick, Computer

Combat Assassin Faythe:
Tag Critical Strike, Ranged Weapon of Your Choice, Armor, Evasion

Don't forget to go into the Party Screen (P) and set Faythe to handle all civic skills.
A Shopping Spree
With a five-finger discount

With Faythe in tow head to the Church and walk Northeast to the Lockpick 2 (+20SP) door, Faythe should have the skills to open it, and meet your new friend Jia who is an honest and straightforward person with a business proposition for you, the quest called Pickpocket.

Jia will teach you the art of the Steal for free, training your PC in Steal for +100SP raising you to Steal Skill Level 3. If you are running Thief Faythe have Faythe do the Steal checks, you can give her Jia's training afterwards anyway, otherwise have your PC do all the Steal checks, unless you're planning on tagging Steal on Jed. Don't do that though, it's a waste.

You can go directly to Samson at the Engine Fuel bar and use your Steal 3 to get the keycard, but we might as well go pickup some other goods first using our newly acquired powers.

Stealing is done by finding item hotspots, usually around stores, with "Steal" on them. Click on the hotspot to try and steal the item, you succeed if you meet the skill minimum, otherwise you'll have to try again later. Hitting Tab will highlight the item hotspots, or there's a setting in the game options to permanently highlight interactable objects.

Each Steal skill check adds +40SP to Steal.

Abe’s Shop -
Steal 2 : 12x .9mm
Steal 2 : 4x Medkit
Steal 2 : Maintenance HUD (right back shelf, it's super tiny)

Hit & Kill Store (next to Earl’s) -
Steal 2 : 20x Shells
Steal 3 : Gas

Medbay -
Steal 3 : 4x Medkits
Steal 4 : 1x Aggro (if you tagged Steal on someone, or come back with Thief Faythe after getting Jia's lessons)

And finally, we can hit our mark Samson who hangs out at Engine Fuel Bar in Camptown.

Samson (Engine Fuel Bar) - Steal 3 : Smart Key

There are other locations scattered around the Pit and Hydroponics you can steal from if you decide to tag Steal, see the skill checks section for a full list.

Return to Jia with Samson’s Smart Key. Follow her to the locker. A Streetwise (?, no SP) success will enable you to call her on her ♥♥♥♥♥♥♥♥, but you're going to follow her anyway.

With Perception (8?) you can spot the trap waiting for you, and with Electronics 3 (+80SP) you can disarm the trap and avoid the fight with the turret, otherwise you're going to be eating a few dozen rounds to the chest.

The turret is immobile, so very easy to hit and fires in bursts so put your most armored chap up front, it will shred lightly armored peeps like Faythe. The Damaged Heavy Ballistic Vest will mitigate almost all of the turret’s damage as turrets only target the Torso.





Stash Turret
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Turret (Low)
50
50%
0%
80
50%
Immune
Immune
25x 5.56


Difficulty: Easy
Tactical Notes: No targeted shots, just bash/shoot until dead, you just need to survive the opening burst.



Once the turret is defeated, +90XP and you can deal with Jia.

You can push her for extra credits and no XP, or let her keep her half of the credits and receive some XP, there may also be some quests later down that line with her, currently unknown, I chose to split the money in case Jia turns out to be useful later.

$240 credits + 60XP, Jia sticks around in her home and will train your companions in Steal, which may be worth it for Thief Faythe. Jia will reappear to help out with an apartment heist in the Church's Habitat district later
Or
$480, Jia disappears

Don’t forget to loot the turret for 9mm ammo and the nearby container for some great armor!

Locker Container: The Grinder, Old Heavy Ballistic Vest, Old Ballistic Helmet

Faythe should level up to 2 here, so let’s talk about feats for her.

While we do want her to pick up Skill Monkey soon, we’re going to choose Tough Bastard for now, it’s going to make future fights with her much less aggravating, she’s a bit squishy otherwise and having her die repeatedly in combat is no fun.

Conveniently we are now near the previously locked Lockpick 2 (+20SP) container from the Faythe fight, let’s have Faythe crack that door open!

Oops. Looks like there’s a Lockpick 4 box inside, we’ll come back later. One day box, one day….
Old Man Jed
Enter, Jed

There’s one more potential ally to find in the Pit, his name is Jed and he sure loves shotguns. We won’t have room for everyone in our party at once with only Charisma 4 and the Magnetic Personality feat, but there’s a decent quest attached to Jed so we might as well go grab him now. He’s a significantly stronger combatant than Faythe with solid starting equipment so feel free to sub him in for a fight or two if you need the extra firepower.

Head over to Whiskey Jack’s bar, we’re going to drop Faythe off, put Evans back in the party, and then talk to the bartender. He’ll ask you to find Jed Walker and collect his debt during the quest Debt Collector. Head to Boone’s Moonshine in Camptown. Boone can point you towards Jed, living in an apartment near the Drain, and also give you the quest Moonshine to retrieve some algae from Hydroponics, we’ll head there later.

Jed’s apartment is near the drain across from the container we went into for Little Shop of Horrors. Head on in and let’s talk to ol’ Jed.

You have a few options here.

Автор сообщения: "Choice and Consequence"
If Jed is alive and with you when you reach The Heart you will be able to start the quest Righteous Vengeance which will give Jed a unique feat

Kill him, this the quick and easy route but even for combat monsters it’s not the most efficient. If you do kill him you receive +90XP and his gear. But if you leave him alive you can get into a better fight and then take his gear later, win/win! Also if you kill him you won’t get a reward from Whisky Jack since Jed is broke and has no credits to pay. But if you do kill him head back to Whisky Jack for no reward and +60XP, you monster.


Debt Collector - Kill Jed
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Jed
50
76%
18%
20
0%
0%
0%
Subdermal Armor, Regen, Utility Bar, Double Trouble, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Welding Boots

Difficulty: Easy
Tactical Notes: He's just one man without a helmet, barring a series of lucky crits on his side you'll be fine



Talk to him with Reputation:Combat (3+) or Persuasion 2 (+80 SP) and you can make a peaceful approach. If you can’t pass the initial checks you can still salvage your discussion with Streetwise 2(+80 SP) which you should have by now. Gain +90XP for resolving things peacefully. He’ll then ask you to join him in talking down Black Will, sounds like fun!

Talk to Jed again when you’re ready for a fight and you’ll head to the confrontation with Black Will.

Fun fact, if you fight Jed before confronting Black Will he won't be wearing a helmet while waiting in his apartment, but he will find and don a helmet for the Black Will fight. So if you're going to kill Jed doing it after Black Will will give you a precious extra Bucket Helmet!

You can try and con Black Will into giving up his cash without a fight by impersonating an officer of the local law, in this case a member of the Regulators. This option is only available if you haven’t yet completed Crossroads by killing Braxton, which you likely have not by now.

Diplomacy

  • (If Braxton is alive) Impersonate 2
    • Persuasion 3
      • ”Reasonable extortion request”
        • Impersonate 3
        • Streetwise 4
    • Streetwise 3
      • ”Reasonable extortion request”
        • Impersonate 3
        • Streetwise 4

Completing the quest this way awards +90 XP, and an additional +85SP to all of your speech skills, Streetwise, Persuasion, and Impersonate. Note that the Regulator Badge you can steal from Regulator HQ doesn’t seem to do anything here.

Combat


Or you can embrace your inner Murderhobo and charge in, killing everyone inside!

Fun fact, Black Will does not wear a helmet, do with that information what you will.

You receive +90XP for killing Black Will and his crew.




Debt Collector
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Black Will
70
70%
34%
26
0%
0%
0%
Machete, Piper Jack, Fancy Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Melee Thug
50
76%
26%
28
15%
30%
0%
Truncheon, Bucket Helmet, Smart Glasses, Damaged Assault Armor, Raider Armguards, Raider Boots
Rifle Thug
40
84%
22%
32
30%
15%
0%
Toothpick, Bolter, Maintenance HUD, Traveler Coat

Allies - Debt Collector
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Jed
50
76%
18%
20
0%
0%
0%
Subdermal Armor, Regen, Utility Bar, Double Trouble, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Welding Boots

Difficulty: Easy with Jed and Evans backing you up

Tactical Notes: Black Will doesn't wear a helmet, but he has a lot of HP and doesn't do much damage with his pistol, take out the melee guard first. Use Jed's free movement from his Charger feat to work him back towards the rifleman without giving up any attacks.



After killing Black Will and his gang you can either:

Honorably receive $1200 from Jed, which you will then (mostly) pay back to Whiskey Jack, later. When you return to Whiskey Jack to turn in Debt Collector you'll receive a net reward of $250 and 2x Regen, 1x Aggro, and +60XP.

Or, you can kill Jed and keep all the money, but lose Jed as a companion, +90XP for killing him in combat. If you're going to do this I suggest unequipping his weapons and stims on the final round of combat with Black Will, it's not very fair, but no one ever said life was fair. Jed will not heal between the fight ending and you trying to murder him, but stim effects will wear off. You will automatically gain the $1200 and can loot Jed. Return to Whiskey Jack for +60XP and keep all the hard earned lucre.

When/if you add Jed to the party remember to tag his skills. He's certainly viable as a Shotgun toting quasi-hobo, tag Shotgun and Critical Strike, but he also makes a great melee tank, tag Blunt and Armor.
Grabbing Odds and Ends
There are no safety deposit boxes on the ship

Now that Faythe is with us we’re going to bounce around the Pit, taking advantage of her talents to pick up a few odds and ends and start leveling up her skills. Capitalized locations are accessible via fast travel spots on your map.

Head back to your Apartment there is a locked container to the right we ignored earlier, time to pop that baby open. If you’re absolutely overflowing with cash you can also pay Xander to have Faythe trained in Lockpicking (+100SP) but it’s not necessary, you’ll be able to open all the locks in Chapter 1 without it.

Chest near Apartment: Piper Jack, 10x 9mm, Worker Boots, Flashbang

There's a broken console near J. Moore, Appraiser, that can be salvaged with an Electronics 1 (+20SP) check for an Electronic Module.

The Outer Gates is a series of catwalks above the Pit, head to the fast travel point and head down and to the left, repair the door with Electronics 2 (+20SP) and unlock the locked shelves with Lockpick 2 (+20SP).

Locked Shelf: 1x Electronic Module
Adjacent Unlocked Shelf: 2x Electronic Module

Head to the Old Earth Emporium, and look a bit down and to the left to find a locked shipping container, Lockpick 2 (+20SP), inside is a chest.

Chest near Old Earth Emporium: 8x Medkit, 25x Shell, 25x .45

There is also a broken console around the corner from the locked crate that can be salvaged with Electronics 1(+20SP) for an Electronic Module.

Head to the Outskirts, find cargo container E4 near to where we fought Black Will when recruiting Jed. There is a locked container, Lockpick 2 (+20SP) with a locked chest, Lockpick 4 (+20SP) inside. There is also a teeny tiny ammo box in there, easy to miss.

Locked chest in locked container near E4: Bulldog II
Small ammo box in locked container near E4: 12x .45

While you’re in the outskirts check out the furthest Northwest point of the outskirts, you’ll be able to open a locked door Lockpick 3 (+20SP), hack a nearby terminal Computers 2 (+20SP), but you’ll be stymied by a Computers 5 (+20SP) check, for now.

Back to the Pit proper, head to the Power Station. There is a back room there that can be opened with Lockpick 3 (+20SP) or Computers 2 (+20SP). Inside is an equipment chest and a broken terminal that can be salvaged Electronics 1 (+20SP) for an Electronic Module.

Power Station Chest: Work Goggles, Protective Sleeves

After you’ve robbed him make sure to talk to Zeke inside the Power Station, pass an Electronics 2 (+20SP) check, and get the quest Clean Air Act.

You should also stop by Regulator HQ and with a Sneak 4(+20SP) check (requires a tag or completing a few sneak encounters for Faythe) Faythe can steal a Regulator Badge for a bonus +25 Sneak SP. We’ll need that badge later if we want to save some lives, we may or may not want to actually save some lives. There are also two targets of opportunity while you're in there.

Lockpick 3(+20SP) Medkit on wall - 8x Medkit, 1x Regen
Sleeping Regulator - Steal 4(+40SP) and +25 Sneak SP, $176

If you've tagged Steal on Faythe you'll be able to hit a few more targets for 40SP Steal each, 50SP for the Steal 6 check.

Steal Whiskey Jack Patron - Steal 4 - $198
Steal Boone's Moonshine Patron - Steal 4 - $194
Steal Promised Land Patron - Steal 4 - $76
Steal Spike and Dozer Plaza Patron - Steal 6 - $307
Dispensing Justice for Fun and Profit
As much justice as you can afford

We could use some money, XP and combat SP so let’s head to the Courthouse and beat up some poor guilty man. The Courthouse is in the Camp Town section of the map and functions like an arena. This area is entirely optional but since we’re combat focused we’ll be completing every fight here in Chapter 1. Talk to the Chief Justice and agree to prosecute one John Doe.





Courthouse Fight 1
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
John Doe
50
78%
24%
26
0%
0%
0%
Bulldog, Worker Jacket

Difficulty: Easy, just rush him and kill him.
Tactical Notes: He’s just one man.



+90 XP (remember most of the +90XP awards are divided evenly among teammates) for defeating John Doe at the Courthouse, congratulations Assistant Prosecutor Murderhobo, Esquire.

Courthouse Fight Two - The Three Dalton Brothers
These guys shouldn’t be much of a problem for you at this point as weak and ill-equipped as they are, +90XP for dispensing justice.





Courthouse Fight 2
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Emmet Dalton
50
64%
20%
21
0%
0%
0%
Truncheon, Heavy Boots
Frank Dalton
30
78%
34%
32
0%
0%
0%
Slicer, Worker Jacket, Worker Boots
William Dalton
40
72%
24%
38
0%
0%
0%
Camp Knife, Bowler Helmet, Worker Boots

Difficulty: Medium
Tactical Notes: Set up behind the barricades on your side so they waste a turn running to you, they're lightly armored so you should be able to burst down one per turn.



Courthouse Fight Three - Hard Ben
Pronounce your sentence on Hard Ben and receive +90XP.




Courthouse Fight 3
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Hard Ben
60
108%
34%
41
30%
15%
0%
Energy Shield, Regen, Truncheon, Street Sweeper, Maintenance HUD, Ballistic Vest, Worker Jacket (Black), Protective Sleeves, Worker Boots

Difficulty: Easy
Tactical Notes: Ben is a tougher nut to crack but he’s not the brightest man. It’s pretty easy to goad him into spending his Action Points running into cover on the left hand side by running up to him in the first round.



The Energy Shield gadget is a real prize, put it on someone and watch them not die as much! This equipment occupies the Gadget slot and when activated at the start of or during combat it provides energy shield based HP for the wearing character. The shield will regenerate a few points every round and will run indefinitely unless it is “cracked”, if the shield reaches 0 HP it will stay off for the rest of combat. Important note, you can’t use melee attacks while the shield is engaged, so either put it on a ranged attacker like Evan or be prepared to turn it off when you are within melee range

We’ll take a quick break from the Courthouse since the next fights can be quite tough for under-geared parties.

It’s time to head to the Armory to check things out there. Spoiler alert, lots of murdering.
Armory Part 1 - Frogs and Scavs
Before we get into the Armory proper you're going to want to ensure you have appropriate footwear as we're going to be dealing with some two foot tall opponents soon. The armor store in town sells Scavenger Boots ($150) and the Granger shop in Hydroponics sells Welding Boots ($180) either of which will ensure that your ankles remain unbitten.

From the entrance head south a bit and examine the large crate, the control booth won’t operate for you until you do, then head north to the small control booth.

In the control booth use an Electronics module and two checks, Electronics 2 (+20 SP) and Computers 2 (+20 SP) to move the large crate. Extract the Bionic Eye (Perception) implant from the body behind the crate, Biotech 3 (+45 SP). Free implants are the best implants! If you want to you can head back to Medbay and use the implant machine to install it in someone before continuing into the Armory.

Head over to the cracked open door and prepare to meet the most terrifying foe in Chapter 1, frogs, big frogs. These nasty little demons want to bite your legs off and then chomp on your face so good leg armor and helmets are essential. Luckily they’re squishy and unarmored so bursts and shotguns can clear them out quickly. Some frogs, Spitters, spit poison at range so make sure you have Toxic Resistance and Optical Resistance on everyone, the more Toxic Resistance you have the less damage you'll take, but more importantly, crank up your Optical Resistance to avoid big accuracy penalties.

The first encounter with frogs can be handled in three ways. Straight up stealth by moving any party member to the marked exit area near the door, you do not need to send your whole party. You can also enter stealth mode, but activate the alarm panel near the door with an Electronics 2 (+120SP) check and an Electronics Module, this will scare the frogs away allowing you to loot the corpse. You can also murder the frogs as is good and proper.

Stealth: +90 XP, +140 Sneak SP, no loot from corpse
Stealth + Electronics: +90XP, +120 Electronics SP, +20 Sneak SP, loot from corpse
Combat: +90 XP, Combat SPs, loot from corpse




Armory Three Frogs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Bull Frog (Low)
30
50%
26%
40
100%
0%
100%
Bull Frog (Low)
30
50%
26%
40
100%
0%
100%
Spitter Frog (Mid)
25
?%
25%
57
100%
0%
100%

Difficulty: Easy with some Toxic + Optical Resistance and some good leg armor. A Juggernaut PC is particularly well-suited to dealing with Frogs since he can’t be knocked down.

Tactical Notes: Frogs are fast and hit hard but are squishy. Position yourself towards the back and let them come to you. They’re not tacticians so they’ll generally attack whatever tank you put in front.



Corpse Loot: 1x Regen, 6x .45, 3x Medkit

Head into the next room. Dead-ahead is an Electronics 2 (+20 SP) door. With a Lockpick 2 (+20 SP) chest.

Chest: Utility Bar, Safety Helmet, Rope

The next room has an Electronics 1 (+10 SP) broken panel to strip for an Electronics Module and a chest with ammo.

Ammo Chest: 10x 5.56

Crawl through the vent to find a supply chest, then head back to the previous room.

Medical Supply Chest: 1x Regen

There’s a nasty fight with some scary frogs continuing down that path but we’ll do that a bit later.

The next encounter has stealth and combat options, no diplomacy. There is also an alternate route involving using an empty elevator shaft in the southeast of the Armory to bypass this encounter but we’re not going to do that because it would deprive us of loot.

If you do decide you'd rather gain Electronics SP instead of delicious combat SP, then use a rope to slide down the elevator and then open the Electronics 3 (+20SP) check door, if the Scavs are alive you'll receive an additional +100 Electronics SP as a dichotomy bonus.

Your entire party can easily stealth past the scavs to the elevator, even without extra points in Stealth, as long as you take off your heavy armor, but that would give up precious combat SP!

Stealth: +90 XP, +100 Stealth SP, no loot, no joy in Murderhobo-ing some hapless scavs.

Instead let's enter in stealth, get into a good position, then murder the scavs! The default combat position is at the door, which is not the best for melee peeps, so we can use a few turns to sneak closer to them and then start combat when we’re ready to rush them.

For killing your enemies you receive: +90 XP, and loot.




Armory Elevator Scavs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Rifle Scav
40
82%
28%
44
0%
0%
0%
Regen, Toothpick, Old Betsy, Reinforced Ballistic Vest, Raider Armguards, Worker Boots
Pistol Scav
60
84%
40%
26
0%
0%
0%
Regen, Bulldog, Bowler Helmet, Ballistic Vest, Shield Armguards, Worker Boots

Difficulty: Easy

Tactical Notes: Use stealth to sneak a bit closer to them so you waste fewer AP getting into range with them. A Flashbang will make them easier to hit and you harder to hit.



Head down the elevator. There is a crate that can be accessed and opened with Juggernaut, or a combined party Strength score of 20+, plus a Dexterity 8 check (Faythe can handle the Dexterity check).

Debris Blocked Crate: Power Cell MK1, 5x Energy Cells

Upgrading Gadget Components

Find whoever you put your Energy Shield gadget on and click the little gear icon on it. Doing so will enable you to swap out the power cell raising the shield’s initial HP from 15 to 25. You can also use this power cell later in other gadgets like the Distortion Field or Cloaking Device to extend their duration from two turns to three. Parts can always be swapped, so don’t worry about adding in things as soon as you get them, you can pull them out later assuming you don’t sell the Power Cell MK0 that came out.

There is yet another barely cracked open door just beyond, get ready to deal with Sharpface.
Armory Part 2 - Dealing with Sharpface
There are three available paths for dealing with Sharp Face, talking, sneaking, and the correct choice of murdering.

The Murderhobo found in this guide will not be capable of persuading Sharp Face to stand down, but if you're playing a talky character you can resolve your differences without resorting to base violence.

If you want to talk your way past you’re going to need a combination of Streetwise and Persuasion in the 3 to 4 range with decent Charisma, even with Streetwise 4 Persuasion 3 my CHA 4 character could not talk his way past Sharp Face. The dialog tree is quite extensive here and will let you solve the encounter with one speech check if your charisma is high enough and you have at least a little bit of combat reputation.

Even if your speech skills are poor you can talk to Sharp Face with the intent of scaring off some of his minions by brandishing your Reputation: Combat (6+) which should be high enough by now. Doing so will remove two opponents from the fight, but that would mean two fewer bodies to loot and sources of combat SP to harvest, so don't do that unless you're really struggling with this fight.

Fun fact, during speech challenges having skills in excess of the check level, normally Persuasion/Streetwise/Impersonate, will give bonus disposition. This dialogue happens to feature Electronics and Computers checks which will award bonus disposition based on high skill levels for those as well. This doesn't really happen in any other dialogue unfortunately.

Persuading Sharpface to give you access to the Armory depot is worth +90XP as well as a bonus of +115 SP to all Speech skills.

If you've tried the fight a couple of times and can't seem to beat it then move ahead in the guide and come back a bit later with another level and some better gear. When all else fails grenade spam is your friend!

Diplomacy

  • Persuade Sharp Face to let you pass
      • Reputation:Combat (6+) - Failure decreases disposition, success increases disposition
        • “What’s it gonna be?” removes two thugs from the fight and leads to "Show him the access card"
        • Streetwise 4
          • (Streetwise check succeeds) “I didn’t come here for sightseeing” - ends conversation based on current disposition, combat if disposition fails at current level (CHA 10 with Streetwise 4 and Reputation:Combat success passes this check)
          • Show him the access card, leads to "Show him the access card"
        • (With Regulator Badge, if Braxton is alive) Impersonate 3 or (With Regulator Badge, if Braxton controls the Pit) Streetwise 3
          • (Impersonate check succeeded) “You best be on your way now” - ends conversation based on current disposition, combat if disposition fails at current level (CHA 10 with Impersonate 3 and Reputation:Combat success passes this check)
          • Show him the access card, leads to "Show him the access card"
      • "Show him the access card"
        • Electronics 2
          • Persuasion 3 or Computers 2
            • Streetwise 4
              • Streetwise Success
                • Streetwise 4 to convince him reality is a lie
                  • Charisma 8
                • Persuasion 4
              • Streetwise Failure
                • Charisma 7
          • Streetwise 3
            • Persuasion 3
              • Streetwise 4 to convince him reality is a lie
                • Charisma 8
              • Persuasion 4
        • "Maybe, maybe not"
          • Streetwise 3
            • Persuasion 3
              • Streetwise 4 to convince him reality is a lie
                • Charisma 8
              • Persuasion 4
          • Computers 2
            • Persuasion 3 or Streetwise 3
              • Streetwise 4
                • Streetwise 4 to convince him reality is a lie
                  • Charisma 8
                • Persuasion 4

    Stealth


    If you want to sneak past then you’re probably out of luck because Faythe won’t do this particular job for you as your PC is unwilling to hand over the key to the Armory to someone he met a few hours ago. If you do have the skills, your goal is to reach the vault door beyond Sharpface and watch the fireworks, there is a Lockpick 3 (+20SP) door on the right hand side that makes this possible. Sneaking past Sharpface and crew is worth +220 Sneak SP and +90 XP.

    If you happen to have Critical Strike 4 on your murderhobo by now, which is unlikely but possible, you can still sneak up on the isolated melee enemy and kill him with a takedown, even with Sneak 1. With Critical Strike 3 you'll almost kill him which makes the combat easier, and you don't waste any combat SPs!


    If you find the fight to be difficult and you don't care about the talking SP gains you can choose the sneak approach and initiate combat from behind the crates up the stairs and to your right for a positioning advantage. You should also be able to stealth takedown the lone melee guard in the right hand corridor even without sneak feats as long as your armor Sneak penalties aren't egregious. If you happen to be running a solo melee character you can gain a significant advantage by taking out the melee guard and then starting combat while hiding in a nearby corner, this will force the enemies to run to you instead of having you shot up as you traverse open ground.

    Combat


    Ah murdering, the correct solution. Kill them all, leave no survivors, pick up the very nice automatic shotgun Sharpface is wielding. +90XP for your trouble.




    Sharpface
    Name
    HP
    ACC
    EVA
    INIT
    Thermal
    R.Optical
    R.Toxic
    Gear
    (Sgt) Sharpface
    40
    104%
    52%
    47
    0%
    0%
    0%
    Bionic Eye, Distortion Field, Regen, Toothpick, Old 'Hammer, Scrapper Coat
    Pistol Scav
    40
    102%
    34%
    38
    0%
    40%
    20%
    Bionic Eye, Toothpick, Longslide, Battle Bowler Helmet, Face Mask, Ballistic Vest, Traveler Coat, Shield Armguards, Raider Boots
    Melee Scav
    50
    91%
    53%
    35
    15%
    30%
    0%
    Aggro, Gear Mace, Bucket Helmet, Smart Glasses, Reinforced Ballistic Vest, Worker Jacket, Shield Armguards, Raider Boots
    SMG Scav
    50
    82%
    52%
    32
    30%
    15%
    0%
    Utility Bar, Flyapart, Maintenance HUD, Traveler Coat, Shield Armguards
    Rifle Scav
    40
    94%
    34%
    32
    0%
    0%
    20%
    Neural Uplink, Toothpick, Old Betsy, Face Mask, Ballistic Vest, Worker Jacket, Raider Armguards

    Difficulty: Hard with the full complement of enemies, you start off surrounded and they have solid equipment for this point in the game. Medium if you use your combat reputation to scare off two of them, or using stealth to start combat without being surrounded.

    Tactical Notes: If you’re having difficulty then a Smoke or Flashbang grenade here can make a huge difference against the mostly ranged attackers. See that chevron over Sharpface? He has the Sergeant feat which buffs his allies, he also doesn’t wear a helmet, you know what to do! You can also make the fight significantly easier by choosing the sneaky approach then initiating combat from behind the crates to the right of your starting location. Sharpface's crew will end up stacking on the doorway putting him in a great position for a Gas grenade or Flashbang.



Armory Part 3 - Looting the Armory Depot
Once Sharpface's crew is neutralized, via combat, sneak, or speech, you receive +90XP and a whole bunch of loot from the corpses!

If you didn’t stealth your way to victory there is a Lockpick 3 (+20SP) door to the side where the melee enemy started that is now useless except as a source of Lockpick SP.

Electronics 3 (+20SP) to open another side door on the left hand side. There is a chest in the area beyond.

Chest: Heavy Boots, Scavenger Goggles

To the left of the Armory door is a broken panel, Electronics 1 (+10SP) and an Electronic Module.

Time to open ze vault!

Use the control panel in front of the giant vault doors to unveil your prize and head up to the panel in front of the mystery machine to update your very first quest, The Holy Grail.

After that, head southeast and open the Lockpick 3 (+20SP) door. There a corpse nearby that has a Glareshield (Perception Implant Upgrade Chip) which can be extracted with Biotech 5 (+50SP). The upgrade chip, which requires a base Perception Implant aka Bionic Eye to work, will add a permanent +20% to Thermal Vision and Optical Resist. Each implant can take any number of upgrade chips, but only one of each specific kind of upgrade chip.

Examine the crate in the room for an override module, Zeke at the Power Plant could use this during Power to the People.

Use the computer, well let Faythe use the computer, to pass a Computers 2 (+20SP) check to gain your choice of one of four Armory Training Tokens!

Armory Training Tokens
Urban Pacification: Rifle, Bladed, Evasion
Riot Control: Blunt, Armor, Critical Strike
Infiltration: Sneak, Critical Strike, Lockpick
Crisis Intervention: Persuasion, Streetwise, Impersonate

Your choice here. My combat skills were already coming along nicely but they could always be higher, remember if you’re trying to install Mercy into the Pit’s leadership you may want to take advantage of the speech training token.

Head back to the big glowing machine and check out the locked crate to the northwest. Open it with a Lockpick 3 (+20SP) check and open up the grenade crate.

Depot A2 Grenade Crate: 1x Stasis Grenade, 1x Pulse Grenade

The Stasis Grenades can win most fights on their own but are hilariously expensive at $750. The Pulse Grenade has a huge AOE that knocks out all gadgets and implants in the area for the duration of combat, and will disable turrets for 2 rounds.

There’s a Computers 6 (+30SP) check managing a force field, we’ll be back for that one. Beyond the Computers 6 check, is a Computers 9 (+60SP) check followed by a Lockpick 9 +60SP) check, we'll be back for those much much later.

Computers 6 Forcefield Storage Locker: Cloaking Field
Computers 9 Forcefield Storage Locker: Energy Armor, Heavy

Head into the storage area to the southwest. The unlocked large container contains an Energy Armor, Light. This is a unique armor that provides a 50HP shield at the start of combat, but it also takes up your gadget slot and has weak damage resistance once the shield is down. I mostly used this if Faythe was getting one shot in difficult fights since it gives you a chance to run her away from the fight. It's also very effective against frogs as they never target torso DR, and The Creeper in Hydroponics for blocking its leech attack

There is a Lockpick 6 (+30SP) large container that has an Energy Rifle, we’ll be back for that. An orange crate has a wonderful Old Tactical Vest. A Lockpick 3 (+20SP) crate has a Pulse Capacitor MK1 for the Energy Shield gadget which raises the shield regeneration rate from 3 to 4 points per turn.

Open Depot A2 Equipment Locker #1: Energy Armor, Light
Locked Depot A2 Equipment Locker #2: Energy Rifle, 12x Energy Cells
Depot A2 Equipment Crate: Tactical Vest
Depot A2 Small Crate: Pulse Capacitor MK1

Examine the crates with sufficient Perception (>=8) to find a hidden stash of energy cells, party members can help here so having Evans (Perception 9) along will guarantee success, but Faythe (Perception 7) will not.

Colony Supply Crate: 10x Energy Cells

There's also an old corpse in the corner of the room, extract the Motor Cortex (Dexterity) implant from the corpse, Biotech 4 (+45SP), if you have the skill for it.
Armory Part 4 - Scary Frogs
Head back to Level 1 of the Armory, pass through the air vent where you looted a crate earlier on and approach the foreboding door to pick a fight.




Armory Psyker Frogs
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Psi Frog (Mid)
20
10
N/A%
13%
10
N/A%
0%
100%
Psyker's Brain
Bull Frog (Mid)
40
0
72%
30%
62
100%
0%
100%
Bull Frog (Low)
30
0
50%
26%
40
100%
0%
100%
Spitter Frog (Mid)
25
0
?%
25%
57
100%
0%
100%

Difficulty: Medium, the Psyker frog is a very effective debuffer

Tactical Notes: This fight features a Psyker frog, little threat on its own but it will debuff your AP for 3 turns which may let the little ones chomp you up. A Flashbang on the Psyker will effectively disable it for a turn as it won't have enough AP to use its psychic attack. Good boots, high accuracy, and Distortion Field help a lot in this fight, the Energy Armor we just picked up is also an excellent choice for this fight. If frogs knock you down they stop chomping on your boots and start in on your face so make sure to wear a helmet. Optical + Toxic Resistance against the Spitter remains important.

If you're having trouble here you can come back after picking up the 'Frog Hunter' feat in Hydroponics.



+90XP for killing the frogs. There are two corpses nearby, one old, one fresh, both contain items of value.

Human Corpse: 1x Smoke, 1x Flashbang, 5x Medkits
Mummified Corpse: Biotech 3 (+45SP) Neural Uplink

In the back is a Lockpick 3 (+20SP) trunk with: 1x Regen, 1x Aggro, 7x Medkits

Colony Ship doesn’t tend to give you vendor trash items, that Psyker's Brain is actually part of a hidden quest Head Hunter, we'll follow up on that as we tackle Hydroponics next.
Faythe Hits Level 3! Feats are great! Implants are great!
Head back to the Pit and talk to Tanner, for +60XP and orders to travel to the Habitat through the Factory to learn more about the machine in the Armory. We won't be able to do that until after we solve the impending civil war in the Pit, but it's nice to know where we're going next.

Head to the Power Plant, and turn in the override module to complete Power to the People for +60XP which should put you at Level 3. Then try to help Zeke with his technical problems, fail the Computers 2(+20SP) or Electronics 3(+20SP) checks because you're a big lug, and let Faythe do it for +20 Electronics SP. Persuasion 3(+10SP) will let you wring some cash out of him, $300.

Faythe, being the smart one in the group, has a 55% bonus to XP she earns, so even though she missed out on a quest or two early on she's going to hit level 3 before you and Evans do.

Once Faythe hits level 3 she should not pick up Skill Monkey, I know she's our literal skill monkey, but she doesn't need the boost to her civic skills yet. Skill Monkey is going to be more important when Faythe is around level 5 or 6 and we start running into checks that aren't automatically passed with just a tag. Instead, if you've tagged Sneak and want to sneak through some encounters, give her something like Ghost of Prowler. Otherwise a basic weapon feat is a good investment, she's not going to be our primary damage dealer but every little bit helps. You can buy and install the Bionic Eye implant for +1 Perception for her if your preferred feats are Perception 8+ based.

After our jaunt to Hydroponics Murderhobo and Evans should be level 3 as well, we will briefly discuss feat selection for them, now.

Mr. Murderhobo should continue down his 'hitting things with a heavy stick' path and pick up something like Basher or Warrior to help counter-act his poor Perception, the bonus armor penetration for the feat scales and should be quite impactful later.

Evans can pick up Fast Draw to increase your tactical options by having a super high initiative in later fights, or Critical Thinker to juice his critical hits.

Speaking of implants we've accumulated a few of them and should put them to good use!

Before we go on an installing spree we're going to spend a little bit of money, head to Mission Control, don't worry we're not diving down there yet. The shop on the top level of Mission Control has a Damaged Synthetic Heart implant that needs someone with Biotech 5 to repair, a steal for $200 considering that Faythe can repair it already (if she tagged Biotech). Jed would very much like this heart and it will make him tankier. It's also an option for a Murderhobo PC, but with 4 implant slots you want to prioritize Exo-Spine (Strength) for a melee PC, Sub-dermal Armor because it's great, Motor Cortex (Dexterity) because more AP means more murdering. and Neural Uplink (Intelligence) if you started with Intelligence 5.

You can if you choose also install implants in Companions, refer to the guide at the bottom for their preferences in this matter.

Installing the Neural Uplink will increase your Intelligence by one, which will give you an extra tagged skill to play with, Evasion or Critical Strike are both reasonable choices. Impersonate is a bad choice, don't pick Impersonate.
Lamb Cooked Three Ways
Since we're back at the Pit we're finally going to get around to helping out the missing deacon from the Church, poor guy must be really worried by now considering how long it took us to get to him.

Автор сообщения: "Choice and Consequence"
If McNeil survives this quest he can show up in Chapter 3's Pit if Jonas is in charge and will fight you if you kill Falkner during There Can Be Only One

This is one of the rare quests that will let you try and fail not once, but twice, before killing everyone! To that end we're going to do some triple dipping in the quest Lamb Among Wolves. It's not necessary, feel free to just murder everyone, but it is a testament to how much scripting work goes into these encounters.

Head over to the Drain in Camptown and look for a closed door to the northwest.

First we’re going to talk to McNeil, then sneak into his house, then kill him, getting precious SPs for each phase.

First, talk to him, as you are a reasonable and rational Murderhobo. You’ll fail the check, choose to walk away, but we’ll be back.

Streetwise 2 (+10SP) -> Streetwise 4(+10SP) or Persuasion 3(+10SP)

If, for some reason, you have been upping your speech skills and you succeed you’ll receive an extra +85 SP in Streetwise, Persuasion, and Impersonate, as well as freeing the deacon for +90XP. Note that the diplomatic options which convince McNeil to cut the Church in on his earnings will result in earning more (+3 vs +1) Church Reputation when completing the quest.

Diplomacy
  • ”Good as dead”
    • Streetwise 2
      • Persuasion 3 - McNeil cuts the Church a deal, +Church Reputation
      • Streetwise 4 - McNeil cuts the Church a deal, +Church Reputation
    • ”Don’t make this harder”
  • ”Church wants a cut”
    • Persuasion 2
      • ”If you can’t beat ‘em join ‘em”
        • Persuasion 3 - McNeil cuts the Church a deal, +Church Reputation
        • Streetwise 4 - McNeil cuts the Church a deal, (+2 Disposition Bonus) +Church Reputation
      • Streetwise 3
    • Streetwise 2 (+1 Disposition Bonus)
      • Streetwise 3
    • ”Don’t make this harder”

Stealth

Next we’re going to sneak into his house, look for an open window next to the door, send only Faythe. Make your way over to the locked door Lockpick 2(+20SP) open it and talk to the Deacon to earn +20 Sneak SP. If you want to end things peacefully, escort Faythe and the deacon to the marked location near the windows and exit. If you do so you’ll earn +140 Sneak SP and +90 XP for freeing the deacon.

Fun Fact: You can sneak in, unlock the door, and then leave to get Lockpick SP if you're taking the Speech route!

Combat

But we’re here to triple dip into this quest so once you’ve freed the Deacon smack that “Enter Combat” button, the deacon will jump out the window and your goon squad will bust in to beat some heads. Earn +90 XP once combat is over. If you forgot to Lockpick the door earlier, do so now to free the Deacon.




McNeil Lamb Among Wolves
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) McNeil
50
86%
34%
23
30%
70%
0%
Regen, Camp Knife, Pipe Dream, Work Goggles, Ballistic Vest, Traveler Coat, Worker Boots
SMG Diver
50
100%
34%
35
30%
15%
0%
Regen, Camp Knife, Grinder, Maintenance HUD, Traveler Coat, Heavy Boots
Melee Diver
50
91%
31%
15
0%
0%
30%
Aggro, Utility Bar, Common Respirator, Worker Jacket, Worker Boots

Difficulty: Easy
Tactical Notes: These guys don't believe in helmets and have mediocre equipment for this point in the game.



Return to the Church and turn in the quest for +60XP. If you completed the quest by convincing McNeil to cut the Church in on his earnings you'll earn +3 Church Reputation, otherwise you'll earn +1 Church reputation. They'll give you another quest with vague and unhelpful instructions, joy.
A Mysterious Stranger
A man needs help somewhere! That's probably the least useful bit of quest information I can think of, but luckily we know just where to go.

Just past the entrance to the Outskirts there is a building with two thugs and poor ol' Hank cowering in a corner, looks like he could use some help!

Diplomacy
  • Impersonate 2
    • Streetwise 2
      • Streetwise 3

You can try and resolve things peacefully, successfully doing so will award an additional +70 SP to Streetwise, Persuasion, and Impersonate as well as +90 XP. If you’re not playing a pure talker you may be better off killing them and taking their stuff. If you want to collect the SP for talking skills and then kill them, you’ll take an initiative penalty, up to you.

Combat
If you kill them you receive +90XP and some minor loot!





Mysterious Stranger - Outskirt Thugs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Pistol Thug
50
80%
28%
41
0%
0%
0%
Machete, Pepperbox, Bowler Helmet, Ballistic Vest, Worker Boots
Shotgun Thug
50
94%
28%
26
0%
0%
0%
Utility Bar, Maverick, Worker Jacket, Worker Boots

Difficulty: Easy, potentially high initial burst damage
Tactical Notes: The pistol user has high initiative and can potentially kill a lightly armored character on the first turn so tuck Faythe into the nearby cover.



Talk to Hank who is cowering in the corner. He will offer you the 2nd part of the quest for Mysterious Stranger, and ask you to take out a group of thugs. No peaceful solutions here I’m afraid, we can kick in the door, or sneak in and start assassinating. We’re actually going to come back and do this a bit later as it represents a large jump in difficulty.
Hydroponics Part 1 - Home Home on the Grange
Where the Frogs and the Creepers do play

We’re about to head to Hydroponics but we’re going to do one unethical thing first.

Kick Faythe out of the party, don’t worry we’ll be back for her shortly. We just don’t want her to be privy to the conversation we’re about to have with Carlos at the top of Camp Reid in Hydroponics.

Head to Hydroponics, and walk east to the first tower, go inside and talk to Carlos. He’ll update you on what you need to do to complete Moonshine, retrieve some bioreactor parts from a broken tower, and offers you the quest Eviction Notice to deal with some nearby scavs in Delta Tower.

If Faythe is with you she’ll ask you not to harm any of the scavs in Delta, she will also open up a peaceful resolution if she is in the party when you talk to the Delta scavs. If you don’t want to have to break any promises to Faythe then leave her behind when talking to Carlos, and again when clearing out Delta Tower via violence.

There is a small shop next to Carlos that has an opportunity for theft, when you pickup Faythe again, or if you've got light fingers yourself.

Granger Shop:
Steal 3 (+40SP) - 4x Medkit
Steal 4 (+40SP) - 32x Shells
Steal 4 (+40SP) - 1x Zen

With Master Trader you can purchase a Granger Respirator (60% Toxic Resistance) for $200.

Head back to Whiskey Jack’s, pick up Faythe again, and head back to Camp Reid. Go down the platform elevator and look left for a Sneak 3(+25SP) check to burgle the living quarters, your reward is 2x Regen and 3x Medkit and another +25 Sneak SP. With Steal 4 (+40SP) you can pick-pocket 194 credits from the sleeping hydroponics worker, doing so also awards +20SP to Sneak. To the right, outside of the sneak sequence, is another sleeping worker who can be relieved of his excess credits with Steal 4 (+40SP) for $161.

There does not appear to be an option to murder the sleeping botanists, which is good because they likely have no loot and would not provide any combat SP thus making their deaths pointless.

Travel down to the bottom of the tower and to the right to encounter foliage, beyond which are frogs.

Sneak past for +90XP and +140 Sneak SP or, fight them for +90XP and no loot.

While Mr. Murderhobo is going to fight everything that moves, this is one of the few optional stealth sequences that is a straight trade-off between Sneak SP and combat SP, so if you're planning on Sneaking in the near future this is a good opportunity to get some Sneak SPs.

We will of course fight the foul frogs, the fight is almost identical to the earlier fight with frogs on Level 1 of the Armory. You should still take the Sneak option though, as it enables you to initiate combat resulting in that character always going first, you can run Mr. Murderhobo ahead and start whacking people while the rest of the party hangs back.




Hydroponics Green Three Frogs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Bull Frog (Low)
30
50%
26%
40
100%
0%
100%
Bull Frog (Low)
30
50%
26%
40
100%
0%
100%
Spitter Frog (Mid)
25
?%
25%
57
100%
0%
100%

Difficulty: Easy at this point for you, but quite hard for people who go straight to Hydroponics early.

Tactical Notes: Same as Armory frogs, Optical + Toxic Resistance and burn them down quickly with bursts.



Move along the path, let Faythe work her magic with the terminal to pass a Computers 2(+20SP) check, or shove it aside with high STR which awards no SP.

To the southeast is a difficult combat encounter with many frogs, we’ll come back later, but feel free to try it out if you’re feeling over-confident.

Move along the path and pop into the cracked open door to the east to pick up the air purifier parts for Clean Air Act from the tower, Electronics 1 (+20SP).

There is a corpse near the elevator that has a Motor Cortex that can be extracted with Biotech 4 (+45SP).

There is also console on the ground level that contains valuable information on the Frogs native to Hydroponics. With an Electronics 4 (+20SP) and Computers 4 (+20SP) check you can unlock the Frog Hunter feat for your party.

Frog Hunter : +12% Accuracy, +12% Evasion, +6% Critical Strike against Frogs

Come back out and check out the greenhouse unit nearby. With sufficient Perception (?) you will notice a frog about to bite you, otherwise the frog will just come out and bite you. It’s one frog, you can take it. +90XP for defeating the mighty lone frog, and you can take his collection of ammunition, he had hoped to one day pass it along to his children, but those hopes are gone now, forever.

Frog Infested Greenhouse Unit: 16x Shells




Hydroponics Green Sad Lonely Frog
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Bull Frog (Low)
30
50%
26%
40
100%
0%
100%
Difficulty: Easy, arguably the easiest fight in the game
Tactical Notes: The skins of some frogs contain compounds known as bufotoxins that make them unpalatable to potential predators. We suggest not consuming said frogs.



Along the path there is an inviting alcove on the right hand side, it contains an entirely optional combat encounter with an extremely annoying creature called the Creeper. This fight is optional, and hard, and can be completed whenever you like before leaving for the Factory, so feel free to come back later after gaining some levels and equipment.

Defeating the Creeper is worth +90XP and some loot on the dead body behind him.




Hydroponics Green Creeper
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Creeper (Low)
50
100%
20%
42
100%
100%
100%

Difficulty: Hard

Tactical Notes: It generates its own poison gas/smokescreen cloud for two turns at the start of combat, can grab and reel in your characters, and will leech 10HP with its melee attack. You also can’t target its legs despite it having so many legs or its head despite clearly having a fleshy knob thing. The key in this fight is to quickly burst it down with high initiative in the first round or wade into melee, counteracting the poison cloud with thermal vision and toxic resistance. The Creeper's poison cloud does 10 poison damage, requiring 100% Toxic Resistance to mitigate fully, and provides 100% smokescreen coverage. The Firefighter Helmet is an excellent piece of gear to wear here. If using ranged attacks you will want to deploy your best marksman to the furthest right square, that way if he is grabbed he will still be diagonal to the Creeper and can make aimed or regular attacks.



Dead Body: Biolab Gas Mask, Scav Armguards, Scavenger Goggles, Assault Armor, Chopper, Pilot Helmet, Diver Leg Armor

Continue past the inviting alcove and walk through the foliage to the northwest.
Hydroponics Part 2 - Saving the Booze Supply
This counts as your good deed for the year

Climb up the ladder to pick up a free Worn Shredder, one of the finer shotguns on offer right now. Enter the tower, check the corpse for some gear.

Hydroponics Tower Corpse : Pepperbox, 1x Smoke

Examine the elevator, have Faythe fix it with Electronics 2(+20SP), this is a one way trip but that’s okay, you can always climb up later with Jed and a rope or a Strength (7+) PC. At the top level of the tower are two corpses. One is being eaten by a plant and has no valuable goods, but the other one, who probably died of high cholesterol, has some loot.

Corpse: Work Goggles, Hazmat Respirator

Head down one level, strip the broken panel with Electronics 1(+10SP) for an electronics module.

To get across to the decrepit tower containing the Bioreactor Parts we either need to summon a greenhouse unit with Computers 3(+20SP) or leap across the gap with Dex >= 8. The Computers check gives us SP so let’s do that.

Cross to the other tower, head up one level if you took the Computers route. Pick up the supplies from the crate in the southwest of the top floor, and the Bioreactor Parts for Moonshine from the defunct bioreactor.

Maintenance Crate: Rope, Power Saw

Head down the shaft using the rope to return to ground level, don't forget to use the computer console for the frog research, and pick up the air purifier parts if you forgot to earlier.
Hydroponics Part 3 - Squatting Scavs and Broken Promises
There's still one issue to deal with in Hydroponics, the Scavs in Delta Tower. It's time to serve them an Eviction Notice.

If Faythe was in your party when you accepted the job to evict the squatters, or if she is currently in your party, she will permanently leave if you initiate combat with Morgan and his crew. Solving the quest diplomatically, or disabling the frog pacifying machine (though this results in Morgan and crew dying) will not trigger Faythe leaving.

There’s a peaceful solution involving Faythe, let’s walk through that before we get to the actual murder-intensive solution we’ll implement.

Note: There are some implications during the dialog that choosing to kill or spare Morgan will have consequences down the road, beyond the immediate issue with Faythe, once we know more about them we'll update this section to ensure maximum long-term murder opportunities.

Автор сообщения: "Choice and Consequence"
If Morgan is persuaded to leave by Faythe, he will ask for your help getting a trading license from the Church in the Habitat.

Diplomacy
To peacefully solve your problem, bring Faythe to the Delta Tower and let her talk to Morgan. If you don't pass the speech check initially you can then get a second chance if you have a Regulator Badge (stolen or legitimate) or a high combat reputation.

  • (If Faythe is present) Wait for Faythe to answer
    • Persuasion 3
      • Persuasion 4 (+3 Disposition Bonus) - Failing disposition at this point leads to “I’d rather avoid bloodshed”
      • Streetwise 3 - Failing disposition at this point leads to “I’d rather avoid bloodshed”
    • ”Then things will get ugly” - Leads to “I’d rather avoid bloodshed”
  • ”Carlos wants you gone”
    • "I’d rather avoid bloodshed"
      • Reputation: Combat(12+)
    • (With Regulator Badge, if Braxton is in charge of the Pit) Streetwise 3
      • Persuasion 3
      • Streetwise 4 (+1 Disposition bonus)
    • (With Regulator Badge, if Braxton is alive) Impersonate 3
      • Persuasion 3
      • Streetwise 4

Over-optimizer note: You can actually collect SP's from the Regulator Badge branch twice. Go without Faythe, flash the badge and work through the tree. Assuming you fail you can bring Faythe back and do it again! Go through her dialog branches and it will let you try the Regulator Badge branch again. You are almost guaranteed to pass if Faythe is with you so make sure you're happy with a peaceful solution if you bring Faythe with you.

Solving the problem this way awards +90XP, keeps Faythe happy and also awards a bonus +145 SP to Persuasion, Streetwise and Impersonate. Thanks to the huge Disposition boost from using Faythe even a Charisma 4 PC can succeed here as long as he has Streetwise 3. This route also leaves Morgan alive, which may have repercussions in the future. If you talk your way through don’t forget to open the now unimportant door locked with Electronics 4 (+20SP). Then head back to Camp Reid to turn in Eviction Notice for +60XP and 5x Energy Cells.

You can also “peacefully” solve the problem without Faythe or a Regulator Badge, if you have a sufficiently high Reputation:Combat (12+), but you won't get the normal bonus speech SPs for a diplomatic resolution.

Stealth
There is a non-combat stealth option involving disabling Morgan's frog pacifying machine, stealth also offers superior positioning to a frontal assault if you're planning on engaging in combat.

If you'd like to kill everyone without a fight, and if so I am judging you, you can sneak in the back, repair a broken door in the far corridor with Electronics 4 (+20 SP) and then disable the machine, everyone will die and you'll receive +300 Sneak SP as well as some nice loot. If you lack the Electronics skill you can also use the Cloaking Field to sneak around to the central corridor door to disable the machine. You can use Faythe for this without her leaving the party since you didn't know what tampering with the mysterious device would do, obviously.

Combat
Otherwise, use a stealthy entrance to position yourself in the side corridor for combat and let them funnel in one by one to die. If you're going to do this make sure to drop Faythe off at the Pit first other she will leave the party permanently at the end of the fight. You can bring Jed with you instead as he has no qualms about enforcing the Granger's property rights at any cost.



Delta Tower Scavs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Morgan
40
102%
58%
32
50%
40%
0%
Aggro, Toothpick, Old Cobra, Scavenger Goggles, Old Scav Armor, Scrapper Coat, Damaged Tactical Armguards, Heavy Boots
SMG Scav
40
98%
34%
29
50%
40%
20%
Regen, Toothpick, Old Stanley, Scav Helmet, Scavenger Goggles, Face Mask, Old Scav Armor, Scav Jacket, Scavenger Boots
Shotgun Scav
60
108%
34%
32
0%
0%
30%
Toothpick, Street Sweeper, Safety Helmet, Common Respirator, Ballistic Vest, Scrapper Coat, Shield Armguards, Heavy Boots
Melee Scav
40
99%
47%
31
30%
15%
30%
Aggro, Truncheon, Scav Helmet, Maintenance HUD, Common Respirator, Old Scav Armor, Damaged Scav Armguards, Welding Boots
Bull Frog (Mid)
40
76%
30%
62
100%
0%
100%
Bull Frog (Mid)
40
76%
30%
62
100%
0%
100%
Bull Frog (Mid)
40
76%
30%
62
100%
0%
100%

Difficulty: Hard for a frontal assault, Medium if using clever positioning from stealth
Tactical Notes: A frontal assault does set you up next to Morgan for a quick kill on him to remove the Sarge feat he is buffing his team with, but it’s still a harder fight surrounded by frogs. If coming in the back vent the frogs make very effective blockers, the hallway chokepoint if filled with frogs will keep the melee scav from engaging.


+90 XP once everyone is dead regardless of the cause.

If you did kill everyone then go ahead and drop Jed back off at home, grab Faythe and bring her back to Hydroponics Delta tower to open the Electronics 4 (+20SP) door. Then head back to Camp Reid to turn in the quest Eviction Notice for +60XP and 6x Energy Cells. With a Persuasion 3(+20SP) check you can convince Carlos to consider allying with Stanton in the Factory to re-open trade to the Habitat. Don’t worry if Faythe is with you at this point, she’ll pretend not to hear you just murdered everyone.
Hydroponics 4 - More Psychic Frogs?!
With the squatters gone there's just one thing left to do in Hydroponics before we wrap things up, deal with a pack of bloodthirsty pysker frogs!

Head down to the bottom of Camp Reid, then through the bushes to the east as if you were heading to the Bioreactor Tower but then head south to the large cage containing many frogs, time to do some exterminating!




Hydroponics Green Psyker Frogs
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Psi Frog (Mid)
20
10
N/A%
13%
10
N/A%
0%
100%
Psyker's Brain
Psi Frog (Mid)
20
10
N/A%
13%
10
N/A%
0%
100%
Psyker's Brain
Bull Frog (High)
40
0
86%
48%
68
100%
0%
100%
Bull Frog (Mid)
35
0
72%
30%
62
100%
0%
100%
Bull Frog (Low)
30
0
50%
26%
40
100%
0%
100%
Spitter Frog (Mid)
25
0
?%
25%
57
100%
0%
100%
Spitter Frog (Mid)
25
0
?%
25%
57
100%
0%
100%

Difficulty: Hard, but manageable if you prioritize your targets correctly and have high resistances
Tactical Notes: A harder version of the Armory fight, there are two Psykers, two Spitters, an extra large Bullfrog and the ranged frogs are a bit further away. The Energy Armor is phenomenal armor here, as are the heaviest boots you can find. Make sure you have high Optical + Toxic Resistance to counteract the Spitter frogs. Most importantly, kill the Psyker frogs first, their debuff is devastating, with a little luck you can burst them both down in the first turn and then the rest is just clean up.

If you're having trouble killing the Psyker frogs fast enough you can also hit them with a Flashbang this will prevent the frogs from using Panic for a turn due to the AP debuff, and will severely debuff regular frogs to boot.



+90XP for slaying the frogs as well as access to a corpse with a phenomenal rifle.

Human Corpse : Long Arm of the Law, 11x .45 Ammo, Distortion Field
Mummified Corpse: Biotech 5 (+50SP) Advanced Targeting Upgrade Chip (Bionic Eye)

Over-optimizing note
Long Arm of the Law has +4% Critical Strike Chance, to super optimize we would pick this up earlier to increase our Critical Strike SP gains in combat, but it’s a very hard fight early on so we waited until the fight would be easier for us. The Scoped Old Betsy that can be found in Courthouse Fight 4 is even better with +8% Critical Strike Chance, but that's one of the harder fights in Chapter 1.
Hydroponics 5 - Wrap Up
Time to turn in some quests!

Talk to Carlos at Camp Reid to turn in the Bioreactor Parts for +60 XP. He also gives you a Biolab Gas Mask and the Algae shipment for Boone for the quest Moonshine.

We're going to follow-up on those Psyker Brains we've been accumulating, someone in Camp Reid has a keen interest in mutated wildlife.

Head to the 2nd Floor of Camp Reid and speak to Maryam. Turn in the Psyker Brain for to start the quest Head Hunter to get 3x more Psyker Brains, and a Steal 3 (+40SP) opportunity to grab a Power Cell MK1 for your gadgets. Maryam will hand you 1x Zen Stim if you agree to find more brains for her. Maryam will also now offer to train you or a party member (+100SP) in Computers for $200. We're one short of completion right now, but we'll find an extra brain in Mission Control soon.

After you retrieve 3x Psyker Brains for Maryam you will be able to complete Head Hunter, your reward is either 2x Regen, 2x Aggro, and 2x Zen stims, or, if you are awesome and want to become a mutant, you will gain access to one of three Mutation lines.

Mutations!

When given access to the Mutation lines you can choose to bind them against one of three stim types, Aggro/Super Soldier, Regen, or Zen. You will start with level 1 of the associated feat, using additional stims of the chosen type will upgrade the associated feat up to level 3.

Stim
Feat
Stims Required to Upgrade
Effect
Aggro
Accelerated Reaction
0 | 2 | 5
Permanent: Reaction +20% | Aggro Stim: +1 AP | Aggro Stim: AP +2, Evasion +20%
Regen
Cellular Regeneration
0 | 2 | 5
Permanent: Regeneration +1 | Regen Stim: +3 HP Heal per tick | Regen Stim: +5 HP Heal per tick, +1 Natural DR
Zen
Mental Fortitude
0 | 2 | 5
Permanent: Neural Resistance +5% Skill LP +15% (Retroactive) | Zen Stim: Neural Resist +15% | Zen Stim: Neural Resist +30%, no Perception penalty from Zen Stim

Back to the Pit

Return to Boone at Boone’s Moonshine in Camptown and turn in the algae for +60XP and either $1k or a Combat Training Token for Critical Strike, Evasion, and Armor. Money is tight but I still took the token, taking the money is reasonable if you’re short, though you should have accumulated a bunch of gear to offload to merchants by now. Later on you'll have a chance to spend $2k per implant to upgrade your implants, so don't worry about ever having too much money.

Head over to the Old Earth Emporium in Camptown to cash in your accumulated training tokens.

Use the Combat Training Token if you have it, +200SP per skill category for the tokens. Don’t forget to use the extra training token from the Armory console as well.

Return to Zeke with the Air Purifier to complete Clean Air Act for +60XP and a request to find a Forcefield Emitter, which we will pick up much much later on.
Come in Squad Leader
Acquiring the Squad Leader Implant (from people who don’t deserve it)

Remember that little errand Sarah asked us to run? Little Shop of Horrors? Well we’ll stop by now and see our good friend Jimmy and his fine selection of implants.

Автор сообщения: "Choice and Consequence"
If Jimmy survives this quest he will be in Mission Control during Chapter 3 which will let you start a new quest, Mission Person, which will let you loot a full set of Combat Armor as well as a Heavy Power Cell. This is very nice loot, and comparable XP rewards, so it's mostly a question of some power now or more power later. Hybrids needing extra bonus Disposition may be more inclined to taking Squad Leader now so they can install the +Disposition upgrade chip before returning from the Habitat.

Before we murder some more people make sure you’re equipped with your best armor, weapons and consumables. We’re also going to purchase a Smoke Grenade ($150, available at Cole’s Gadgets and other fine retailers) that will seriously hamper ranged opponents while having minimal impact on melee combatants, the upcoming fight is a great time to use one.

If you want to cheese this fight you’ll also want to buy a Gas Grenade for $150, we’re going to use a combination of Gas and Stasis grenades to soften up the enemy before murdering them for perfectly legitimate reasons, they have something we want after all.

Head to The Drain, and walk up to the guard guarding the cargo container, step inside and then
use the Biotech knowledge picked up from Sarah to pass the Biotech 2 (+20SP) check. Then pick a fight with a bunch of bad men by refusing to back down for any reason during the dialog.

Alternatively, if you don’t need the Squad Leader implant you can choose to take a basic implant and walk away, but don’t you deserve something nice for yourself?

This is a tough fight at this point in the game you should be Level 3, and I’d suggest swapping out Faythe for Jed to get a little extra firepower. Reminder that the Stasis grenade can be found in the lower levels of the Armory if you decide to cheese the fight.



I would like to cheese this tough fight with the power of money

We’ve got you covered!

The key to our alpha strike will be bringing Evans along for his high Initiative, ensure he’s not wearing anything terribly heavy that drops his Initiative below 40, equip him with a Stasis Grenade, Gas, and a Regen stim.

On Mr. Murderhobo you’ll want to make sure you have Regen, Aggro, and Smoke grenades equipped in his quick slots. If you have Jed as backup, a Flashbang is nice to have.

Stasis Grenade?
Faythe used to start with a Stasis Grenade which made cheesing this fight at level 2 hilarious. Now there is one in the Armory after beating Sharp Face in a locked container.

A step-by-step guide to murder in a shipping container

Position as shown in the screenshot. The melee scav will run up to Murderhobo and whack him a bit but you’ll be fine.



Evans should go immediately afterwards, drop your Gas grenade on the indicated position, it should hit everyone except the melee scav and Jimmy. If you have an initiative above 45 you'll be able to dose everyone but Jimmy in poison, don't worry about Jimmy, he's a push-over.



Shoot at someone if you like, then throw the Stasis grenade at the nearby yellow crate as shown below, this will send Evans and the Murderhobo into stasis.



Wait, what?!

That’s right we’re taking a brief trip beyond space and time, returning when our opposition has been suitably weakened.

By dropping into Stasis we’re giving the Gas grenade time to work and for Manfred’s Aggro stim to run out, by the time Murderhobo has his turn we’ll be facing a significantly easier fight.

From there it should be straightforward to kill the remaining enemies, Aggro stims and Smoke grenades (Manfred will see through smoke but the others will not) should ensure victory. Manfred is still the biggest threat despite being weakened by the Gas and fatigue from the Aggro stim, his leg armor is his weakness.






When you win the fight you’ll earn +90XP, some delicious loot, and a Mummified Head (Squad Leader).





Little Shop of Horrors
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Manfred
70
104%
40%
32
50%
40%
0%
Exo-Spine, Regen, Aggro, Machete, Pipe Dream, Scav Helmet, Scavenger Goggles, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Scavenger Boots
SMG Guard
50
74%
28%
23
0%
0%
0%
Camp Knife, Tommy Gun, Bowler Helmet, Worker Jacket, Worker Boots
Jimmy
50
70%
12%
13
0%
0%
0%
Camp Knife, Longslide
Melee Scav
50
72%
20%
40
0%
0%
0%
Machete
Shotgun Scav
50
88%
34%
29
0%
0%
0%
Camp Knife, Boomstick, Protective Sleeves

Difficulty: Very Hard at this point in the game if you don’t cheese the fight, Medium if you cheese it using the above Gas+Stasis strategy. If you don't need Squad Leader immediately you can come back once you have better gear and levels, and crush this fight without expensive consumables.

Tactical Notes: Manfred is the main offensive threat but also has the toughest body armor and high HP, the Guard’s SMG isn't too dangerous to you right now assuming you're wearing the Damaged Heavy Ballistic Vest, try using grenades to blind or poison your enemies.



Let’s head back to Sarah at Medbay to turn in our quest, don't forget to ask for a reward!

If you chose not to fight and just took a basic implant (because you are a coward) you’ll receive: 5x Medkit, 1x Regen, +60XP

If you returned the Squad Leader implant to Sarah (like a hero) you’ll receive: 10x Medkit, 3x Regen, and +60XP

Wait, we’re returning the implant? We’re not keeping it? Sadly no, your monkey-brained goon lacks the requisite intelligence and training to extract an ancient implant from a mummified head so Sarah is going to do it for us, and then charge us if we want it back.

If you want the Squad Leader implant and need some cash you can offload some of your newly acquired slightly used arms and armor, obviously keep the best stuff for yourself. Don't bother buying the Neural Uplink, there are plenty to extract from the corpses of goons, same goes for the cyber-eyes.

If you buy any implants you need to then use the machine in Medbay to install them.

If you used Jed as backup and don’t plan on keeping him then kick him out of the party and bring Faythe back in, she’s waiting at Whiskey Jacks.
Mission Control - Level 1 - Train Station
What was once a bright and gleaming command center is now a dark hole in the ground, let’s check out Mission Control home to wonders, treasures, and murderous coral.

There is a small campsite above the Mission Control ruins. Talk to Zillah who runs the hotel about ‘Ol’ Bub’ the giant demon worm lurking in the depths of mission control with a $3,000 bounty on his head. Even odds on whether it’s a monster, machine, or misdirection. Wilson standing near the trash barrel fire claims to have tangled with the beast but he’s likely full of drek, as noted by his dear friends standing nearby.

The aptly named ‘Last Stop’ store has a few odds and ends available before you descend into the ruins, the Damaged Synthetic Heart is a reasonable buy if you've got someone with Biotech 5 to repair it.

Last Stop, unguarded pile of modules - Steal 4 (+40SP) - 2x Electronics Modules

With Master Trader or Persuasion 4 (+0 SP) you can also purchase the Neural Dampener (Squad Leader upgrade chip, +1 Initial Disposition, +10% Neural Resistance) for $500.

Head down the ladder and enter the ruins.
Mission Control - Level 2 - The General Assembly
The General Assembly was home to the finest and most prestigious governing body on the ship, until the Mutiny of course!

To your right open the door to find a terminal with some lore about the last session of the Assembly, it also awards +20 Computers SP.

To your left is a historian named Luther who would like your help rediscovering the history of the Mutiny in the aptly named quest Keys to the Future. Head to the southwest stairs to travel to the next level.
Mission Control - Level 3 - Admin Center - Part 1
The Admin Center is home to two groups of scavs, a diver in need of rescue and the first in a series of increasingly convoluted up and down routes through the ruins. Each of the next few levels has sub-areas initially cut off from the main area which we will attempt to document in the least confusing way possible.

To your southwest is a hardworking man who needs your help hauling crates to the train station. With Streetwise 3 (no SP gain) or Jed in the party you’ll realize this is likely a trap, but there is no peaceful solution here so let’s walk in and murder these fools.




Mission Control Scammy Scavs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Melee Thug
60
88%
34%
26
50%
40%
0%
Smoke (standard), Distortion Field, Regen, Aggro, Utility Bar, Scavenger Goggles, Old Scav Armor, Scav Jacket, Damaged Tactical Armguards, Heavy Boots
Shotgun Thug
50
88%
34%
44
50%
55%
50%
Smoke (standard), Regen, Utility Bar, Street Sweeper, Damaged Riot Helmet, Old Scav Armor, Damaged Tactical Armguards, Scavenger Boots
Rifle Thug
50
88%
46%
32
50%
40%
0%
Regen, Camp Knife, Rebuilt Lancer, Scav Helmet, Scanner, Old Enforcer Armor, Traveler Coat, Raider Armguards, Heavy Boots

Difficulty: Difficult pre-Habitat, and this goes away if not done before the Habitat
Tactical Notes: You start surrounded, expect the melee enemy to throw smoke in the first round. Each scav has a weakly-armored location if you’re having trouble.



+90XP for crushing your enemies

Head back the way you came and enter the former command center. Chat with Denbow the friendly scav about your fellow Mission Control inhabitants.

Pass through the corridor and hang a left. The first medbay room has a locker that can be scavenged for a few supplies.

Medbay Locker: 1x Regen

Continuing on you’ll find two dead bodies, only one of the bodies is slightly alive. You can choose to heal him with a Regen Stim and Biotech 3 (+20SP) to save his life or just put him out of his misery. If you save his life you’ll have the option of taking his Webler (pistol), which will likely end with him dying in the ruins anyway, or leaving the weapon likely saving his life. There are some not so subtle hints that this will have ramifications later on.

Автор сообщения: "Choice and Consequence"
If you heal him and leave the pistol with him you will find him at the Train Station in Mission Control in Chapter 3 and he will say thank you for saving him, no further rewards.

The actual dead body has a grenade for the taking.

Dead Body: Gas

See that inviting door next to the graffiti saying “Stay the ♥♥♥♥ Out!”, we should probably open it!

Lockpick 3(+20SP) to open the door, immediately followed by an Evasion 4 (No SP) check to avoid the shotgun trap on the other side. The damage is dealt to your lockpicker and seems to scale with their current health. At 35 HP you take 28 damage, but at 13 HP you take 11 damage, at 3 HP you die. Armor does not appear to factor into the damage taken.

Proceed past the door and direct your attention to the right. There is a locked door that can be opened with Lockpick 5(+20SP) or Computers 4(+20SP). Inside that room there is a drug synthesis terminal, with a Biotech 4(+20SP) check you can produce one stim, Regen, Aggro, or Zen. Zen Stims are hard to come by so you should probably make one of those, they’re very helpful during the Mind Worm fights. There's also an old console to strip for +20 Electronics and a module, as well as an old corpse to similarly ransack for a Neural Uplink with Biotech 3 (+45SP).

Head to the left now and check out the unassuming pile of barrels on the floor, with Perception 7 you’ll notice they’re covering a gap in the floor, Strength 12 (combined party strength) or Juggernaut will let you move them to the side opening a pathway to the left-hand sub area on Level 4 - Operations. We’ll call this area the Killing Room for reasons that will become apparent.

There's an old corpse and a kit bag nearby.

Duffel bag of loot: 1x Aggro, Blackjack
Ancient Corpse: Biotech 8 (+96SP) Cage Fighter Upgrade Chip (+1 Melee Damage)

After heading down head back up to Level 3 - Admin Center via the nearby elevator, you can dismantle a barricade and open a door to regain access to the main area of Level 3. There is also a broken robot on the ground, with Electronics 3 (+20SP) you can remove its Gyroscope which will be used to activate ROMEO the riot bot during the quest The Last Lawman

Head back down the elevator to Level 4 again and we’ll head to the Killing Room located in an otherwise inaccessible sub-section of Level 5 - Security Center. Walk south and climb down into the dark hole. Don’t worry you’ll be able to climb up again after we’re done.
Mission Control - Level 3 - Admin Center - Part 2 : Level 5 - Killing Room
The Killing Room has some truly amazing loot if you can get past the security apparatus protecting it.

There is a keypad to the right of the locked door, with a Computers 6 (+130SP) check you can peacefully open the door and continue on your way. Failing this check will activate the Laser Turrets embedded in the floor. If the check is failed you can choose to run away to avoid combat and come back later to try and pass the Computers 6 check. If you choose to fight the turrets you’ll be facing the following, defeating them will let you try and Lockpick 6(+30SP) the door.


Mission Control Laser Turrets
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Energy Turret
70
50
75%
0%
30
50%
Immune
Immune
Energy Turret
70
50
75%
0%
30
50%
Immune
Immune

Difficulty: Very Hard for the unprepared, they’ll always go first and deal a lot of energy damage which you are likely not itemized against by default. Pulse grenades will negate their shields and knock them down for one round but Pulse grenades are expensive and rare.

Tactical Notes: Armor up your torso to protect against energy damage, but they're still going to pack a whallop. Their armor is 10/12/8 which is tough but crackable at this point. Smoke grenades reduce their accuracy, and Pulse grenades will disable their shield, knock them down for a turn, and deal 16 damage to them. Try not to catch yourself in the Pulse grenade blast as it will disable your gadgets and Stun (-2 * # of implants AP) you.

Defeating the turrets in combat, or bypassing them via Computers is worth +90XP.

Once you are past the initial locked door, via Computers or Lockpick skill, there is looting to do!

To your left is an unlocked door with three crates.

Left Crate 1: 1x Zen, 1x Aggro
Left Crate 2: 12x Energy Cell
Left Crate 3: Light Armor Plates (for ROMEO during The Last Lawman)

To your right is an Electronics 6 (+30SP) locked door. Beyond the door are two crates.

Right Crate 1: Subdermal Armor (Armor Implant)
Right Crate 2: 1x Stasis, 1x Disruptor

You're going to want to install Subdermal Armor on your Murderhobo asap, it's tank-tacular!

You probably won't be able to open it now, but there's a Computers 7 / Lockpick 7 check to get to the next area of the vault, we'll cover that in the Mission Control Chapter 3 section after you've returned from the Habitat. If you're running an optimized Skill Monkey and can open the Vault during Chapter 1 then good for you, you get a neat feat and some loot much earlier than you probably should have.

Once the area has been thoroughly looted head back up and out of the dark pit, then climb the elevator, bringing us all the way back to Level 3 - Admin Center.

Head back along the main corridor on Level 3 and head north to the elevator bank, we’ve got some more scavs to deal with.
Mission Control - Level 3 - Admin Center - Part 3
Three scavs have set up a toll road in front of the elevators leading deeper into Mission Control. We have a few options here. On the left is a side door that will enable you to sneak past them. Sneaking past the scavs will award +90XP and +140 Sneak SP(-40SP per dead scav since you get +20SP Sneak and +20SP Critical Strike for stealth killing them) distributed among your party. If you sneak by them and then return to try and kill them you will get an amusing message.

Approaching the scavs will enable you to converse with and/or kill them.

If you want to use your words instead of violence you can use Reputation:Combat(12+), Streetwise 3 (+160SP) or Persuasion 4 (+160SP). You can also pay them $200 as a toll, but that results in losing money, XP, and SP, and any sense of self-worth you have thus far preserved, this is not a good option and you should feel bad if you take it.



Mission Control Elevator Scavs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Pistol Thug
50
82%
34%
29
15%
30%
0%
Pepperbox, Smart Glasses, Worker Jacket
Melee Thug
50
78%
42%
31
0%
0%
0%
Slicer, Bucket Helmet, Ballistic Vest, Heavy Boots
Shotgun Thug
50
92%
36%
37
30%
15%
0%
Gatling Gun, Maintenance HUD, Reinforced Ballistic Vest, Protective Sleeves, Worker Boots

Difficulty: Easy
Tactical Notes: The only one with any semblance of armor is the Shotgun Thug, the rest die easily to burst shorts, or a stiff gust of wind


+90XP for solving your issue with the scavs, so long as that solution wasn’t paying them.

Head down the elevator to Mission Control - Level 4 - Operations
Mission Control - Level 4 - Operations - Part 1 - Knurl
Mission Control - Level 4 - Operations

To your southeast is a cracked open door. Head inside, with a Perception 8 check you’ll notice a small package taped to the underside of the desk containing some stims:

Hidden Package: 1x Zen, 1x Aggro

If you have received the quest The Outcast, head on through the next door to meet Knurl, potential party member / assassination target. If you did not receive this quest yet you need to finish the first five fights in the Courthouse in the Pit and accept the quest, otherwise he will not appear.

Currently, you can discuss his situation vis a vis the Harbinger and gender dynamics in mutant society. Doing so will let you walk away in peace.

Alternatively you can choose to assassinate him, there’s no way to turn in The Outcast yet but your hard work will eventually be rewarded by the Harbinger (Harbinger and Knurl are mutually exclusive party members later on).

Warning! If Jed is with you and you choose to attack Knurl then Jed will leave the party and join forces with Knurl. So make sure Jed is chilling back at Whiskey Jack's when you kill Knurl, he'll never know, even if he's with you when you tell Harbinger you killed Knurl.





The Outcast
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Knurl
60
116%
62%
49
0%
0%
125%
Subdermal Armor, Bionic Eye, Motor Cortex, Energy Shield, Regen, Aggro, Damaged Energy Pistol, Combat Knife, Old Ranger, Scav Helmet, Hazmat Respirator, Tactical Vest, Granger Coat, Ranger Armguards, Diver Leg Armor

Difficulty: Easy
Tactical Notes: Knurl’s Energy Pistol is quite strong, it is possible he will burst down one of your poorly (energy) armored companions in the first round if he outdraws you. That being said, if you manage to take the initiative he can be flashbanged easily and has low HP, just don't try and shoot him in the torso.



+90XP if you choose to fight and kill Knurl at this point.

Once done with Knurl head back out the doors and then west, there is a red skull and crossbones next to an innocent looking door. Open it up to see what happens when Ol’ Bub goes on a rampage in a confined space, if you spoke with Wilson on Level 1 you’ll get a bit more information about what happened here.
Mission Control - Level 4 - Operations - Part 2 - Hargrave
In the middle of the second floor there is a large area blocked off with an active force-field as well as a gang of scavs led by Hargrave.

Talk to Hargrave to learn that he needs some assistance overriding the force-field blocking his access deeper into Mission Control. There is however the small matter of some mind worms between him and the control console that will deactivate the forcefield. Agree to work for him, he’s promising you $3,000(!), and he’ll send you along your merry-way on the quest for Teamwork.

There are two routes to access the control console. The first route involves fighting two mind worms, they look like particularly hostile coral outgrowths. The second is to walk into the locked room next to the bathrooms and with a Perception 8 check spot the grate that will allow access along a parallel set of rooms.

The mind worms are a new enemy and they have a few tricks up their sleeves. They are immobile, they have 9/3/6 DR on all body parts and they can not be targeted with aimed attacks other than torso. They also have organic distortion fields with comparable effects to your own Distortion Field gadget. Offensively, they target the head and deal Psionic damage similar to how Psyker Frogs operate but with significantly more firepower behind their mind pew-pew. Mind worms will choose a target and then Panic them (5 Psi damage/turn, -10 AP, -50 Evasion, -50 Reaction for 3 turns) if they are not already panicked, targets already suffering from Panic will instead be hit with Mind Rend. Psionic attacks will always hit, they will never miss, graze, or crit. Assuming you have a competent melee master, such as the one featured in this guide, and some friends, you shouldn’t have too much difficulty bringing them down with brute force. Solo characters are likely to suffer given the massive AP penalty they apply, Zen and Aggro stims are recommended to counteract these penalties.



Mission Control Two Mindworms
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Mindworm (Low)
20
N/A%
0%
100
N/A%
100%
100%
Mindworm (Mid)
30
N/A%
0%
100
N/A%
100%
100%

Difficulty: Hard for the unprepared or solo characters, otherwise Medium
Tactical Notes: See above on mind worms abilities

+90XP for killing the mind worms, note that fighting worms does not award defensive LP to skills.

Once the mind worms are dead you can head on through to do some light looting, as detailed below in the alternative access route, and then return to Hargrave for the password which can then be used on the console.

If you’d like to avoid fighting the murder-coral you’ll need to unlock the nearby door with Lockpick 3 (+20SP) and make a Perception 8 check to notice a handy hidden grate. Head through the grate, stopping to loot the crate for a nice helmet, and use Electronics 4 (+20SP) to open the door to the server room.

Storage Room Crate: Old Firefighter Helmet
Storage Room Corpse: Old Welding Helmet, Worker Jacket (Black), 1x Electronics Module

Head inside, loot the broken server Electronics 1 (+10SP) for an electronics module, and then crack open the door to the console room with Lockpick 4(+20SP). There is a giant hole in the ground here that leads to the Level 5 sub-area Fungus Tunnels. We’ll definitely be coming back here to investigate but it’s a one way-ish trip that takes us all the way back to Level 2, so let’s finish our business on Level 4 first.

Inside the console room is a corpse, an old console to dismantle for Electronics (+20SP) and 1x Electronics Module, as well as the console you’re looking for, return to Hargrave for the password then come back and use the console to open the door to the backup generator.

Console Room Corpse: Biotech 3 (+45SP) Bionic Eye

Once you’ve received the password from Hargrave you can choose to initiate hostilities before proceeding to the next stop of dropping the forcefield. Doing so locks you into killing him, but it prevents him from being armed with the Annihilator during the fight.

Once the door is open head west to the backup generator room. Inside you can use Electronics 4 (+20SP) or Computers 4(+20SP) to deactivate the forcefield.

At this point you can try to sneak past and/or kill him, or talk him down if you're feeling persuasive.

Автор сообщения: "Choice and Consequence"
If Hargrave survives then you will see him again at the Burning Heart in the Brotherhood's Admin District in the Habitat. You'll have the opportunity to steal a Power Cell MK II with Steal 7.

Sneaking past will award +180 Sneak SP.

A successful Persuasion 4 (+200SP) check will let you leave in peace with your new Annihilator (you can then immediately attack!). A successful Reputation:Combat check (20+) will also give you the SMG, you can then choose to leave in peace or pick a fight, but then Hargrave will not be armed with the Energy SMG for the fight.

If you can’t resolve your differences all peaceable like you’ll be forced into a fight. If you fight him after the forcefield is lowered he will start equipped with the Annihilator unless he gives it to you after a successful Reputation:Combat check.




Mission Control Hargrave
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Hargrave
40
94%
52%
29
0%
0%
0%
Distortion Field, Regen, Aggro, Combat Knife, Spitfire, Old Enforcer Armor, Scav Jacket (Green), Damaged Tactical Armguards, Guard Boots
Shotgun Scav
50
108%
34%
32
50%
40%
30%
Double Trouble, Bucket Helmet, Scavenger Goggles, Common Respirator, Assault Armor, Damaged Scav Armguards, Guard Boots
Melee Scav
50
106%
26%
60
30%
70%
50%
Aggro, Combat Knife, Diver Helmet, Work Goggles, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Scavenger Boots
Pistol Scav
40
108%
35%
54
50%
40%
50%
Longslide, Diver Helmet, Scanner, Old Scav Armor, Scav Jacket, Damaged Tactical Armguards, Guard Boots

Difficulty: Very Hard, they have good gear, skills, and a favorable position at the start of combat
Tactical Notes: If Hargrave is still armed with the Annihilator try to kill him in the first round to preserve the precious energy cells inside the SMG. His team is pretty well balanced in terms of damage output so just focus one down at a time. They have decent resistances, a Disruptor or Stasis grenade may be called for if you can’t beat them.


+90XP if you kill the scavs, hopefully we don’t need Hargrave and his men later on

+60XP for completing Teamwork regardless of your approach

Head past the now deactivated forcefield and check out the two corpses. The corpse with the SMG will be empty if Hargrave was alive when the forcefield dropped as Hargrave is then holding it.

Corpse of Lieutenant James Langmore: Damaged Riot Officer Armor, Damaged Riot Armguards, Trooper Leg Armor
Corpse: Annihilator, 12x Energy Cells (if not picked up by Hargrave)

There is also a datapad Computers 1(+20SP) near the Lt’s corpse that adds some lore about the fall of Mission Control.
Mission Control - Level 4 - Operations - Part 3 - Fungus Tunnels
Now that the forcefield is gone you have three ways down to the Level 5 - Security Quarters. The elevator in the center of the forcefield room will drop you directly into the security office which will allow you to open the doors to the rest of the floor. Alternatively, or if you’re skipping Hargrave’s quest, you can head to the southwest corner of the 2nd floor and take the elevators down to the third floor, but you will not be able to access the security office. And of course, there is the giant hole in the ground in the server room, let’s go that way first since we can pick up another piece for ROMEO on the way.

Head back to the server room and jump into the dark hole leading to the Level 5 sub-area Fungus Tunnels. Immediately to your right is a terminal that can be repaired with Electronics 3(+20SP) and 2x Electronics Modules, doing so will allow you to generate one skill token from the following list.

Basic Maintenance - Electronics, Computers, Lockpicking
Field Surgeon - Biotech, Blade, Critical Strike
Security Officer - Blunt, Persuasion, Computer
Basic Combat - Critical Strike, Evasion, Armor

Across from the door is a fungal growth covering another door, removing it reveals an Electronics 4 (+20SP) locked door that leads to the main area of Level 5 via the skill training machine room.

Head down the gross fungus covered corridor to the right and find a scav corpse. The Pepperbox is unloaded indicating he died while trying to reload, poor bastard.

Fungal Tunnels Corpse 1: 1x Gas, 8x 9mm, Pepperbox
Fungal Tunnels Corpse 2: Biotech 5 (+50 SP) Heavy Infantry Upgrade Chip (+6 Armor Handling, Exo-Spine)

To the north is a hole in the wall leading to a particularly nasty fight with some sweet armor as a reward. You can only access the Frog’s Lair through this route, but clearing the encounter will enable you to open a door leading back to the main area of Level 5.



Mission Control Mindworms and Frogs
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Mindworm (High)
40
0
N/A%
0%
100
N/A%
100%
100%
Mindworm (Mid)
30
0
N/A%
0%
100
N/A%
100%
100%
Mindworm (Mid)
30
0
N/A%
0%
100
N/A%
100%
100%
Bull Frog (Mid)
35
0
72%
30%
62
100%
0%
100%
Bull Frog (Mid)
35
0
72%
30%
62
100%
0%
100%
Psi Frog (Mid)
20
10
N/A%
13%
10
N/A%
0%
100%
Psyker's Brain

Difficulty: Very Hard, three mind worms are going to wreck your day if you are not prepared
Tactical Notes: Zen stims are a requirement if you don’t want your entire team panicking the whole fight, but even then you’ll only have a couple of rounds at full strength before you’re hit with the side-effects. I’d suggest making the most of those rounds with Aggro stims and high-velocity weapons. It is also particularly satisfying to use the Warhammer to hit all three at once. The three mind worms can also be hit with a Stasis grenade if you want time to finish off the frogs first, even better would be to leave one mind worms out of stasis so you can kill it before the other two return to normal space-time operations.

Best the beasts in their lair for +90XP.

If you have already killed the Psyker Frogs in the Armory and Hydroponics then this fight has the third Psyker Frog Brain you need to complete Head Hunter before heading to the Factory. Return to Maryam in Camp Reid to turn in the brains and get access to Mutations!

A nearby corpse has some goodies. The terminal in the room Computer 1 (+20SP) will unlock the door leading to the main area of Level 5.

Riot Officer Corpse: Damaged Riot Officer Armor, Damaged Riot Armguards, Damaged Riot Leg Armor, 8x Energy Cell, EM Deflector MK1

To the west is some debris suitable for climbing. Climb up to Level 4, stop to loot the corpse, then up to Level 3.

Level 4 Corpse: Diver Leg Armor, Diver Armguards, Damaged Heavy Ballistic Vest, Scanner, Worn Shredder

Clear the barricade to open a door to the main area of Level 3, and pass a Computers 3 (+20SP) check to remove the Robot Head, which we’ll use to fix ROMEO as part of The Last Lawman, there is also a corpse nearby with an upgrade chip.

Level 3 Corpse 2: Biotech 6 (+52 SP) Combat Reflexes (+3 Evasion, Motor Cortex)

Once you’re done head back down to Level 5 via whichever route you prefer.
Mission Control - Level 5 - Security Quarters
Assuming you took the central elevator behind the force-field from Level 4 to Level 5 you will start in the security office.

Directly to the south is a locker with some grenades as well as the sorely abused remnants of a riot control droid, designation ROMEO.

Chat with ROMEO, rebooting as needed, to get his life story, then install the three salvaged robotic components to get him standing again. We’ll be coming back here later once we’ve got the energy cells to power up our robotic best friend who can become a pseudo-party member later.

Lockpick 5 (+20SP) Security Locker - 1x Stasis

Nearby are two corpses with implants and upgrade chips that can be extracted. We suggest your Murderhobo receive the Exo-Spine upgrade promptly.

Security Room Corpse 1 - Biotech 5(+45SP), Exo-Spine
Security Room Corpse 2 - Biotech 5(+458P), Neural Shield Upgrade Chip (+10 Neural Resistance, Neural Uplink)

If you weren't able to move the heavy barrels on level 3 to get access to the Killing Room, you can crack an Electronics 5(+20SP) door here to open an alternate route. Use the terminal Computers 1 (+20SP) to open the sealed door after climbing the girders.

Then activate the security console Computers 1(+20SP) to open the doors to the rest of the level.

Head north and try opening the giant scary door with the retinal scanner. The scav Shadow will make an appearance with his crew. At this point he will just act as a data dump before disappearing but we’ll certainly see him again. Looks like we’ll need to buy a premium grade eye in the Habitat when we get there to progress further into Mission Control.

Head back down the corridor, open the Lockpick 4 (+20SP) door and then loop around to the central corridor of Level 5.

To your right, behind an Electronics 3 (+20SP) locked door, is a skill training machine where you can use the Lab Technician token we picked up on Level 4.

Across from that door is another Electronics 3 (+20SP) locked door, this time leading into a medbay. Inside there are two corpses with technology to extract.

Medbay Corpse 1: Biotech 4 (+45SP) - Motor Cortex
Medbay Corpse 2: Biotech 4 (+48SP) - Machine Gunner Upgrade Chip (+4 Recoil Control, Exo-Spine)

Finally, across from the initial entrance to the central corridor there is a room with an active forcefield. Use the nearby Computers 6 (+20SP) to lower the force-field. Doing so grants access to a storage room with a Lockpick 6 (+20SP) security locker, Lockpick 3 (+20SP) secure crate #1, and Lockpick 3 (+20SP) secure crate #2

Security Locker: Emitter MK1, Light Reflector MK1
Secure Crate #1: 1x Aggro, 1x Zen
Secure Crate #2: Tactical Vest

Heading south will bring you to the southwestern elevator bank enabling your transit to Level 4.

And that’s it for now! Further descent into Mission Control will not be possible until after we reach the Habitat and its collections of premium eyeballs to continue Land of the Blind, you will meet Shadow again in the maintenance tunnels beneath ECLSS.
A Touch of Scavenging
Hit the following targets with your new skills.

Armory

Lockpick 6 (+30SP) locker in the depot storage room, it contains the Energy Rifle and 12x Energy Cells. The Energy Rifle is arguably the best weapon in Chapter 1 it is accurate, powerful, and is resisted by Energy DR which is typically lower than Ballistic DR. The downside is that every pull of the trigger costs $200 (4x Energy Cells at $50/cell). Reserve this for tough fights, having Evans two-shot someone in the first round is a great way to even the odds.

Terminal to the left of the fusion reactor, Computers 6(+30SP) to drop the forcefield and retrieve the Cloaking Field gadget which is a phenomenal piece of gear. The Cloaking Field will turn the user invisible for 2 turns (3 with an upgraded power cell) during combat or stealth sequences. It makes a great emergency button during combat since enemies won’t target invisible party members and it allows for double-takedown stealth kills in Sneak sequences.

The Pit Outskirts

Computers 5 (+20SP) forcefield to the far north of the outskirts where we extended a bridge a long time ago.

Outskirts Forcefield Crate: Scavenger Goggles, Half Mask, Damaged Enforcer Helmet, Explorer Coat.
Gang Violence
Back to the Outskirts of the Pit to where Hank is still patiently waiting. You can kick down the door for a straight combat experience, or you can sneak up a ladder in the back if you want Faythe to pick up a little Sneak/Critical Strike SP. Going strictly by the numbers you’re usually better off fighting in combat if you want to level Critical Strike since takedowns only award 10 Critical Strike SP and 10 Sneak SP, but even without actual sneaking the backdoor offers better combat positioning for the start of the fight.

Sending the party in via stealth is a free +15 Sneak SP just for entering. If Faythe has racked up enough Critical Strike skills she should be able to take down the lone sentry in the backroom, remember you need to use a knife. There is a Lockpick 2 (+20SP) door to open leading out to the front room.

If you're running a stealth oriented Faythe or PC you can clear the whole building as long as you have the Cloaking Field, you can also leave one alive and trigger combat if you want your other party members to get in on the fun.

There is a Lockpick 4 (+20SP) weapons crate on the counter.

Locked Weapons Crate: M16

+90 XP for killing the gang.




Mysterious Stranger - Outskirts Gang
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Melee Thug
50
102%
40%
38
0%
40%
30%
Aggro, Energizer, Gear Mace, Battle Bowler Helmet, Common Respirator, Worker Jacket, Protective Sleeves, Worker Boots
Rifle Thug
40
104%
36%
49
50%
40%
0%
Camp Knife, Pipe Dream, Bucket Helmet, Scavenger Goggles, Ballistic Vest, Traveler Coat, Heavy Boots
SMG Thug
40
104%
36%
37
50%
40%
30%
Machete, Pepperbox MK2, Scav Helmet, Scanner, Common Respirator, Damaged Assault Armor, Damaged Scav Armguards, Raider Boots
Shotgun Thug
50
92%
42%
33
0%
0%
20%
Utility Bar, Gatling Gun, Face Mask (Skull), Protective Sleeves, Worker Boots

Difficulty: Hard for a straight up fight charging in the front door, Medium if you've cleverly snuck in the backdoor, Easy if you’ve whittled down their numbers with Sneak takedowns

Tactical Notes: Sneak is obviously the major variable here, anyone you kill in stealth can’t shoot back. If you want a straight up fight then prioritize the two goons on the left, the goon in the backroom will need one turn to get to you. The melee thug with the Energizer club is going to do a lot of damage quickly if you don't kill him first.



Return to Hank to complete Mysterious Stranger for +60XP and a Disruptor MK1, for use in your Distortion Field, it further reduces enemy accuracy when hit in melee and damages them a bit more.

Return to the Church for a bit of Church reputation (+1 Church), no further reward for your good deeds.
More Justice!
Clearing the Courthouse

We’ve got a few optional combats to finish up before we start on the final quest of Chapter 1, Crossroads. Let’s head to the Courthouse to finish dispensing justice!

Courthouse Fight Four




Courthouse Fight 4
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Basher
60
108%
52%
30
50%
40%
20%
Regen, Aggro, Clawhammer, Safety Helmet, Scanner, Face Mask, Damaged Assault Armor, Damaged Enforcer Armguards, Raider Boots
Sharpshooter
40
114%
36%
40
30%
70%
0%
Bionic Eye, Distortion Field, Regen, Toothpick, Scoped Old Betsy, Work Goggles, Ballistic Vest, Damaged Tactical Armguards, Heavy Boots
Grinder
40
102%
48%
37
50%
40%
20%
Flashbang (standard), Regen, Aggro, Toothpick, Tommy Gun, Scav Helmet, Scanner, Face Mask, Old Scav Armor, Gunslinger Jacket, Damaged Tactical Armguards, Scavenger Boots


Difficulty: Hard, the enemy is skilled, well armed and armored, but so are you.
Tactical Notes: Everyone here hits hard and the Sharpshooter starts well positioned behind some crates. If running a double ranged plus one melee party I would setup my shooters behind cover in the back but throw your Murderhobo to the front so he can deal with the Sharpshooter. The enemy is resistant to Smoke and Optical effects but a Gas grenade will hurt them, your Murderhobo's Toxic Resistance should be high enough that he won't be affected. Burn down the quickly Sharpshooter quickly, he will wreck Faythe given a few rounds to shoot, then the Basher, then the remaining Grinder.



+90 XP for dispensing justice, plus all the loot you can carry.

Courthouse Fight Five




Courthouse Fight 5
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Solomon Clayton
40
110%
48%
31
30%
70%
55%
Synthetic Heart, Distortion Field, Regen, Aggro, Rattlesnake, Toothpick, Rusty Doomsayer, Damaged Enforcer Helmet, Work Goggles, Common Respirator, Damaged Heavy Ballistic Vest, Damaged Riot Armguards, Scavenger Boots
Melee Public Defender
50
114%
64%
38
30%
70%
20%
Regen, Aggro, Chopper, Damaged Enforcer Helmet, Work Goggles, Face Mask, Old Enforcer Armor, Scrapper Coat, Damaged Tactical Armguards, Raider Boots
Sniper Public Defender
50
110%
52%
35
0%
40%
20%
Bionic Eye, Flashbang (standard), Energy Shield, Regen, Toothpick, M16, Battle Bowler Helmet, Face Mask, Old Scav Armor, Gunslinger Jacket, Shield Armguards, Heavy Boots

Difficulty: Hard, your enemies are skilled and have great equipment
Tactical Notes: Courthouse Fight Five is tough no doubt about it, but there are a few quirks that make it solvable. Solomon Clayton only has a few shots with his energy shotgun, after which he has a short range shotgun he will need to run across the map to use. Leverage this by popping an early Smoke Grenade and position back behind the barricades to make him waste his shots and force the melee goon to run towards you. The second quirk is that the enemy sniper will almost always want to throw a flashbang on his first turn at your ranged units, even if your snipers have run away from the fight, this will cause the enemy sniper to give chase and stand out in the middle of the arena.



+90 XP and amazing loot once you take down Mr. Clayton and associates. -1 Brotherhood reputation since he was one of theirs.

After completing Courthouse Fight Five you will be approached by Harbinger who will offer you a quest, The Outcast, to kill rogue mutant Knurled Top in Mission Control (Chapter 2). If Jed is with you he will add some commentary to the job and warn you not to kill his friend Knurl.

Pop back over to Mission Control Level 4 if you want to chat with Knurl, you can kill him for some sweet sweet gear, but even the most murderous of hobos may want to hold off as he will be an important character in the future, up to you!
And So We Come to the Crossroads
Me and the Devil
Was walkin' side-by-side



It's time to decide once and for all who is going to rule the Pit, Jonas, Braxton, or if you play your cards right, Mercy. This choice will have real ramifications for the rest of the game, so I suggest making a save now in case you want to try the other route next time.

Regardless of which side you're learning towards you’re going to go talk to Jonas at the Promised Land. While you’re there you can choose to throw in with Jonas and ensure the Pit stays free of tyranny, or tell him to shove off and head back to Braxton to ensure the Pit becomes a bastion of law and order.

Here’s a quick overview of what those choices lead to.

Jonas
Ace Up Your Sleeve : Steal some Disruptor Cores to turn into grenades - Speech, Sneak, or Combat
Lord's Mercy : Persuade or Kill Mercy - Speech, Sneak, or Combat

And then either:
You Shall Not Pass (Jonas) : Turn away Regulator reinforcements - Speech, Technical (Electronics + Computer), or an easier Combat than All In
All In : Kill everyone inside Regulator HQ - Combat

Braxton
Hired Thug : Take out one of Jonas' lieutenants - Speech, Sneak, or Combat
Lord's Mercy : Persuade or Kill Mercy - Speech, Sneak, or Combat

And then either:
You Shall Not Pass (Braxton) : Defend the Camptown gates - Speech or an easier Combat than All In
All In : Kill everyone inside The Promised Land - Combat
If you persuaded Mercy to side with Braxton you'll be given the opportunity to double-cross Braxton and side with Mercy at the end of All In

We’re going to take a look at siding with Jonas first before looking at Braxton’s quest-line.
Crossroads Jonas Part 1 - Ace Up Your Sleeve
Crossroads (Jonas)

Talk to Jonas, Streetwise 3(+40SP) to extract $300 from him. +60XP for completing the first part of Crossroads, next is Ace Up Your Sleeve. Jonas is going to need an edge to take down the Regulator militia and he has correctly deduced that extremely powerful grenades can be that edge.

Head to Cole’s Gadgets, Cole will direct you to Isaiah Davis who lives next to the Engine Fuel Bar.

There are a surprising number of possible iterations to dealing with Isaiah, and at this point they should all be quite easy, so do what your heart tells you to do. Assuming of course that your heart tells you to gain some free Streetwise or Sneak SPs before murdering him in cold blood as we suggest here.

Автор сообщения: "Choice and Consequence"
If Isaiah survives this quest he will join Riggs' gang during the Pit Chapter 3, and can be persuaded or killed there. If you scammed him during Chapter 1 he will try and extort money from you but can be killed.

Stealth
If you want some Sneak SP then send Faythe into the backroom via a vent, open the chest with Lockpick 2(+20 SP) plus a bonus +20 Sneak SP for retrieving the cores from a lockbox.

At this point you can walk back out the vent for +140 Sneak SP.

You can also takedown Isaiah from stealth for +20 Critical Strike SP, +20 Sneak SP and then either leave via the vents for +20 Sneak SP, or smash the “Enter Combat” button to pick a fight with the two goons hanging out around his door.
You can also initiate combat immediately after stealing the cores from the back room, trading the Crit Strike and Sneak SP against more combat SPs from fighting Isaiah.

Taking the stealth route will preclude you from talking to Isaiah or picking a fight if you leave via the vents.

Diplomacy
Alternatively you can try talking to him. With Critical Strike 3(+80SP / +20SP for failure) you can open your conversation with a dagger to the heart, killing him this way allows you to walk into the backroom to grab the cores but you don’t receive Sneak or Lockpick SP this way.

You can also talk to Isaiah using Streetwise 2(+10SP) then Streetwise 3(+10SP) to get that SP, doing so will also award a bonus of +85 SP to Streetwise, Persuasion and Impersonate. Say you’ll return with the money instead of paying him, and then do the Critical Strike or combat path afterward if you want additional experience and to save $50, which is likely more than Isaiah's life is worth.

Finally you just pay him his $50 for the cores, which will give you an immense sense of self-satisfaction at helping a down-on-his-luck man, no reward for paying instead of murdering though. You can not sneak in to steal the cores after talking to Isaiah since he will then have the cores on his person.

  • Constitution 7 Check - +3 disposition if passed, -1 disposition if failed
  • “Looking for disruptor cores”
    • “I can give you a good price”
      • Streetwise 2
        • “Alright they glow”
          • Streetwise 3
            • “I’ll help you out”
              • (Disposition success) Pay 50 credits for the cores
              • (Disposition success) “I’ll be back with the money” - leave dialog, can return to either pay for cores, initiate combat, or Critical Strike 3
              • (Disposition failure) "Fork them over” - Starts combat with Isaiah and thugs
              • (Disposition failure) Critical Strike 3 - Kill Isaiah without alerting thugs outside
          • Fork them over” - Starts combat with Isaiah and thugs
          • Critical Strike 3 - Kill Isaiah without alerting thugs outside


Combat



Ace Up Your Sleeve
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Isaiah
50
76%
14%
30
0%
0%
0%
Utility Bar, Boomstick, Ballistic Vest, Worker Jacket
Melee Thug
50
80%
14%
24
0%
0%
0%
Toothpick, Bowler Helmet, Worker Jacket
Pistol Thug
40
72%
14%
31
0%
0%
0%
Suicide Special, Ballistic Vest, Protective Sleeves

Difficulty: Easy
Tactical Notes: They’re a bunch of underfed ill-equipped idiots, like you were back to level 1, does level 1 you scare you now? No? Good.



Regardless of your choices here, acquiring the cores is worth +90 XP, head back to Cole’s to turn in the cores, receive 1x Disruption Grenade, another two grenades are now purchasable from Cole's Gadgets, then return to Jonas to turn in Ace Up Your Sleeve for +60XP. Next up, Lord’s Mercy.
Crossroads Jonas Part 2 - Lord's Mercy - Stealth and Diplomacy
Lord’s Mercy

Lord’s Mercy plays out in a very similar way for both the Jonas and Braxton paths. On the Jonas path if you fail to persuade Mercy initially Jonas will arrange for you to be able to bypass the gate guard on your return. On the Braxton path if you fail to persuade Mercy Braxton will send three of his Regulators with you to take Mercy out, and also allow you to Critical Strike 4(+40 SP) the gate guard.

Over-Optimized Note
Several hours of research have yielded a technique for Charisma 4 no-speech-skills-tagged-Murderhobo to resolve things peacefully see the special section later on siding with Mercy as a Murderhobo!

Lord’s Mercy (Jonas)

Head to Mercy’s Fort in Camptown. The guard will let you in to discuss terms with Mercy, this is your one chance for a peaceful resolution so get ready to screw that up.

"Diplomacy" Mercy’s Fort (Jonas)

You can pickup some free speech SP here, but you’re not going to be able to persuade her to peace with Jonas with your CHA 4 character unless you have Persuasion 3 and Streetwise 4 going into the conversation. If you do have that, and you want the option to side with Mercy at the end of The Crossroads, you’ll want to take the following talking route:

“Whose side” -> Streetwise 2(+10SP) -> Streetwise 3(+10SP) -> Persuasion 3(+10SP)

I know it doesn’t have a Streetwise 4 check there, but you seem to get the extra tiny bit of Disposition needed by passing the Streetwise checks with a higher than needed skill.

Solving this quest diplomatically will award the standard +90XP as well as +115 bonus SP points in Streetwise, Persuasion, and Impersonate.

Assuming you fail your attempt at diplomacy you can choose to kill everyone where they stand or tactically retreat to come back and kill everyone later.

  • “Whose side are you on?”
    • Persuasion 2
      • Persuasion 3
        • Persuasion 3
        • Persuasion 4
        • Streetwise 4
      • Streetwise 3
        • Persuasion 3
        • Persuasion 4
        • Streetwise 4
      • Streetwise 5
    • Streetwise 2
      • Persuasion 3
        • Persuasion 3
        • Persuasion 4
        • Streetwise 4
      • Streetwise 3
        • Persuasion 3
        • Persuasion 4
        • Streetwise 4
      • Streetwise 5
  • Streetwise 2
    • Persuasion 3
      • Persuasion 4
      • Streetwise 4
    • Streetwise 3
      • Persuasion 3
      • Persuasion 4
      • Streetwise 4
    • Charisma 8 + Streetwise 4
      • Persuasion 3
      • Persuasion 4
      • Streetwise 4


“Stealthing” Mercy’s Fort (Jonas or Braxton)
You can of course choose to immediately leave stealth and enter combat upon entering the fortress and this isn’t a terrible idea, you won’t start out surrounded and you’ll be able to use your long-range rifles to pick off enemies as they emerge from the fort. If so refer to the above section on killing everyone.

If you enjoy these stealth sequences and have a stealth optimized Faythe or PC then we have a few options on how to proceed.

Working through the exact routes to success is left as an exercise to the reader but I will add some helpful information to get you started.

Assuming you have any stealth feats on Faythe (and you take off any armor with Sneak penalties) taking down the outermost lone guard should be trivial. It is also quite easy to simply walk past the guard duo in the entrance hall and takedown the solo melee guard in the main room. There is a lone sniper on the balcony that can be reached by stronger (Strength >= 6) characters by climbing the pipe, but we can also deal with him by opening the Lockpick 2(+20SP) door and sneaking up behind him.

Depending on how invested in Sneak, relevant feats, and Critical Strike you are you may or may not be able to takedown Mercy from stealth. Making noise from walking around and assassinating people will slowly raise her awareness level, which will increase the required takedown damage. If you can’t, no big deal you’ve already taken out half her goons without firing a shot, simply reposition your forces and engage in a much much easier fight.

If you can takedown Mercy you’re left with just the guard duo in the entrance hall to deal with, the Cloaking Device may be helpful here.

You’ll receive a variable amount of bonus Sneak SP depending on how many guards are left alive when you finish the stealth sequence. If you kill only Mercy (which is really really hard and should be worth an achievement) then leave you’ll receive +220 Sneak SP. For each guard you stealth kill you’ll receive -20 Sneak SP from the bonus at the end, but you also get +20 Sneak SP from taking them down so that’s a wash, and takedown also award +20 Critical Strike SP as well as delicious loot. Clearly we should kill everyone and take their stuff if we want to be the best Murderhobo we can be.

Regardless, remember to open the supply locker detailed below and grab the goods before leaving the fort.

Return to Jonas and let him know Mercy has been dealt with, wrapping up Lord’s Mercy for +60XP.
Crossroads Jonas Part 2 - Lord's Mercy - Maximum Carnage
If you prefer combat over stealth or diplomacy then you've come to the right place! If you want the hardest possible fight then be sure to attack Mercy as soon as you have an audience with her. If you want a slightly easier fight then leave when diplomacy fails and report back to Jonas. You'll have an opportunity to return and initiate combat from stealth.





Lord's Mercy (Jonas)
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Mercy
50
94%
48%
46
0%
0%
0%
Motor Cortex, Distortion Field, Johnny Reb, Old Cobra, Old Enforcer Armor, Scav Jacket, Shield Armguards, Guard Boots
Rifle Guard
40
92%
27%
28
15%
30%
0%
Toothpick, Howler, Bucket Helmet, Smart Glasses, Reinforced Ballistic Vest, Scrapper Coat, Shield Armguards, Raider Boots
Pistol Guard
50
92%
32%
36
15%
30%
0%
Camp Knife, Bulldog, Scav Helmet, Smart Glasses, Old Scav Armor, Gunslinger Jacket, Shield Armguards, Worker Boots
Shotgun Guard
50
106%
56%
39
30%
70%
0%
Camp Knife, Maverick, Bowler Helmet, Work Goggles, Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots
Balcony Sniper
40
100%
40%
32
30%
15%
0%
Camp Knife, Old Betsy, Bowler Helmet, Maintenance HUD, Reinforced Ballistic Vest, Scrapper Coat, Shield Armguards, Raider Boots
Bladed Guard
50
99%
47%
28
0%
0%
0%
Toothpick, Bucket Helmet, Ballistic Vest, Traveler Coat, Shield Armguards

And, if you decide to pick a fight with Mercy while the Regulator guards are standing there you also need to deal with:

Lord's Mercy (Jonas) - Regulators
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Rifle Regulator
50
88%
30%
37
0%
0%
0%
Camp Knife, Old Betsy, Scav Helmet, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
SMG Regulator
40
82%
30%
34
15%
30%
0%
Camp Knife, Old Stanley, Bucket Helmet, Smart Glasses, Traveler Coat, Heavy Boots

Difficulty: Very Hard if you start a fight after failing the conversation checks, you’re surrounded by enemies with significant firepower. Hard if you tactically retreat and then come back, you will not start off surrounded. Difficulty scales down rapidly if you manage some stealth takedowns before starting the fight.

Tactical Notes:
Mercy is rocking heavy armor and a Distortion Field along with a potent SMG, your melee combatants are better off trying to take down her henchmen until her shield wears off in two turns. Try to target weak points in enemy armor, this will vary enemy to enemy. Otherwise this is just another tough fight that you will likely need some consumables to pass through, smoke highly advised given the volume of shots coming at you early on if you choose the surrounded start, you should prioritize getting your less tanky team members back into the entranceway so your main tank can absorb the firepower.



Once everyone is dead loot the Lockpick 4(+20SP) locker for some goods:

Mercy’s Fort Locker: 30x 9mm, 20x .45, 20x 5.56, 2x Regen Stim, 1x Aggro Stim, 1x Flashbang

After you kill everyone gain +90 XP then return to Jonas to report your success to complete Lord’s Mercy for +60XP.
Crossroads Jonas Part 3 - You Shall Not Pass
Crossroads Finale (Jonas)

After resolving the Mercy issue Jonas will have one final choice of tasks for you to accomplish. If you’re not much of a fighter you’ll be tasked to cut off reinforcements to the Pit during You Shall Not Pass which can be solved with talking, Electronics + Computer, or an easier fight than the alternative. If you are a stone-cold Murderhobo you’re going to be roped into All-In, taking down Braxton inside his Regulator’s fortress.

You Shall Not Pass (Jonas)

If you lack the necessary murderyness for one of the toughest fights of Chapter 1 you’ll be defending the upper gates of the outskirts to prevent Regulator reinforcements from interfering in the main assault.

Technical

If you’d prefer to defeat your enemies before they even get their foot in the door then head down to the control room just south of the gate. Assuming Faythe can pass an Electronics 3(+20SP) + 2x Electronic Module or 3x Electronic Modules, and Computers 3 (+20SP) check you will resolve the situation with no fighting or talking, +200 bonus Computers SP and +90XP for activating the decontamination protocol. You can choose to intentionally fail the Computers 3 check if you’d prefer to fight the Regulators, you still keep the Electronics SP fixing the gate modules.

Diplomacy
If you’d like to talk your way through you’ll need Speech skills at about skill level 5, doing so will enable you to turn the reinforcements around. If your talking skills fail, but you’ve got a high combat reputation you may still be able to pass the check by threatening them depending on your dialogue choices. If you convince them to leave without using the Combat Reputation check you'll receive +90XP and another +100SP to Speech skills.
  • Impersonate 2
    • Persuasion 3 OR Streetwise 3
      • ”Protecting the town is no longer our objective”
        • Impersonate 4
          • Persuasion 5
          • Streetwise 5
        • “Tell them how Braxton recruited you”
          • Persuasion 5
          • Streetwise 5
  • Streetwise 3
    • Persuasion 4 OR Streetwise 4
      • Reputation Combat: 20+ - Instant success, no encounter XP reward or speech skills bonus
      • ”There’s nothing for you here now”
        • Persuasion 5
        • Streetwise 5
Combat
You can also try diplomacy or tech-wizardry, fail, and get into a good old-fashioned fight with the Regulator reinforcements from a solid tactical position. +90 XP for murdering them in honorable combat.

Regardless of your tactical choices, return to Jonas for another +60XP and congratulations on helping him secure The Pit.



You Shall Not Pass (Jonas)
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Martinez
40
104%
33%
46
30%
70%
0%
Regen, Camp Knife, Pipe Dream, Damaged Enforcer Helmet, Work Goggles, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots
Rifle Regulator
50
104%
28%
35
15%
30%
30%
Camp Knife, Old Betsy, Scav Helmet, Smart Glasses, Common Respirator, Ballistic Vest, Gunslinger Jacket, Heavy Boots
Melee Regulator
50
116%
40%
30
30%
70%
50%
Aggro, Combat Knife, Diver Helmet, Work Goggles, Old Scav Armor, Scav Jacket (Green), Raider Armguards, Raider Boots
Shotgun Regulator
50
96%
34%
26
15%
30%
50%
Camp Knife, Double Trouble, Diver Helmet, Smart Glasses, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots

Difficulty: Medium, well-equipped enemies but they need to charge into your enviable defensive position.

Tactical Notes: Martinez is the primary threat here, he has the Sergeant feat as well as superior skills. This should be an easy fight for a combat-focused party given that you are given an easy to defend choke-point on the map.

Crossroads Jonas Part 4 - All In, Phase 1
All-In (Jonas)

If your Murderhobo-fu is strong you’ll be tasked with besting the beast in his lair. Chat with the bartender Caleb for a free stack of 50x 9mm as well as access to a stims and ammo store. Return to Jonas when you’re ready to proceed.

It’s on to Regulator HQ to take down Jonas!

There are two phases to this fight, an initial ambush in the bottom floor, a break to heal and reload, and then a fight with Jonas and his men on the top floor. Any friendly guards that survive Phase 1 will come to the top floor with you. Anyone killed during Phase 1, friend or foe is lootable.

Note: unlike the Braxton variant of All In, these allies will not heal and reload between phases, a bug?

You will receive allied guards in inverse proportion to your party size. Red Beard and the SMG Guard will always appear, the other guards will appear 1:1, in order of the allies list, for each party member below three.

Автор сообщения: "Choice and Consequence"
If Red Beard survives the fighting he'll be in the Pit during Chapter 3 and he'll reward you with some high-end grenades.


Phase 1 : Barroom Brawl
Kill everyone, receive +90 XP



All In (Jonas) Phase 1
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Shotgun Regulator
60
80%
32%
29
30%
70%
30%
Regen, Camp Knife, Double Trouble, Scav Helmet, Work Goggles, Common Respirator, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Rifle Regulator #1
50
100%
34%
32
30%
70%
30%
Camp Knife, Old Betsy, Scav Helmet, Work Goggles, Common Respirator, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Pistol Regulator #2
40
92%
36%
34
30%
70%
30%
Camp Knife, Bulldog, Scav Helmet, Work Goggles, Common Respirator, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
SMG Regulator
50
78%
46%
23
30%
70%
30%
Aggro, Camp Knife, Old Stanley, Scav Helmet, Work Goggles, Common Respirator, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Rifle Regulator #2
40
82%
34%
38
30%
70%
30%
Camp Knife, Pipe Dream, Scav Helmet, Work Goggles, Common Respirator, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Pistol Regulator #2
40
96%
42%
40
30%
70%
30%
Flashbang (standard), Camp Knife, Longslide, Scav Helmet, Work Goggles, Common Respirator, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots

All In (Jonas) Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Red Beard
50
92%
46%
44
0%
0%
0%
Disruptor, Regen, Clawhammer, Pipe Dream, Scav Helmet, Old Scav Armor, Gunslinger Jacket, Shield Armguards, Guard Boots
SMG Guard
50
88%
34%
29
0%
40%
0%
Camp Knife, Tommy Gun, Battle Bowler Helmet, Reinforced Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Shotgun Guard
60
102%
33%
38
15%
30%
20%
Camp Knife, Maverick, Bowler Helmet, Smart Glasses, Face Mask, Reinforced Ballistic Vest, Traveler Coat, Raider Armguards, Raider Boots
Rifle Guard
50
98%
34%
35
0%
40%
0%
Utility Bar, Pipe Dream, Battle Bowler Helmet, Ballistic Vest, Gunslinger Jacket, Protective Sleeves, Raider Boots
Pistol Guard
50
102%
42%
40
30%
15%
0%
Toothpick, Pepperbox, Scav Helmet, Maintenance HUD, Fancy Ballistic Vest, Scrapper Coat, Shield Armguards, Heavy Boots

Difficulty: Hard, but mitigated by your allied guards
Tactical Notes: Focus fire on one enemy at a time if possible and round the table or bar to mitigate their cover advantage. The Regulators have excellent gas and flashbang protection along with reasonable thermal vision so if you're going to use grenades stick with stasis or disruptor. Otherwise this is a straight-up bloodbath.

Crossroads Jonas Part 4 - All In, Phase 2
Phase 2: Kill Braxton

Kill everyone, +90 XP for your deeds.

Braxton has the Captain feat (+10 Accuracy, +20 Reaction, +5% Critical Chance to all allies), an energy shield and heavy armor, but no helmet or respirator.

You will be able to loot any of the fallen after the battle.



All In (Jonas) Phase 2
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Braxton
60
108%
48%
37
50%
20%
0%
Neural Uplink, Bionic Eye, Motor Cortex, Energy Shield, Regen, Aggro, Combat Knife, M16A, Braxton's HUD, Enforcer Armor, Traveler Coat, Damaged Tactical Armguards, Guard Boots
Rifle Regulator
40
108%
54%
34
30%
70%
0%
Combat Knife, Pipe Dream, Scav Helmet, Work Goggles, Old Enforcer Armor, Scrapper Coat, Shield Armguards, Guard Boots
Shotgun Regulator
60
126%
44%
54
30%
70%
0%
Flashbang (standard), Regen, Combat Knife, Rusty Doomsayer, Scav Helmet, Work Goggles, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots
Melee Regulator
50
106%
46%
41
50%
55%
60%
Exo-Spine, Aggro, Truncheon, Ballistic Helmet, Old Scav Armor, Scav Jacket, Shield Armguards, Guard Boots

Difficulty: Very Hard, you’re likely down most of your allied guards and Braxton is a tough hombre with the Captain feat boosting his allies.

Tactical Notes: You start in an unenviable tactical position. With Braxton’s Captain feat boosting the Reaction % of his allies walking straight into his office will lead to eating a lot of extra shots, at which point the Melee Regulator will start beating on your snipers. The Regulators are also packing some Thermal Vision and Optical Resistance so Flashbangs and Smoke Grenades will only be partially effective, Gas grenades will however be effective owing to their lack of toxic protection. The use of a Disruptor or Stasis Grenade is warranted here to make your way into the office after dealing with the Melee Regulator. Also, Braxton doesn’t wear a helmet, what’s with all these leaders not wearing helmets?


Once everyone is dead then Lockpick 2 (+20SP) the back door, then Lockpick 3(+20SP) the trunk.

Regulator HQ Trunk: Scanner, Pipe Dream, 50x 5.56

Return to Jonas for +60XP and congratulations on freeing The Pit from Regulator influence!
Crossroads Jonas Part 5 - Mercy's Gambit
Of course, if you managed earlier to convince Mercy to side with Jonas then there is still one more outstanding issue to resolve, who is going to actually rule The Pit now that Braxton is dead?

It's Jonas, Jonas is going to rule The Pit because Mercy won't turn on him like she will turn on Braxton. So that's that.
Crossroads Braxton Part 1 - Hired Thug
Crossroads (Braxton):

Talk to Jonas the lawless pimp and tell him off, we need Braxton to bring this town to order so return to him for your marching orders and +60XP.

Your first task is to remove one of Jonas’ lieutenants, a man by the name of Samuel in the quest Hired Thug. Go talk to Manny at Manpower Staffing Solutions, next to the Old Earth Emporium.

With Persuasion 3 (+40SP) or Streetwise 3(+40SP) you can get Manny to agree to loan you some troops for the warehouse assault, as well as +90XP for being persuasive. The troops themselves cost $300 and are probably not worth for actual combat but make sure to pass the check for the SP and XP. Note: Hiring the troops and bringing them into the Warehouse to back you up will award a Disposition bonus if you take the talking route for this quest.

Head to Warehouse C9 in the Outskirts.

If you hired troops from Manny you can ask them to come in the front door with you or tell them to wait until you break stealth. You can also get them hopped up on Aggro Stims, though I didn’t see what impact it had. They are fairly miserable troops, comparable to what you would fight in your first few combats, the shotgun recruit didn’t even bother to load his gun before the fight! (A bug report was submitted).

You can kick in the door if you’d like to talk/fight. Or you can sneak in the back if you’d like to sneak/fight.

Talking-wise, Streetwise 3 (+10SP) then Streetwise 4 (+10SP) or Persuasion 4(+10SP) to get his own men to shoot him in the back, +55SP to Speech skills for you even if you then fight them, then you can kill the remaining two troops or let them go. If you fail to talk them down you take an initiative penalty in the resulting combat.

Sneaking-wise, entering the vents awards +15 Sneak SP, a sneaking feat should let you easily kill the first henchman, you'll likely need a Cloaking Device to take down Samuel and Henchman #2 from stealth. No bonus Sneak SP for a full clear, and you can't leave before killing everyone.




Hired Thug (Braxton)
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Samuel
50
106%
54%
52
0%
0%
0%
Bionic Eye, Disruptor, Regen, Aggro, Toothpick, Longslide, Old Enforcer Armor, Traveler Coat, Shield Armguards, Guard Boots
Rifle Thug
40
92%
34%
32
15%
30%
0%
Toothpick, Old Betsy, Smart Glasses, Traveler Coat
SMG Thug
50
92%
40%
35
0%
0%
0%
Camp Knife, Flyapart, Bucket Helmet, Ballistic Vest, Worker Jacket, Protective Sleeves

Hired Thug (Braxton) - Optional Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Friendly Meatshield One
50
78%
26%
21
0%
40%
0%
Camp Knife, Flyapart, Battle Bowler Helmet, Worker Jacket
Friendly Meatshield Two
50
74%
22%
41
0%
0%
0%
Truncheon, Suicide Special, Bucket Helmet, Protective Sleeves, Worker Boots
Friendly Meatshield Three
50
84%
22%
26
0%
0%
0%
Camp Knife, Boomstick, Bowler Helmet, Worker Jacket

Difficulty: It should be Easy, but Samuel is armed with a Disruptor grenade which is extremely powerful, don't bunch up and it should still be Easy

Tactical Notes: Samuel has the Sergeant perk and good body armor, but like all respected leaders refuses to wear a helmet. He does have a valuable Disruptor grenade that he will use in the first round unless you can get your party into close quarters with him fast (Initiative >=65), or just kill him before he can take a turn, sure would be a shame if that Disruptor went to waste.


Once your problems with Samuel are resolved, receive +90XP.
(Bug: Currently if you persuade Samuel's thugs successfully, you'll get +90XP twice, then you can get another +90XP for killing the thugs).

For completeness sake if you want to get your hired meatshields killed you can loot them but it’s certainly less than the $300 you paid for them.

Return to Braxton for next steps and +60XP.
Crossroads Braxton Part 2 - Lord's Mercy
Lord’s Mercy (Braxton)

Very similar to Jonas’ version with a couple of tweaks. If you want to persuade Mercy to support Braxton with Charisma 4 you’ll need Streetwise 4 going into the conversation and the following sequence. Refer to the bonus section on how to achieve Streetwise 4 on a Murderhobo build this if it is important to you.

Talking sequence: “And yet”->Streetwise 3(+10SP)->Street2(+10SP)->Street4(+10SP)

Persuading Mercy will award you the standard +90XP, as well as +115 bonus SP in Streetwise, Persuasion, and Impersonate.

  • Convince Mercy to join Braxton
    • Streetwise 2 (-2 Disposition malus)
      • Streetwise 2
        • Persuasion 4
        • Streetwise 4
      • Persuasion 2
        • Persuasion 4
        • Streetwise 2
          • Persuasion 4
          • Streetwise 4 (-3 Disposition malus)
      • Charisma 8 + Persuasion 3
        • Persuasion 4
        • Streetwise 2
          • Persuasion 4
          • Streetwise 4
    • "And yet we're still talking..."
      • "We can put on a show"
        • Persuasion 3
          • Persuasion 4
          • Streetwise 2
            • Persuasion 4
            • Streetwise 4 (-3 Disposition malus)
        • Streetwise 3 (+1 Disposition bonus)
          • Persuasion 4
          • Streetwise 2
            • Persuasion 4
            • Streetwise 4 (-3 Disposition malus)

If you want to stealth your way through refer to the tips in the Jonas section of the guide concerning Lord's Mercy.

Otherwise you can pick up some free talking SP and then either immediately fight them or tactically retreat and come back with reinforcements. If you want maximum combat SPs you'll want to go through the dialogue trees even if you fail and then pick a fight, doing so will result in two of Jonas' guards showing up in time for the fight.





Lord's Mercy (Braxton)
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Mercy
50
94%
48%
46
0%
0%
0%
Motor Cortex, Distortion Field, Johnny Reb, Old Cobra, Old Enforcer Armor, Scav Jacket, Shield Armguards, Guard Boots
Rifle Guard
40
92%
27%
28
15%
30%
0%
Toothpick, Howler, Bucket Helmet, Smart Glasses, Reinforced Ballistic Vest, Scrapper Coat, Shield Armguards, Raider Boots
Pistol Guard
50
92%
32%
36
15%
30%
0%
Camp Knife, Bulldog, Scav Helmet, Smart Glasses, Old Scav Armor, Gunslinger Jacket, Shield Armguards, Worker Boots
Shotgun Guard
50
106%
56%
39
30%
70%
0%
Camp Knife, Maverick, Bowler Helmet, Work Goggles, Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots
Balcony Sniper
40
100%
40%
32
30%
15%
0%
Camp Knife, Old Betsy, Bowler Helmet, Maintenance HUD, Reinforced Ballistic Vest, Scrapper Coat, Shield Armguards, Raider Boots
Bladed Guard
50
99%
47%
28
0%
0%
0%
Toothpick, Bucket Helmet, Ballistic Vest, Traveler Coat, Shield Armguards
Mercy Gate Guard
50
100%
27%
38
0%
40%
0%
Camp Knife, Old Betsy, Battle Bowler Helmet, Traveler Coat, Shield Armguards, Worker Boots

If you choose to fight them when the conversation ends you'll deal with Mercy's forces, as well as two of Jonas' guards as well as Mercy's Gate Guard. If you choose to attack earlier in the conversation Jonas' guards won't be there yet.

Lord's Mercy (Braxton) - Jonas Guards
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
SMG Gunman
40
78%
28%
26
0%
0%
0%
Camp Knife, Plugger, Bowler Helmet, Worker Jacket, Worker Boots
Pistol Gunman
40
86%
28%
32
0%
0%
0%
Camp Knife, Pepperbox, Bucket Helmet, Traveler Coat, Worker Boots




Braxton sends 3 Regulators with you as backup if you return to Mercy’s Fort after failing to persuade her. Instead of just letting you in, you now have to handle the Gate Guard. Critical Strike 4 (+40SP) will kill the Gate Guard and allow you and the Regulators to stealth in or initiate combat with an initiative bonus. You can let a party member perform the crit strike as well but they don’t appear to gain SP. If you lack enough crit strike the Regulators will talk to the Gate Guard and kill him when combat begins in Mercy’s compound.

You can also loot the gate guard when you’re done, normally you leave him alive on the Jonas route when returning to Mercy.

Lord's Mercy (Braxton) - Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Ally Rifle Regulator #1
50
88%
30%
37
0%
0%
0%
Camp Knife, Old Betsy, Scav Helmet, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Ally SMG Regulator
40
82%
30%
34
15%
30%
0%
Camp Knife, Old Stanley, Bucket Helmet, Smart Glasses, Traveler Coat, Heavy Boots
Ally Rifle Regulator #2
50
94%
30%
37
15%
30%
0%
Camp Knife, Pipe Dream, Scav Helmet, Smart Glasses, Ballistic Vest, Gunslinger Jacket, Heavy Boots

Otherwise stealth and combat scenarios play out the same, refer to Lord’s Mercy section in Jonas branch above, when/if you break stealth your Regulator allies will join you.

After completing Lord’s Mercy for +90 XP, return to Braxton for another +60XP.
Crossroads Braxton Part 3 - You Shall Not Pass
Crossroads Finale (Braxton)

After resolving the Mercy issue, Braxton will have one final choice of tasks for you to accomplish. If you’re not much of a fighter you’ll be tasked to You Shall Not Pass (Braxton) which can be solved with talking supported by Electronics, or an easier fight than the alternative. If you are a stone-cold Murderhobo you’re going to be roped into All-In (Braxton), taking down Jonas inside the Promised Land.

You Shall Not Pass (Braxton)

Lockpick 3 (+20SP) the nearby chest for 50x 9mm. Inspect the turret and load the 9mm ammo into it. You can take the ammo back if you’d rather not have the turret fight, or if it blows up during the fight. Head up the stairs and pass the Electronics 2 (+20SP) check to retrieve the targeting module. Head back down to the turret and Electronics 4 (+20SP) to install the module.

An active turret will make the dialogue options easier as well as provide an ally if/when fighting breaks out.

Автор сообщения: "Choice and Consequence"
If Redbeard survives this quest he will join the rebellious crowd during the Pit Chapter 3 and you will incur a -2 Disposition penalty when trying to convince them to leave, he is also a potential combatant during that scenario.

If you’d like to talk it out you should probably know the following.

The Impersonate 3 (+10 SP) check has a huge negative hit on Disposition if failed, this can cause you to fail to talk the crowd of out of fighting even with a turret backup, so generally you would take the non-skill locked option and go from there into a Persuasion 4(+10SP) / Streetwise 4 (+10SP) and then into a Persuasion 5(+10SP)/Streetwise 5(+10SP) choice, then falling back to firing up the turret if you want to resolve things peacefully.

While you can go directly to firing up the turret you can squeeze out a bit more talky SP if you take one of the other gambits first, and then fire up the turret when you inevitably fail, you’ll still be able to pass the final set of speech turret checks, just don’t fail the first Impersonate 3 check.

Gain +90XP for resolving your differences peacefully, +100 bonus SP for Streetwise, Persuasion, Impersonate.

You can of course extract some talky SP by deliberately failing the checks and then initiate combat at the end.

Diplomacy
  • (If turret repaired and loaded) Fire up the turret - note this sequence can be accessed at multiple points in the dialog and failing to achieve enough Disposition via diplomacy will then generally let you fire up the turret to make a different kind of point
    • ”This is an unlawful gathering” (Reputation:Combat 20+ provides positive disposition”)
      • "I don't have all day"
      • Persuasion 3
    • Streetwise 4 (Reputation:Combat 20+ provides additional positive disposition”)
      • "I don't have all day"
      • Persuasion 3
  • ”You’re the new recruits”
    • Impersonate 3
      • Impersonate 4
        • Impersonate 5 - if Disposition failure, goto Fire up the turret
        • Streetwise 5 - if Disposition failure, goto Fire up the turret
      • Streetwise 4
        • Persuasion 5 - if Disposition failure, goto Fire up the turret
        • Streetwise 5 - if Disposition failure, goto Fire up the turret
        • (If turret repaired) goto Fire up the turret
    • "Defend against the Brotherhood"
      • Persuasion 4
        • (If turret repaired) goto Fire up the turret
        • Persuasion 5 - if Disposition failure, goto Fire up the turret
        • Streetwise 5 - if Disposition failure, goto Fire up the turret
      • Streetwise 4
        • (If turret repaired) goto Fire up the turret
        • Persuasion 5 - if Disposition failure, goto Fire up the turret
        • Streetwise 5 - if Disposition failure, goto Fire up the turret
    • (If turret repaired) goto Fire up the turret
  • ”Hanging around out here?”
    • "Defend against the Brotherhood" - see duplicate sequence above
    • (If turret repaired) goto Fire up the turret

Combat
With three Regulator allies (and likely a turret) you shouldn’t have much trouble dispersing this ill-equipped rabble.


You Shall Not Pass (Braxton)
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Red Beard
50
84%
40%
44
0%
0%
0%
Clawhammer, Howler, Worker Jacket, Worker Boots
Pistol Freeman #1
40
74%
26%
24
0%
40%
0%
Piper Jack, Battle Bowler Helmet, Worker Boots
SMG Freeman
40
76%
30%
31
0%
0%
0%
Flyapart, Bucket Helmet, Reinforced Ballistic Vest, Raider Boots
Rifle Freeman
40
100%
36%
37
50%
40%
0%
Bolter, Scavenger Goggles, Shield Armguards, Worker Boots
Shotgun Freeman
50
92%
22%
26
15%
30%
0%
Utility Bar, Gatling Gun, Smart Glasses, Gunslinger Jacket
Blunt Freeman
50
72%
38%
18
0%
0%
0%
Truncheon, Reinforced Ballistic Vest, Raider Armguards, Raider Boots
Pistol Freeman #2
50
88%
30%
34
0%
0%
0%
Bulldog, Traveler Coat, Protective Sleeves, Worker Boots

You Shall Not Pass (Braxton) Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Allied Rifle Regulator #1
50
88%
30%
37
0%
40%
0%
Old Betsy, Battle Bowler Helmet, Traveler Coat, Heavy Boots
Allied Rifle Regulator #2
50
92%
28%
29
0%
0%
0%
Old Betsy, Bowler Helmet, Traveler Coat, Heavy Boots
Allied SMG Regulator
50
80%
28%
29
0%
0%
0%
Tommy Gun, Bucket Helmet, Ballistic Vest, Traveler Coat, Worker Boots
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56

Difficulty: Very Easy with your Regulator allies and Mr. Turret


Over-Optimizing Note
We're not suggesting you get your allied Regulators killed so you can loot their equipment, but there doesn't seem to be a penalty if they die. Also, the Swing attack of the Warhammer will damage whoever is in the AOE, including allies, in case they need some help dying.

Once everyone is dead, receive +90 XP and your loot.

Automatically return to Braxton for +60XP, congratulations on freeing The Pit from Jonas!
Crossroads Braxton Part 4 - All In Phase 1
All In (Braxton)

Super important note for everyone, turn on “Automatically Heal Party” in the party screen to make sure you heal between Phase 1 and Phase 2, unlike the Jonas version you won’t get a chance to save and heal between phases.

Over-Optimizing Note
With the December patch combat looting has been turned off, and allied NPCs that die will no longer stick around to be looted after the fight, so this fight is now less of a loot fest, but you also don't need to micromanage combat looting to suck up every last credit in your quest for efficiency, overall that feels like a win.

You will be joined by Martinez and a variable number of Regulator guards based on your party size, Martinez and the Melee Regulator will always join you, then one more regulator for each party member below three. Note that enemies and allies that die during Phase 1 of the assault will not be lootable.

Автор сообщения: "Choice and Consequence"
If Martinez survives the fighting, and Braxton ends up in charge, he'll be in the Pit during Chapter 3 and he'll reward you with 24x Energy Cells.

Undocumented Patch Note? It looks like your allies will now reload and heal between Phase 1 and 2, so keep wounded Regulators alive by running them to the back line is a smart play in Phase 1.




All In (Braxton) Phase 1
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
SMG Guard #1
40
90%
36%
34
30%
15%
20%
Camp Knife, Plugger, Bucket Helmet, Maintenance HUD, Face Mask, Ballistic Vest, Traveler Coat, Protective Sleeves, Worker Boots
Pistol Guard #1
50
98%
28%
32
15%
30%
20%
Camp Knife, Springer, Bowler Helmet, Smart Glasses, Face Mask, Ballistic Vest, Gunslinger Jacket, Protective Sleeves, Worker Boots
Rifle Guard #1
40
100%
24%
40
30%
15%
20%
Regen, Camp Knife, Old Betsy, Bucket Helmet, Maintenance HUD, Face Mask, Ballistic Vest, Protective Sleeves, Worker Boots
Pistol Guard #2
40
98%
36%
37
15%
30%
20%
Camp Knife, Springer, Bucket Helmet, Smart Glasses, Face Mask, Ballistic Vest, Traveler Coat, Protective Sleeves, Worker Boots
SMG Guard #2
50
88%
34%
29
15%
30%
30%
Camp Knife, Grinder, Bucket Helmet, Smart Glasses, Common Respirator, Ballistic Vest, Traveler Coat, Protective Sleeves, Worker Boots
Rifle Guard #2
40
96%
34%
35
0%
40%
0%
Camp Knife, Howler, Battle Bowler Helmet, Ballistic Vest, Gunslinger Jacket, Protective Sleeves, Worker Boots

All In (Braxton) Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Martinez
40
110%
39%
46
30%
70%
0%
Flashbang (standard), Regen, Camp Knife, Pipe Dream, Damaged Enforcer Helmet, Work Goggles, Heavy Ballistic Vest, Enforcer Armguards, Guard Boots
Melee Regulator Ally
60
116%
46%
30
50%
40%
50%
Smoke (standard), Regen, Aggro, Combat Knife, Diver Helmet, Scavenger Goggles, Old Enforcer Armor, Scav Jacket (Green), Raider Armguards, Raider Boots
Rifle Regulator Ally #1
50
104%
46%
32
15%
30%
0%
Camp Knife, Pipe Dream, Scav Helmet, Smart Glasses, Ballistic Vest, Scrapper Coat, Shield Armguards, Guard Boots
Rifle Regulator Ally #2
40
108%
36%
40
30%
15%
50%
Camp Knife, Scoped Old Betsy, Diver Helmet, Maintenance HUD, Ballistic Vest, Scav Jacket (Green), Shield Armguards, Guard Boots
Rifle Regulator Ally #3
60
92%
30%
22
50%
55%
60%
Camp Knife, Street Sweeper, Ballistic Helmet, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Welding Boots

Difficulty: Hard, you’re charging a fortified position and will lose men along the way
Tactical Note: Allies will be under your control, so you can choose to hang back and exchange potshots if you think you’ve got a range advantage over the defenders, generally only advised if you’re running a party with some expert riflemen as the Regulators themselves are mediocre shots. If you want to charge forward then smoke grenades can cover your approach.



+90 XP when your enemies are dead. Now to best the beast in his lair!
Crossroads Braxton Part 4 - All In Phase 2
Assuming you set your party to auto heal and auto reload you will be in tip top shape for Phase 2, your surviving allied Regulators will likewise reload and heal. Any debuffs from Regen or Aggro stims will dissipate and gadgets will reset.

Phase 2 will allow for looting the enemy afterwards but the surviving Regulators will take their fallen with them.




All In (Braxton) Phase 2
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Jonas
40
104%
46%
36
0%
0%
25%
Synthetic Heart, Energy Shield, Regen, Combat Knife, Webler MK2, Enforcer Armor, Jonas' Jacket, Guard Boots
Caleb
40
100%
48%
37
15%
30%
0%
Toothpick, Longslide, Smart Glasses, Gunslinger Jacket, Credits
Doorman
50
94%
46%
30
0%
0%
0%
Exo-Spine, Disruptor, Aggro, Gear Mace, Old Scav Armor, Scrapper Coat, Raider Armguards, Raider Boots
SMG Guard #1
50
102%
40%
41
50%
40%
0%
Bionic Eye, Utility Bar, Tommy Gun, Scavenger Goggles, Old Scav Armor, Traveler Coat, Raider Boots
SMG Guard #2
40
122%
56%
48
15%
30%
0%
Motor Cortex, Regen, Camp Knife, Tommy Gun, Smart Glasses, Reinforced Ballistic Vest, Traveler Coat, Scavenger Boots
SMG Guard #3
50
94%
34%
29
0%
0%
30%
Camp Knife, Plugger, Bowler Helmet, Common Respirator, Ballistic Vest, Traveler Coat, Protective Sleeves, Worker Boots
SMG Guard #4
40
98%
28%
32
30%
15%
30%
Camp Knife, Plugger, Bucket Helmet, Maintenance HUD, Common Respirator, Ballistic Vest, Protective Sleeves, Worker Boots


Difficulty: Hard, while the troops in Jonas’ office will take two turns to get to you, it's a lot of people to kill in a short amount of time before you’re overwhelmed. Consumables are strongly recommended.

Tactical Notes: Like all great leaders Jonas has the Sergeant feat, and doesn’t wear a helmet. He does have an energy shield. The Doorman is the tankiest tank you’ve faced so far, but he doesn't wear a helmet because head protection doesn't look cool, he does however have a very nasty Disruptor grenade. Most of your enemies are decent shots and your Regulator allies will take heavy casualties.



Once everyone is dead, receive +90 XP and lots of loot.

Return to Braxton for +60 EXP, and with that the Pit is complete with Braxton in charge.
Crossroads Braxton Part 5 - Mercy's Gambit
Mercy’s Gambit (Braxton)
Unless of course you manage to convince Mercy to join Braxton’s side during Lord’s Mercy. Help her kill Braxton and she takes over the Pit, kill her and Braxton shows up afterwards to pat you on the back.

You'll be able to loot the losing side in either conflict but the winners will take their dead with them.

+90 XP for killing Mercy, then +60XP for completing The Pit on Braxton’s side.





Mercy's Gambit (Fight Mercy)
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Mercy
50
94%
48%
46
0%
0%
0%
Motor Cortex, Distortion Field, Johnny Reb, Old Cobra, Old Enforcer Armor, Scav Jacket, Shield Armguards, Guard Boots
Mercy's Rifle Guard
40
92%
27%
28
15%
30%
0%
Toothpick, Howler, Bucket Helmet, Smart Glasses, Reinforced Ballistic Vest, Scrapper Coat, Shield Armguards, Raider Boots
Mercy's Pistol Guard
50
92%
32%
36
15%
30%
0%
Toothpick, Bulldog, Scav Helmet, Smart Glasses, Old Scav Armor, Gunslinger Jacket, Shield Armguards, Worker Boots
Mercy's Shotgun Guard
50
106%
56%
39
30%
70%
0%
Camp Knife, Maverick, Bowler Helmet, Work Goggles, Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots

Difficulty: Easy, fewer enemies than what you would face in the surrounded scenario of Lord’s Mercy and you can start your allies behind the bar for a cover advantage.
Tactical Notes: You should have had a chance to heal and reload, maybe even pick up some new gear. Mercy's crew is light on Thermal Vision but your team should be decked out by now so use Smoke.







Mercy's Gambit (Fight Braxton)
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Braxton
60
108%
48%
37
50%
20%
0%
Neural Uplink, Bionic Eye, Motor Cortex, Energy Shield, Regen, Aggro, Combat Knife, M16A, Braxton's HUD, Enforcer Armor, Traveler Coat, Damaged Tactical Armguards, Guard Boots
Rifle Regulator
40
108%
54%
34
30%
70%
0%
Combat Knife, Pipe Dream, Scav Helmet, Work Goggles, Old Enforcer Armor, Scrapper Coat, Shield Armguards, Guard Boots
Shotgun Regulator
60
126%
44%
54
30%
70%
0%
Flashbang (standard), Regen, Combat Knife, Rusty Doomsayer, Scav Helmet, Work Goggles, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots
Melee Regulator
50
106%
46%
41
50%
55%
60%
Exo-Spine, Aggro, Truncheon, Ballistic Helmet, Old Scav Armor, Scav Jacket, Shield Armguards, Guard Boots
Rifle Regulator #2
50
104%
34%
32
30%
70%
0%
Camp Knife, Howler, Scav Helmet, Work Goggles, Ballistic Vest, Scrapper Coat, Shield Armguards, Heavy Boots
SMG Regulator
40
106%
34%
32
50%
40%
0%
Camp Knife, Old Stanley, Scav Helmet, Scavenger Goggles, Ballistic Vest, Scrapper Coat, Shield Armguards, Heavy Boots

Difficulty: Medium, Mercy’s forces while not quite up to Braxton’s team should easily shift the balance of power to your side.

Tactical Notes: Braxton’s initial force’s disposition lets you capture Braxton and two of his riflemen with a single Stasis Grenade, that can turn this fight into a cakewalk. You can position Mercy & crew but they will control themselves during combat. Mercy does not need to survive combat, she will magically revive at the end even if struck down. Don't use Smoke, Mercy's team won't be able to see through it but the Regulators can.



+90 XP for the combat, +60XP for putting Mercy on the throne of The Pit, onto the Factory!
Special Supplement: Persuading Mercy, the Murderhobo way!
DEPRECATED
DEPRECATED
DEPRECATED
DEPRECATED

!!! Following this guide will still work, it should now be slightly easier after the SP levels rework. !!!

I was pretty happy with my initial routing to get Mercy ruling the Pit through the application of Murderhobo diplomacy, I thought “I’m only giving up a fight or two, that’s not a big deal right?”
WRONG! All combat SPs are precious and should be protected from a cold hard world.

Luckily, erudite forum-goer epepe, a true Murderhobo, was not satisfied with leaving delicious combat encounters on the table and he devised a route that is even more hilariously complicated and difficult but skips zero combat encounters (Mercy/Braxton fight is of course shifted to the end of the Crossroads). It does require the use of the Armory training token to train Speech skills but that seems like a good trade. I have tidied up his pathing and made some small modifications based on the February patch, Black Will is now a source of free Speech SPs which lets us avoid harvesting Speech SPs from Sharp Face in the Armory.

Warning, this pathing is very precise. You’ll want to do some filler combats and quests in between certain steps in order to make things like the Armory not tremendously difficult, but you need to not inadvertently trigger certain encounters too early, otherwise the whole thing falls apart. Pathing is now identical for the Jonas and Braxton routes up until the Crossroads.

The Path of the True Murderhobo Diplomat

Are you unwilling to sacrifice any combat encounters even at the cost of your sanity? Welcome to the True Path my friend. This isn’t a complete walkthrough, it is a listing of the order you need to do specific events in, so it will not tell you for example to go clear Hydroponics you should just do that when you want to as long as you don’t violate the order of any of the events. There is likely some very light flexibility in sequencing but the safest path is to stick to this order of events.

You will need to allocate one initial skill point into Streetwise, but not Persuasion, thanks to the rework of skill SP thresholds in the February patch. When this changes again and inevitably breaks everything I will update the guide.

Go talk to Jed, try to Persuasion 2 him, fail because you didn’t put an initial skill point into Persuasion, earn +10SP Persuasion, then Streetwise 2(+20SP) successfully.

Remember, you don't need to do all of these immediately steps one after the other, you can go pick fights along the way to gain combat experience, but you have to do these specific encounters in this order. The Black Will fight may for example be easier if you go tackle Jia's stealing quest first to get some equipment and consumables.

Go to the outskirts, find the thugs accosting Hank. Take all Speech options, Impersonate 2 (+10 SP), Streetwise 2 (+10 SP), Streetwise 3(+10SP), fail to persuade them, run away or fight.

Go with Jed to fight Black Will, take all the Speech options, Impersonate 2(+20SP), Streetwise 3 (+10SP), Streetwise 4(+10SP), and then kill everyone.

Go to the Church, pick up the quest Lamb Among Wolves, talk to McNeil, take the Streetwise 2(+10SP), Streetwise 4(+10SP) options, fail to persuade them, walk away from the fight or kill them, your choice.

Go to Abe’s, kill the thugs instead of talking them down. Then use Streetwise 2 (+40SP) to get a reward from Abe. You should now be able to pass the Streetwise 3 (+40SP) check with Braxton when you leave, if you can’t pass this check something has gone wrong and you may need to restart.

Go do Faythe’s recruitment quest, take the Streetwise 2(+10SP) option to let Faythe kill Foley, try to persuade the thugs to give up the key for free, Streetwise 3 (+10 SP) Streetwise 4 (+10SP) Persuasion 3 (+10SP), fail to persuade, then fight!

Bring Faythe along and go talk to Morgan in Delta Tower, Hydroponics. Take the Persuasion 3(+10SP) and Streetwise 3(+10SP) options. Don’t use the Impersonate option next, if you take that you will pass the Disposition check and will miss out on being able to kill Morgan et al. If you’re leaving Morgan alive for some reason, you big softie, you’ll have some extra Speech SPs and might be able to skip a step in this guide. (If, with later content for Faythe, this ends up being the optimal long term approach it will considerably simplify persuading Mercy as we will have some bonus Speech SPs).

Complete the Armory, you no longer need the Speech points from talking with Sharpface so you can talk/sneak/fight here as you wish. What you do need is the Crisis Intervention training token (Persuasion +160SP, Streetwise +160SP, Impersonate +160SP) from the Armory computer. Use the token immediately.

Addendum: If you are siding with Braxton you have the opportunity to acquire an extra Disruptor grenade by stealth-killing Samuel, convincing his thugs to shoot him in the back, or running into melee range before he can throw it (Initiative 65+). If you want his thugs to betray him, and you didn't spare the scavs in Delta Tower, you'll need the extra Streetwise SPs from attempting the Armory/Sharp Face conversation to hit Streetwise 4 before that conversation.

Crossroads

If you are siding with Braxton:

Convince Manny to loan you some troops with Streetwise 3(+40SP), you don’t need to actually pay for them. Try to convince Samuel’s hired thugs to turn on him Streetwise 3(+10SP), Streetwise 4(+10SP), fail, kill them all. We’re now at Streetwise 3 290/300, which means the next Streetwise check we make will kick us up to Streetwise 4, precisely where we need to be for Mercy.

Talk to Mercy: "And yet"->Streetwise 3->Streetwise 2->Streetwise 4

Mercy has now been persuaded to side with Braxton and you will be able to choose who to fight after dealing with Jonas.

If you are siding with Jonas:

Mercy will not betray Jonas so this is not the route for a Murderhobo, but for sake of completeness, you can persuade Mercy to stay with Jonas so long as you take the above route plus the Streetwise options while talking to Isaiah during Hired Thug, don’t worry if you successfully persuade him you can still come back and kill him as long as you don’t actually pay for the cores.

Talk to Mercy: “Whose side” -> Streetwise 2(+10SP) -> Streetwise 3(+10SP) -> Persuasion 3(+10SP)

Mercy has now been persuaded to side with Jonas, congratulations on giving up a combat encounter for no gain, yay.
Chapter 1 - Before You Leave
When you leave for the Factory, any companions that are not with you will permanently leave the party. You can say hi to them in the Pit when you return but they've got their own lives to live. Of note, you won't be able to dismiss any companions until you wrap up the main quest for Chapter 2 in the Habitat which is quite a ways away.
 
Before going to the Factory you should check and make sure the following quests have been completed. Otherwise they will automatically resolve when you return to the Pit later.

Lamb Among Wolves - McNeil dies
Mysterious Stranger - The outskirts gang will disappear
Debt Collector - Jed will be killed
Pickpocket - The loot will disappear
Little Shop of Horrors - Jimmy will sell the implants and move on
Easy Money - Something will happen to Chance, you probably don't care
Damsel in Distress - Faythe will disappear
Eviction Notice - The Delta tower scavs will be "dealt with", and no longer reside in the tower

The first five Courthouse fights will be unavailable upon your return, they are replaced with three new fights.

The Hydroponics Creeper fight, and associated corpse with loot, in Hydroponics Green will be gone when you return from the Factory.

The Hydroponics three frog fight will automatically resolve and the frogs will leave.

In Mission Control, the Scammy Scavs on Level 3 will be gone, presumably they have murdered and loot enough people to retire by the time you return. Also in Mission Control Level 3, the scavs guarding the elevator will be present, but you can't meaningfully interact with them, no sneaking, killing, or persuading them.

In Misson Control Level 4, Hargrave and his crew will find some other sucker to do their work, the two mindworms on that level will be gone and the forcefield will be down, Hargrave will take the Annihilator with him, If you solved Hargave's quest without killing the mindworms the mindworms will still be there when you return.

If Faythe is your designated sneaker it is strongly recommended that she receive the Biotech training from Sarah if she doesn't have Biotech 3 yet, you'll want her to have Biotech 3 to be able to remove the Bridge Officer Implant during Land of the Blind. If you're looking at this section having already left Chapter 1, don't worry, there's a Biotech trainer in the Habitat Train Station you can use.
Welcome to the Factory
Regardless of who rules the Pit you’re headed to the Factory.

After completing the Crossroads, and everything else in Chapter 1, you should be at level 4 across your party. You have several good choices for Murderhobo. On the defensive side Tough Bastard and True Grit are both fine feats if you need more survivability. If you prefer to kill them before they can shoot at you then Charger will help you close the gap faster and Second Wind will let you chain kills together when under the blissful influence of Aggro stims. Evans is well served with Fast Draw, Opportunist, or Sharpshooter, though Sharpshooter may be a bit overkill considering his already high accuracy. Faythe dying, and taking her precious Science skills with her, is the cause of most reloads, so I like to keep cranking up the tankiness with True Grit, Fast Draw is also reasonable to start throwing grenades earlier.

Head down the elevator, talk to Stanton and then Smiles.

There is a merchant with some nice gear at the fort, as well as a minor steal target outside and a sneak sequence inside the fort.

Steal Factory Store - Steal 4 (+40SP) - Flashbang

With Sneak 6 you can enter Fort Stanton and sup upon the accumulated wealth inside.
Steal 4 (+40SP) - $134, +20SP to Sneak
Door - Lockpick 4 (+20SP), +20SP to Sneak
Cage - Lockpick 5 (+20SP), +20SP to Sneak - 24x .45 , 48x 5.56, Pipe Dream
Locker - Lockpick 6 (+20SP), +20SP to Sneak - 1x Pulse Grenade

Head out across the bridge when you're ready.

Welcome to Unnamed Fort #1, a vital strategic and tactical bulwark for control of the Factory floor. In the second room of the first fort there is a Steal 5 (+40SP) check to steal a Longslide EX pistol. And that’s it, let’s move on.

Across the bridge there is a Lockpick 3 (+20SP) door leading to an unscrupulous quartermaster. With a Persuasion 4 (+40SP) check or Master Trader, he will sell you 24 Energy Cells, normal cost $1200, for $1000. Persuading the quartermaster also earns +90XP.

Just outside the locked door is a pile of scrap which has perfectly good ammunition sitting inside.

Scrap Pile: 8x .45

Continue along the path, you’ll pass an elevator but Smiles will tell you there is no time for dawdling, we’ll come back here later. We’ll refer to this as the Detroit Gate Elevator.

You’ll also see a computer console, pass the Computers 4 (+20SP) check to receive an Authorization Code, useless now, but we’ll find a use for it later.

Pass onward to the Detroit Gate, the sentry will chat with Smiles and send you on your way to Fort Defiance. Make sure to grab some ammo using Steal 4 (+40SP) for 48x 5.56 rounds.

Along the way you’ll fall under attack. A Rifle 6 (+16SP) check, and a hidden Critical Strike 4 (+16SP) check, which your companions can handle, will allow you to tend to the wounded Keeper with Biotech 3 (+50SP). Passing the Rifle and Critical Strike checks will reward you with an Outrider (rifle) from the grateful Keeper.

Continue along the path and to your final destination, Fort Defiance. There’s a table outside the fort proper with some emergency medical supplies, which is convenient because we're about to pick a fight.

Lockpick 2 (+20SP) Fort Defiance medical supplies desk: 3x Medkit
Factory - Fort Defiance
You’re about to be ambushed by the Black Hand, if you have minimal combat capabilities, you’ll need to leave Smiles to die and run back to Stanton. Luckily, we have excessive combat capabilities so we will save Smiles and get some loot for our trouble.




Black Hand Ambush
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Rifle Black Hand Thug
50
116%
48%
40
30%
70%
0%
Motor Cortex, Energy Shield, Regen, Toothpick, Battered XM7, Bucket Helmet, Work Goggles, Damaged Heavy Ballistic Vest, Scav Armguards, Welding Boots
Blunt Black Hand Thug
60
104%
52%
29
50%
55%
60%
Gear Mace, Ballistic Helmet, Scav Armor, Scav Jacket, Raider Armguards, Raider Boots
Shotgun Black Hand Thug
50
124%
40%
40
50%
40%
50%
Toothpick, Desperado, Diver Helmet, Scavenger Goggles, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Raider Boots
SMG Black Hand Thug
40
106%
46%
32
0%
0%
0%
Toothpick, Rusty XM5, Safety Helmet, Enforcer Armor, Gunslinger Jacket, Shield Armguards, Scavenger Boots
Pistol Black Hand Thug
50
110%
48%
52
0%
40%
20%
Bionic Eye, Toothpick, Pepperbox MK2, Battle Bowler Helmet, Face Mask, Assault Armor, Damaged Scav Armguards, Raider Boots
Bladed Black Hand Thug
50
108%
64%
29
30%
70%
30%
Subdermal Armor, Aggro, Chopper, Pilot Helmet, Work Goggles, Common Respirator, Damaged Heavy Ballistic Vest, Damaged Riot Armguards, Diver Leg Armor

Black Hand Ambush - Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Smiles
60
108%
62%
54
50%
55%
60%
Bionic Eye, Motor Cortex, Flashbang (standard), Distortion Field, Regen, Aggro, Combat Knife, Spitfire, Ballistic Helmet, Enforcer Armor, Explorer Coat, Ranger Armguards, Enforcer Leg Armor

Difficulty: Hard, the enemy has decently high initiative and you're packed into a small space
Tactical Notes: Smiles has mid-level Flashbangs and goes first, throwing a flashbang at the group of three enemies on the right hand side will cripple their first turn. The ballistic armor varies significantly between enemies, especially for purposes of using Smile's SMG, try to target the enemies with low ballistic DR first. If you're having difficulty winning the fight and keeping everyone alive the tightly packed enemies are especially susceptible to a Stasis or Disruptor grenade, flashbang resistance is pretty high but toxic resistance is low.


If you kill the ambushing thugs receive +90 XP and some loot that you will sell.

Return to Stanton to inform him of the ambush, receive +60XP.

Stanton will ask you to liaison with the Detroit gang to ask them to support the Keeper’s attack on the Black Hand. If Smiles is alive she will suggest you both go and murder the Detroit gang instead, capital idea Smiles!

Regardless of your choice we’re going to do a little exploration before we murder the Detroit Gang (with Smiles’ help).

Head to the Detroit Gate map marker, but walk south back towards the Detroit Gate Elevator we couldn’t enter before.
Scavenging the Factory - Detroit Gate
Head to the Detroit Gate map marker, but walk south back towards the Detroit Gate Elevator we couldn’t enter before.

Head down the elevator. There is a broken elevator control panel that needs fixing, Electronics 3 (+20SP). Head on up to find a skill token dispensing terminal in need of repair, Electronics 3 (+20SP) and 2 Electronic Modules. Use the Authorization Code we received earlier to dispense your choice of one of four Factory Training Tokens. Choose from: Tactical Response (SMG, Pistol, Armor) , Breach Team (Shotgun, Armor, Lockpick), Riot Control (Blunt, Armor, Critical Strike), and Crisis Intervention (Persuasion, Streetwise, Impersonate).

There is a Lockpick 3 (+20SP) chest nearby containing a new piece of eye wear sporting 100% Thermal Vision.

Chest: Night Vision Goggles

We’re going to be okay with the fact that Night Vision Goggles don’t usually see into the infrared spectrum because this is the future and we’re on a spaceship with psychic frogs.

Head out of the room and find a conveniently sized metal beam nearby. Attach a rope to the beam and slide down. Climb up and over the train and investigate the nearby corpse. This particular corpse is harboring a Synthetic Heart implant! Of course you’ll need Biotech 5 (+45SP) to remove it, but Faythe should have you covered by now.

Open the locked door nearby with Lockpick 4 (+40 SP) or Computers 4 (+40SP). Head into the med-bay and open the chest for more medical supplies.

Lockpick 2 (+20SP) Medbay Wall Locker: 4x Medkit, 1x Aggro

The equipment locker needs to be opened, Lockpick 6(+20SP), and contains a useful stealth gadget.

Medbay Equipment Locker: Cloaking Device, Disruptor MK1

There is also a conveniently placed skill training machine here, might as well use that token we just picked up!

Walk back the way you came and return to the Factory floor where you initially descended the elevator. Head southwest out the door, a nearby corpse has some goodies.

Corpse: 24x Shells, 1x Smoke

Unlock the Electronics 2 (+20SP) door, open the Lockpick 2 (+20SP) chest.

Work gear chest: Work Goggles, Worker Boots

Strip the broken terminal with Electronics 1 (+10SP) for an electronics module.

Head out and jump across the bridge, don’t worry there’s no Dexterity check this time. But if there were, you would make it, because you are a glorious and agile jungle cat of a Murderhobo.

There’s a corpse behind a large container, climb up, grab some goodies.

Corpse: 3x Medkit, 1x Flashbang, and Rope

Climb down and open the door to meet some new friends.

You’ve interrupted some scavs in their natural habitat, you can talk to them to find out what they’re doing there and learn a bit more about current energy weapon technology.

Автор сообщения: "Choice and Consequence"
If you don't kill Six Banger he will setup and energy weapons shop in the Heart. If you buy the pistol now he will upgrades it for another $500 if he has setup his shop in the Heart. You can kill Six Banger now or in the Heart for the bounty on his head.

The head scav, Six-Banger, will offer to sell you a slightly broken energy revolver (Heater) for $700. He says he can upgrade it if you find him in The Heart (aka mutant town) later and bring a new accelerator with you. Feel free to buy the pistol or not, you'll still be able to kill him and claim his bounty in the Heart, if you so choose, which you will, I believe in you.

If you do decide to murder him it should be a pretty easy battle for you at this point, if you pay him for the revolver and then murder him he will not have the $700 on his corpse.




Six-Banger
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Six-Banger
50
94%
60%
31
30%
70%
0%
Aggro, Slicer, Bowler Helmet, Work Goggles, Enforcer Armor, Gunslinger Jacket, Diver Armguards, Scavenger Boots, Credits, Rope
Shotgun Scav
60
122%
40%
47
30%
70%
30%
Flashbang (standard), Clawhammer, Spartan, Safety Helmet, Work Goggles, Common Respirator, Scav Armor, Worker Jacket (Black), Protective Sleeves, Worker Boots
Rifle Scav
50
102%
46%
32
0%
90%
30%
Toothpick, Battered XM7, Old Welding Helmet, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Welding Boots

Difficulty: Easy, they’re relatively lightly armored and Six-Banger doesn’t have any Energy Cells for his Heater pistol
Tactical Notes: This is an easy fight just kill them



+90XP if you choose to kill everyone.

We have successfully explored this area, we’ve got one more to explore before tackling the Detroit Gang.
Scavenging the Factory - Northern Ruins
Head back to the site of the ambush at Fort Defiance and walk east following the path.

Strip the broken panel for parts, Electronics 1(+10SP) and an Electronics Module.

Head down the stairs and loot the nearby corpse.

Corpse: 2x Medkit, Rope

Open the door with Electronics 3(+20SP). Look under the metal beam to find some boots in excellent condition.

Scrap pile: Welding Boots

Climb down and loot yet another corpse.

Corpse: 3x Medkit, 1x Smoke, 1x Electronics Module.

Take a peek into the closed off door, with Perception (>=7) you’ll notice a turret and a linked control panel. Head on inside and ready yourself for combat. You can either take down the turret the old fashioned way for or you can use the Computers 4 (+80SP) terminal in the back to blow up the turret, you'll also be awarded combat SPs like normal if you take the computer option. +90 XP when the turret is dead.





Factory Turret
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56

Difficulty: Easy, you can run over and turn it off in one turn with a high computer skill, or just burn it down
Tactical Notes: Aimed shots don’t work but it’s otherwise trivial to hit, you should be able to burn it down in a round, or just use the terminal in the back



Beyond the turret is another corpse with a nifty pistol, and a bonus corpse with an implant

Corpse: Hauser 67, 9x 9mm
Bonus Corpse: Motor Cortex, Biotech 4 (+45SP)

Go up the elevator and cross the bridge. Repair the door with Electronics 3 (+20SP). Squeeze through the broken door to face your most hated foes, frogs. There are two Psyker frogs here that will drop Psyker's Brains, which are great if you have yet to complete Head Hunter, though we won't be able to return to Hydroponics until our business in the Habitat is complete. Make sure you have strong Toxic resistance before going in as you will otherwise lose a significant amount of HP due to the poison gas filling the room.

+90XP for killing some more frogs, don't forget to loot their brains!





Factory Frogs
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Bull Frog (High)
40
0
86%
48%
68
100%
0%
100%
Spitter Frog (Mid)
25
0
?%
25%
57
100%
0%
100%
Psi Frog (High)
25
20
N/A%
39%
42
N/A%
0%
100%
Psyker's Brain
Psi Frog (High)
25
20
N/A%
39%
42
N/A%
0%
100%
Psyker's Brain

Difficulty: Easy, you should be able to burst down the damage dealing Bullfrog and Spitter before the Psyker frogs can chain-disable you.
Tactical Notes: The Psyker frogs do minimal damage but their Panic attack applies massive penalties. Take out the Psykers first, you should have enough armor and resistances to tank the Bullfrog and Spitter for a round or two. The frogs don't have advanced AI and will generally target whoever is in front of them.



Behold the ominously glowing clearly malfunctioning door, let’s go check it out! With 100% Toxic Resistance you can pop into the forbidden death zone for just a bit to grab the Fiery Blade of Eden.

Toxic Hellhole: Fiery Blade of Eden

Last but not least, open the locked chest Lockpick 2(+20SP) and loot the old corpse and other old corpse, for some goodies.

Locked Chest: Scav Armguards, Welding Helmet
Old Corpse: Blunderbuss, Half Mask
Other Old Corpse: Machine Gunner Upgrade Chip, Biotech 4(+48SP)

And we’re done with exploring, head back to the Detroit Gate and we’ll figure out what to do with the Detroit Gang.
Factory - Detroit Gang, Combat
Hostile Negotiations

Head to the Detroit Gate and speak with the guard to pass through the door. Head to the elevator and then prepare for a potentially nasty fight.

You have three primary options with the Detroit Gang, combat, diplomacy, and betrayal. Regardless of your approach here return to Stanton afterwards for +60XP as we enter the endgame for the Factory.

Автор сообщения: "Choice and Consequence"
If you help the Detroit gang and betray the Keepers, or if you try to persuade the Detroit gang and fail, the Detroit gang will control the toll road in Chapter 3. If you persuade the Detroit gang successfully then Stanton will control the Factory. If you destroy the Detroit Gang than the Keepers or Black Hand will control the toll road depending on how the events of Frontal Assault

If you’d like to get some juicy combat SPs then you and Smiles (if alive, and you brought her with you). If you’d like to do that then either bringing Smiles with you, or initiating combat from conversation will let you fight the gang. Your companions may caution you not to attack, you're outnumbered, out positioned, and outgunned, but what do they know?

Note: This is certainly the hardest fight in the game so far, expect to use a lot of consumables unless you want to reload many, many times.



Detroit Gang
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Bart
40
100%
70%
38
0%
0%
25%
Subdermal Armor, Synthetic Heart, Energy Shield, Regen, Combat Knife, Grim Reaper, Enforcer Armor, Explorer Coat (Black), Ranger Armguards, Guard Boots
Blunt Detroit Thug
50
113%
53%
29
30%
70%
50%
Exo-Spine, Regen, Aggro, Sledge Hammer, Diver Helmet, Work Goggles, Damaged Riot Armor, Damaged Scav Armguards, Enforcer Leg Armor
Bladed Detroit Thug
50
120%
52%
36
50%
40%
50%
Regen, Aggro, Bowie, Bucket Helmet, Scavenger Goggles, Hazmat Respirator, Enforcer Armor, Traveler Coat, Damaged Tactical Armguards, Guard Boots
Shotgun Detroit Thug #1
40
124%
40%
42
50%
40%
50%
Flashbang (standard), Toothpick, Desperado, Diver Helmet, Scavenger Goggles, Scav Armor, Explorer Coat (Green), Shield Armguards, Guard Boots
Shotgun Detroit Thug #2
40
104%
40%
36
0%
0%
20%
Regen, Toothpick, Old 'Hammer, Safety Helmet, Face Mask (Skull), Assault Armor, Damaged Combat Armguards, Diver Leg Armor
SMG Detroit Thug
40
116%
64%
32
50%
40%
50%
Toothpick, Old Cobra, Diver Helmet, Scanner, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots
Rifle Detroit Thug #1
60
116%
40%
29
50%
55%
60%
Regen, Toothpick, Battered XM7, Ballistic Helmet, Heavy Ballistic Vest, Damaged Scav Armguards, Welding Boots
Rifle Detroit Thug #2
50
128%
34%
38
30%
15%
0%
Bionic Eye, Regen, Combat Knife, Scoped Old Betsy, Scav Helmet, Maintenance HUD, Trooper Armor, Scav Jacket (Green), Raider Armguards, Scavenger Boots

Detroit Gang - (Optional) Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Smiles
60
108%
62%
54
50%
55%
60%
Bionic Eye, Motor Cortex, Flashbang (standard), Distortion Field, Regen, Aggro, Combat Knife, Spitfire, Ballistic Helmet, Enforcer Armor, Explorer Coat, Ranger Armguards, Enforcer Leg Armor

Difficulty: Very hard, you're surrounded by a well-armed hostile force led by a Captain

Tactical Notes: This fight is optional. If you insist on fighting you'll want to use powerful consumables, Disruptor and Stasis grenades are ideal, energy weapons if you've got them, and a healthy dose of luck. The enemy forces are spread out at the start of the fight, you can bring them into a smaller cluster by spending your first turn retreating your fighters to the northwest hallway. Bart's Captain feat is very impactful so take him down quickly if you can, like every other captain in the game he refuses to wear a helmet. The Sniper with an M16 outputs a tremendous amount of damage, you need to kill him quickly or use grenades to keep him out of the fight, left alone he will grind your team down.

The two melee thugs have Aggro stims, setting up a poison + stasis combination like we did for the Manfred fight to retrieve the Squad Leader implant is a smart move if you've got a Stasis grenade to spare.



When all the gangsters are dead, receive +90 XP and access to the gang’s nearby loot chest to the south. It's protected by a paltry Lockpick 3(+20SP) lock which should be easy enough to crack open.

Loot Chest: 50x 9mm, Pipe Dream LX, 1x Aggro, 16x Medkit, War Club

If you are a horrible person, you should know that Smiles will not be lootable after the Black Hand Fortress fight, should she fall there, so this is your last chance to ensure she suffers an accident so you can pick up a tiny bit of extra loot, you monster.

Factory - Detroit Gang, Diplomacy
Characters with strong talking skills, Persuasion and Streetwise 5, as well as adequate charisma will be able to persuade Bart to side with Stanton in exchange for a 20% cut of future profits. Characters with insufficient talking skills will think they persuaded Bart to side with Stanton in exchange for the Black Hand’s fortress but Bart has a few levels in Streetwise and won’t be fooled. If you end up using the [Lie] conversation topic then your persuasion skills are insufficient.

There is also a third path, Bart will convince you to side with him instead of Stanton, indicated by the "Work for Detroit" nodes. Doing so will allow you to skip the final Black Hand fight, instead you will fight or persuade the Keepers at Fort Stanton, a much easier scenario, and allow Bart and his crew to take over there.

If you manage to successfully persuade Bart you will receive +90 XP as well as +160SP to Persuasion, Streetwise, and Impersonate.

  • Persuasion 5->Streetwise 4
    • Lie
    • Never agree
      • Lie
      • Streetwise 6
        • Lie
        • Just the messenger
          • Work for Detroit
        • Lie
  • Streetwise 4->Persuasion 5
    • Lie
    • Never agree
      • Lie
      • Streetwise 6
        • Lie
        • Just the messenger
          • Work for Detroit
        • Lie
  • Just the messenger
    • Work for Detroit
    • I’d rather stick with Stanton
      • Streetwise 4->Persuasion 5->Never Agree->Streetwise 6->Lie
      • Persuasion 5->Streetwise 4->Never Agree->Streetwise 6->Lie
Factory - Finale
If you choose to side with Stanton, instead of betraying him to the Detroit gang, he'll ask you to take part in the final assault on the Black Hand. You can decline to help in any way and head directly to the Habitat but there is no benefit to doing so and you'll leave behind a large number of living bodies that could otherwise be converted into precious experience points.

If you're looking for a straight up fire-fight then get ready for a two phase fight similar to the assault on Jonas' saloon in Chapter 1. See "Assaulting the Black Hand Fortress".

If you prefer to take a stealthy or diplomatic approach, or you just want to avoid the conflict you can ask to speak with the Black Hand before the assault. See "Finessing the Black Hand Fortress".

If you chose to betray Stanton and side with the Detroit gang jump down to the section "Siding with Detroit".

Автор сообщения: "Choice and Consequence"
If the Detroit gang is alive, and unpersuaded, or if you betray the Keepers, Detroit will control the toll road. If the Detroit Gang is dead, and you attempt but fail to persuade or sneak through the Black Hand, the Black Hand will control the toll road. Otherwise the Keepers will control the toll road.

Автор сообщения: "Choice and Consequence"
If you take the combat assault route for the Black Hand encounter you'll be able to intimidate the rogue traders into leaving during Hired Gun.
Factory - Assaulting the Black Hand Fortress, Phase 1
If you prefer a straight up brawl, good for you!, you'll assist the Keepers in their assault on the Black Hand's fortress.

If Smiles is still alive she'll be with you throughout the fighting, unknown currently if there are any consequences to keeping her alive at the end of the scenario.

Note: This is a two-phase fight without a break similar to the assault on Jonas' saloon in Chapter 1. Make sure you've activated the auto-reload and auto-heal options in your party screen, stim effects will dissipate and gadgets will recharge between phases.

Your friendly troop forces are not static and will vary based on the number of party members with you. Any allies that survive Phase 1 will carry over to Phase 2, but they will not be healed and their weapons will not be reloaded.

Phase 1: Assaulting the Bridge




Black Hand Assault Phase 1
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
SMG Black Hand Thug
40
110%
46%
32
30%
70%
50%
Toothpick, Rusty XM5, Diver Helmet, Work Goggles, Enforcer Armor, Explorer Coat (Blue), Shield Armguards, Guard Boots
Shotgun Black Hand Thug
50
122%
50%
28
30%
70%
0%
Toothpick, Rusty Doomsayer, Damaged Enforcer Helmet, Work Goggles, Enforcer Armor, Scav Jacket, Damaged Tactical Armguards, Guard Boots
Blunt Black Hand Thug #1
40
104%
46%
48
0%
90%
30%
Aggro, Gear Mace, Old Welding Helmet, Heavy Ballistic Vest, Enforcer Armguards, Enforcer Leg Armor
Blunt Black Hand Thug #2
50
102%
52%
38
30%
70%
30%
War Club, Damaged Enforcer Helmet, Work Goggles, Common Respirator, Enforcer Armor, Gunslinger Jacket, Shield Armguards, Guard Boots
Rifle Black Hand Thug #1
40
112%
45%
37
30%
15%
0%
Combat Knife, M16, Enforcer Helmet, Maintenance HUD, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots
Rifle Black Hand Thug #2
50
116%
40%
35
30%
15%
0%
Toothpick, Scoped Old Betsy, Scav Helmet, Maintenance HUD, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots

Black Hand Assault Phase 1 - Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Smiles
60
108%
62%
54
50%
55%
60%
Bionic Eye, Motor Cortex, Flashbang (standard), Distortion Field, Regen, Aggro, Combat Knife, Spitfire, Ballistic Helmet, Enforcer Armor, Explorer Coat, Ranger Armguards, Enforcer Leg Armor
Rifle Keeper #1
60
110%
42%
40
50%
40%
50%
Combat Knife, Battered XM7, Diver Helmet, Scanner, Enforcer Armor, Explorer Coat, Shield Armguards, Guard Boots
Rifle Keeper #2
50
126%
52%
32
30%
70%
0%
Combat Knife, Rusty Doomsayer, Bucket Helmet, Work Goggles, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots
SMG Keeper
50
110%
58%
32
30%
70%
50%
Toothpick, Rusty XM5, Diver Helmet, Work Goggles, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots
Pistol Keeper
60
110%
58%
36
50%
40%
30%
Clawhammer, Blunderbuss, Bucket Helmet, Scavenger Goggles, Common Respirator, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots

Black Hand Assault Phase 1 - Suicidal AI Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
AI SMG Keeper #1
50
110%
50%
64
30%
70%
0%
Toothpick, Spitfire, Scav Helmet, Work Goggles, Scav Armor, Traveler Coat, Shield Armguards, Heavy Boots
AI SMG Keeper #2
40
104%
42%
53
30%
70%
50%
Toothpick, Old Stanley, Diver Helmet, Work Goggles, Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots

Difficulty: Medium, you have a sizable allied force with you

Tactical Notes: You'll have most of the allied Keepers under your control but two of them are AI controlled and will rush ahead. There's minimal cover on either side so if you have a long-range focused team it is perfectly reasonable to hang back and let the Black Hand come to you, sacrificing the two AI controlled keepers. Any surviving keepers (including the Suicidal AI allies but good luck keeping them alive) from Phase 1 will join you in Phase 2.



+90XP for completing Phase 1.
Factory - Assaulting the Black Hand Fortress, Phase 2




Black Hand Assault Phase 2
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Rifle Black Hand Thug #1
40
116%
48%
40
30%
70%
0%
Combat Knife, M16, Scav Helmet, Work Goggles, Scav Armor, Gunslinger Jacket (Blue), Shield Armguards, Guard Boots
Rifle Black Hand Thug #2
50
128%
40%
38
30%
15%
30%
Combat Knife, Outrider, Enforcer Helmet, Maintenance HUD, Common Respirator, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots
SMG Black Hand Thug #1
60
106%
46%
29
50%
55%
60%
Combat Knife, Rusty XM5, Ballistic Helmet, Enforcer Armor, Granger Coat, Shield Armguards, Guard Boots
SMG Black Hand Thug #2
50
100%
46%
32
50%
40%
50%
Combat Knife, Hauser 67, Diver Helmet, Scanner, Scav Armor, Scav Jacket, Shield Armguards, Scavenger Boots
Shotgun Black Hand Thug #1
50
124%
44%
27
30%
70%
40%
Toothpick, Shredder, Enforcer Helmet, Work Goggles, Half Mask, Enforcer Armor, Gunslinger Jacket, Damaged Tactical Armguards, Enforcer Leg Armor
Shotgun Black Hand Thug #2
50
112%
44%
21
15%
30%
0%
Toothpick, Desperado, Damaged Enforcer Helmet, Smart Glasses, Improved Assault Armor (Trooper), Damaged Scav Armguards, Diver Leg Armor
Bladed Black Hand Thug
40
108%
46%
48
0%
90%
30%
Aggro, Chopper, Old Welding Helmet, Heavy Ballistic Vest, Scav Armguards, Diver Leg Armor
Blunt Black Hand Thug
60
88%
52%
29
0%
0%
0%
Aggro, Sledge Hammer, Safety Helmet, Scav Armor, Worker Jacket, Shield Armguards, Scavenger Boots

Surviving Keepers from Phase 1 will join you, plus two more suicidal AI allies.

Black Hand Assault Phase 2 - Suicidal AI Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
AI Rifle Keeper
50
106%
60%
37
30%
70%
0%
Toothpick, Battered XM7, Damaged Enforcer Helmet, Work Goggles, Scav Armor, Explorer Coat, Shield Armguards, Guard Boots
AI SMG Keeper #3
50
108%
52%
32
50%
55%
60%
Toothpick, Spitfire, Ballistic Helmet, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots

Difficulty: Hard, your friendly forces are likely depleted and the enemy snipers are a significant threat

Tactical Notes: Focus on either the northern or southern forces initially and use the large riot barrier in the middle of the field to reduce your exposure to enemy fire.


+90XP for combat, +0XP no reward for quest currently.

If you killed or successfully persuaded Bart then the Keepers will control the Factory. If Bart is alive and unpersuaded then he will seize the Keeper's fort during the battle. Bart controlling the toll road will make Stanton automatically agree to help the Granger's during Hydro Alliance, but his forces will be weaker than if he rules unopposed.

Either way Stanton will reward you with a Five-Shooter and 12x Energy Cells.

After the battle you will automatically enter a conversation with Stanton and Garrett and be sent to the Habitat.
Factory - Finessing the Black Hand Fortress
If you're chosen to speak to the Black Hand instead of leading an assault you'll need to head to the gate leading to their fortress. Once inside you'll be speaking with Dumont, leader of the Black Hand.

There are three potential outcomes to your conversation. If your conversation skills are excellent, Persuasion and Streetwise 5, you'll be able to manipulate Dumont's henchmen into killing themselves off, weakening his forces and paving the way for Stanton to win the off-screen battle. After a successful conversation you'll be thrown in jail but will promptly be rescued by a victorious Stanton leading the Keepers. You will not be able to take part in the stealth scenario if you successfully pursue the diplomatic option. Winning this speech challenge is worth an extra +145 SP to all speech skills. Stanton will reward you with a Five-Shooter and 12x Energy Cells.

If your persuasion skills are poor, but you make the attempt, you'll end up failing your conversation and Dumont will automatically hand you off to Garett, the Brotherhood's representative in the Habitat. This path avoids a fight on your end and results in the Black Hand winning the upcoming battle against the Keepers. It will however open up an interesting new option for the Pit to side with the Brotherhood.

Alternatively, you can opt to tank negotiations and get yourself thrown in jail. From there you may be able to affect an escape, do sufficiently well and you'll be able to kill Dumont and his henchmen paving the way for a Keeper's victory. We'll cover the specifics in the next section, prison break.

  • Coming for you
    • Foot soldier->Assurances->Persuasion 5->Streetwise 5
    • Beg forgiveness?
      • Foot soldier->Assurances->Persuasion 5->Streetwise 5
      • Streetwise 5->Persuasion 5
  • Peace
    • Foot Soldier->Assurances->Persuasion 5->Streetwise 5
    • Not seeing?
      • Foot Soldier->Assurances->Persuasion 5->Streetwise 5
      • Streetwise 5->Persuasion 5
  • [Stealth] Get thrown in prison

Solving things via diplomacy, in this case the rage-inducing kind of diplomacy, will award a bonus of +145SP to Speech skills.
Factory - Prison Break
If you opt to sabotage negotiations with Dumont you'll be thrown in jail but be given the opportunity to escape, and possibly assassinate Dumont and his goons.

3rd Floor

In order to escape your prison cell you need to pass a Lockpick 3(+20SP) check. Failing this check results in you staying in your cell during the fighting and the Black Hand defeating Stanton.

Once you enter into the stealth sequence there is no option to initiative combat, if you're caught prematurely the stealth sequence will end with similar consequences to staying trapped in your cell for the duration.

Your primary goal is to go up to the next level and access the secure terminal, doing so will allow you to either unlock your path to the Habitat, or, with advanced Computers skills, assassinate Dumont in his own office.

Feel free to sneak past or assassinate any or all of the guards along your way.

Head out from your jail cell, sneak past or takedown the guard. Head into the adjoining room with the computer console. Take down the guard if you want to unlock the main elevator, this will make your transition to the 4th floor much easier. Unlock the main elevator with a Computers 2 (+20SP) check.

Either take the elevator up or move to the emergency stairs to the east and head to the 4th floor.





Black Hand Stealth - Floor 3
Name
INIT
Gear
Floor 3 - Jail Cell Guard
40
Toothpick, Howler, Bowler Helmet, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots
Floor 3 - Elevator Computer Guard
32
Toothpick, Old Stanley, Diver Helmet, Scanner, Scav Armor, Scav Jacket, Shield Armguards, Scavenger Boots
Floor 3 - Shotgun Guard
24
Toothpick, Street Sweeper, Bucket Helmet, Work Goggles, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots
Floor 3 - Rifle Guard
38
Toothpick, Old Betsy, Bowler Helmet, Maintenance HUD, Scav Armor, Scav Jacket, Shield Armguards, Guard Boots



4th Floor

There are two primary objectives to hit, if possible, on the 4th floor. To the northeast in a room with 4 guards, is a locked Lockpick 4(+20SP) door leading to a locked equipment locker Lockpick 5(+20SP).

Black Hand Fortress Equipment Locker: 1x Disruptor , 1x Pulse , 1x Stasis, Pilot Mask Breather

There is an additional terminal on the 4th floor to unlock the central elevator if you did not do so on the 3rd floor Computers 2(+20SP).

To the southeast is your main objective, a computer console that will allow you to escape. The primary entrance door is locked Lockpick 4(+20SP). If you lack the requisite lockpick skills you can try going in the back entrance but will likely need a Cloaking Device to get past the guard.

Once inside you'll tackle an escalating series of computer challenges. Computers 3(+20SP) will allow you to unlock primary elevator access to the Habitat, if you leave at this point the Black Hand will win the upcoming fight. With a Computers 4(+40SP) check you'll be able to activate the turrets in Dumont's office, killing him and his henchmen, this will result in the Keepers winning the fight. With a Computers 6(+40SP) check you'll not only kill Dumont but you'll deactivate the forcefield protecting his office, this allows you to loot some excellent equipment from his office, and the Keepers will win the fight. You'll also receive an extra +140 Computers SP.

If you fail any of these Computers checks the stealth sequence will end. If you pass the Computers 6 check then you can head up the small private elevator to the room northwest which will bring you to Dumont's office. Once you're done there head back to the primary elevator to successfully exit.

After completing the stealth sequence the Keepers will attack. If you have eliminated Dumont then the Keepers will win, otherwise the Black Hand will win. If Bart and the Detroit Gang are alive and unpersuaded they will betray the Keepers and seize Fort Stanton during the battle. The long term consequences of control of the Factory are not yet known.

Completing the stealth sequence will award +460 Sneak SP minus 20 for each guard you murdered, as is standard for stealth sequences.





Black Hand Stealth - Floor 4
Name
INIT
Gear
Floor 4 - SMG Room Guard
29
Toothpick, Old Stanley, Bucket Helmet, Scavenger Goggles, Enforcer Armor, Traveler Coat, Shield Armguards, Guard Boots
Floor 4 - Equipment Locker Guard
32
Toothpick, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots
Floor 4 - Paired Shotgun Guard
21
Toothpick, Scav Helmet, Smart Glasses, Scav Armor, Damaged Scav Armguards, Scavenger Boots
Floor 4 - Paired Rifle Guard
40
Toothpick, Bucket Helmet, Work Goggles, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots
Floor 4 - Elevator Hallway Melee Guard
48
Gear Mace, Enforcer Armor, Scav Jacket, Shield Armguards, Guard Boots
Floor 4 - Elevator Hallway Rifle Guard
35
Toothpick, Howler, Bucket Helmet, Maintenance HUD, Ballistic Vest, Scav Jacket, Shield Armguards, Guard Boots
Floor 4 - 5th Floor Elevator Room Guard
38
Utility Bar, Scav Helmet, Scav Armor, Gunslinger Jacket, Shield Armguards, Guard Boots







Black Hand Stealth - Floor 5
Name
INIT
Gear
Floor 5 - Dumont
32
Bowie, Five-Shooter, Traveler Coat, Guard Boots
Floor 5 - The Ogre
32
Toothpick, Shredder, Heavy Ballistic Vest, Enforcer Armguards, Guard Boots
Floor 5 - The Weasel
32
Toothpick, Old Ranger, Scav Armor, Gunslinger Jacket, Ranger Armguards, Guard Boots

Factory - Side with Detroit Gang
If you opted to side with the Detroit Gang during Hostile Negotiations you'll end up staying behind during Stanton's assault on the Black Hand's fortress.

Stanton’s loyal guard Finlan will take issue with you opening the gate, you can either Critical Strike 4 (+40 SP) him and fight the rest of the skeleton crew remaining, or try and persuade them to stand down.

  • Critical Strike 4 (Kills Finlan) ->Combat
  • Combat (Initiative Bonus)->
  • Persuasion 4
    • Persuasion 5
      • Persuasion 6
      • Streetwise 5
    • Streetwise 4
      • Persuasion 6
      • Streetwise 5

If you successfully persuade Finlan and the skeleton crew to stand down you'll receive a bonus of +100SP for Persuasion, Streetwise, and Impersonate for solving things all peaceful like.

If you opt for combat you won't be able to loot during or after this combat.





Betray Stanton
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Finlan
40
108%
40%
35
30%
70%
0%
Toothpick, Old Stanley, Work Goggles, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots
Trader
40
98%
45%
28
0%
0%
0%
Toothpick, Webler, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots, Credits
Rifle Keeper #1
50
106%
35%
27
30%
70%
50%
Toothpick, Battered XM7, Diver Helmet, Work Goggles, Enforcer Armor, Traveler Coat, Shield Armguards, Guard Boots
Rifle Keeper #2
50
104%
35%
30
30%
70%
0%
Toothpick, Rusty XM5, Damaged Enforcer Helmet, Work Goggles, Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots


+90XP for the combat and +60XP for quest completion.

Thus endeth the Factory, Bart and the Detroit Gang now control the only road through the Factory. Consequences? Unknown, and likely bad!
Shuttle Bay
Having survived the travails of the Factory, and received a sweet +120XP for your troubles, you ascend to the upper levels of the glorious Habitat, home of civilization, but before you head in there you should check out the Shuttle Bay and the small small matter of the refugee crisis brewing therein. Be warned, once you start the Shuttle Bay you won't be leaving until the crisis is over.

The Shuttle Bay area unlike Mission Control or the Factory is not dense with exploration or combat, but it has very deep reactivity to the choices you made to get here, most of which will help or hinder you depending on how you want to end the crisis. As best as is possible I will note which actions will impact your choices here, but there are a lot of them and I will likely miss some, please add a comment if you find something not mentioned here!

Head past the heavily guarded entrance to the upper levels of the Habitat all the way to the southeast, or take the map shortcut to the Cargo Elevator, and take the elevator down to the Shuttle Bay.

Once you’ve reached the bottom head to the main entrance and talk to the man outside, Father Nico. Apparently the Shuttle Bay has been flooded with refugees from the Pit and Factory fleeing the unrest there, which you likely caused what with all the murdering we did.

Nico wants you to talk to the man in charge, Moses, and persuade him to allow the refugees to stay in the Shuttle Bay. Head on through the now open door, on your left are a few shops and there are some NPCs to talk to for flavor along the way. Head up the ladder to the north and talk to Moses who will enlighten you as to the complexities of the situation.

Apparently all these refugees, some of whom are heavily armed and/or religious fanatics are causing some factions in the nearby Habitat a bit of unease. Moses has word that the Protectors are going to use the situation as a casus belli to try and take the Shuttle Bay by force, unless the refugees can be persuaded to leave? Why would Moses trust you with this task? You are completely expendable! In his eyes sending you to treat with / kill some troublemakers is a win/win for him. He doesn’t even offer a reward! Luckily the best reward is XP, which we will be acquiring for our services.

While you're at the Shuttle Bay you can stop by the Harbin Trader for supplies and stealing, same goes for the Medbay.

Steal Harbin Trader:
Steal 4 (+40SP) - 36x .45

Steal Shuttle Bay Medbay:
Steal 3 (+40SP) - 6x Medkit
Steal 4 (+40SP) - 1x Aggro
Shuttle Bay - Taking Sides
Before we dive into the nitty-gritty of how to handle this quest you should know that there are two paths to take in the Shuttle Bay which will influence how you handle the first stage of the main quest here, Kindness to Strangers.

The first path is to side with Moses and get rid of the refugees, this will remove the Protector’s casus belli and prevent them from taking the Shuttle Bay by force. But, the Protectors will show up anyway to try and intimidate Moses into allying with them. At this point you will be able to push him towards an alliance with the Protectors (which is what Braxton wants if you sided with him in the Pit), reject the Protectors offer and join sides with the Pit (which is what Jonas wants if you sided with him), or remain independent which is what Moses wants. The long-term consequences are unknown at present but they are sure to be meaningful later in the game.

The second path is to betray Moses and side with Father Nico and the Church-aligned faction of refugees led by Mother. Doing so will lead to conflict with the Protectors as the refugees will not be pushed out the nearest side door. When the Protectors show up you will still be able to handle them via diplomacy/combat/stealth but at the end of the day the Shuttle Bay will be held by Church friendly groups. While Mercy doesn’t explicitly ask you to handle affairs this way in the Shuttle Bay it is reasonable to assume she will be pleased.

If you’d like to side with Moses just follow the quest line while choosing dialogue options that affirm that Moses is in charge. If you’d like to betray Moses you’ll need to tell Jay or Father Nico that you’d like to see Moses removed from power and proceed from there, speaking to Mother and letting her handle the orderly transition of power via assassination. From there you’ll get your marching orders from Nico, it seems like Jay failed his Streetwise check. Note that you can choose to deal with Nazar with Moses in charge before switching sides to Team Nico if you like, but Nazar is easier to deal with, you can just let him go, if Nico is in charge.

Автор сообщения: "Choice and Consequence"
If you're trying to ally a Jonas led pit with the Shuttle Bay, siding with Moses will require speech skills in the 5 range. Nico will automatically ally with the Pit if Nazar is convinced to stay, which also requires speech skills around 5, or if you assassinate Rowley which is gated by a Lockpick 4 check but is otherwise an easy stealth/combat mission.
Shuttle Bay - Kindness to Strangers - Nazar
Nazar is an ex-Brotherhood, ex-Black Hand mercenary that shepherds the refugees on the western side of the Shuttle Bay in Hall B. He also apparently has a bounty on his head in the Habitat, which you will learn if you discuss the fact that you killed him with the Protector leader Rowley during the siege.

Автор сообщения: "Choice and Consequence"
If Nazar leaves the Shuttle Bay for the Pit he will be there during Chapter 3. If Braxton is in charge Nazar will join Riggs' gang, otherwise Nazar will be with his own small gang in the outskirts. If you solve the Rigg's quest peacefully, you will not be able to collect the bounty on Nazar. Otherwise you'll be able to kill him during Rigg's quest or if you start a fight with his gang in the Outskirts.

If you’re working for Moses you’ll be trying to persuade Nazar to leave and take his refugees with him, if you’re working for Nico you’ll be trying to persuade Nazar to stay and fight. The dialogue trees are different for these paths and working for Nico allows you to just let Nazar go if you’d rather not persuade or fight him. Note that letting Nazar leave/die will weaken Nico’s position, he will not ally with the Pit if Nazar is dead and you end up fighting the Protectors directly, choosing to try and assassinate Rowley instead will still let him ally with the Pit.

Note that some speech options are available based on conditions in the Pit and Factory, these options are generally equivalent in terms of disposition gain to the skill-locked speech options, but they do not award skill gains, they would be most useful for hybrid-characters who have trouble passing top-end speech checks.

Also, you can try and persuade Nazar to leave under the auspices of working for Moses, and if you fail to, can then betray Moses, then come back and try to persuade Nazar to stay, double dipping miniscule amount of Speech SPs!

Working for Moses, persuade Nazar to leave the Shuttle Bay:
  • Persuasion 4->Streetwise 5
    • The Pit has all the freedom you could want
      • (Dumont is dead) Dumont’s dead (+4 Disposition Bonus)
        • (Jonas in charge of Pit) Jonas sent me to find allies (+2 Disposition Bonus)
        • Outskirts have plenty of room
      • Persuasion 5
        • (Jonas in charge of Pit) Jonas sent me to find allies (+2 Disposition Bonus)
        • Outskirts have plenty of room

Working for Nico, persuade Nazar to stay and defend the Shuttle Bay:

  • Nico will take you in (+1 Disposition)
    • Persuasion 5
      • Persuasion 6
      • Streetwise 6
    • Streetwise 5
      • Persuasion 6
      • Streetwise 6
  • Join riflemen or leave
    • Persuasion 5
      • Persuasion 6
      • Streetwise 6
    • Streetwise 5
      • Persuasion 6
      • Streetwise 6






Shuttle Bay - Nazar
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Nazar
50
118%
64%
32
30%
70%
25%
Subdermal Armor, Synthetic Heart, Distortion Field, Regen, Combat Knife, Battered XM7, Enforcer Helmet, Work Goggles, Enforcer Armor, Explorer Coat, Ranger Armguards, Guard Boots
Shotgun Guard
60
124%
46%
33
30%
70%
40%
Energy Shield, Regen, Aggro, Combat Knife, Reaver, Scav Helmet, Work Goggles, Half Mask, Heavy Ballistic Vest, Scav Armguards, Diver Leg Armor
Pistol Guard
50
118%
64%
83
30%
70%
50%
Motor Cortex, Flashbang (standard), Aggro, Combat Knife, Hauser 67, Diver Helmet, Work Goggles, Enforcer Armor, Scav Jacket, Ranger Armguards, Guard Boots

Difficulty: Easy, the Pistol Guard might get a Flashbang off on you but otherwise they are just three moderately troublesome men in need of killing

Tactical Notes: The Pistol Guard has high initiative and an early Flashbang can paralyze your squad for a round so spread out if you can or wear eye protection to decrease the impact. Nazar will start the fight with a Distortion field on so I’d suggest focusing down the other two guards while waiting for his shield to run out in two turns.


Persuading or killing Nazar is worth +90 XP regardless of your path, just letting him go on Nico’s path does not award the +90 XP. Successfully persuading Nazar will award +85SP to speech skills.

If you’re following Nico’s path, return to Nico to complete Kindness to Strangers and earn +60XP. If you’re following Moses’ path you’ll need to deal with Mother next.
Shuttle Bay - Kindness to Strangers - Mother
If you’ve decided to side with Nico then talking to Mother will let you set up the ambush for Moses that allows Nico to take control of the Shuttle Bay and the Riflemen. If that is the case you have nothing more to do here, return to Nico for your marching orders. You can however pick up a few Speech SPs by trying to persuade her and failing, you'll then be able to bring up the 'Let's depose Moses' maneuver.

Автор сообщения: "Choice and Consequence"
If Mother leaves the Shuttle Bay for the Pit she will be there during Chapter 3. If Mercy is in charge then Mother will handle negotiations during Civil Disturbance which will guarantee a fight unless you have the Cult Leader feat.

If you’re siding with Moses you’re going to have to convince Mother and her addled fanatics to leave, via force if necessary. Successfully persuading Mother to leave will award a bonus of +130SP to speech skills for solving a problem diplomatically.

  • Persuasion 4
    • (If Mercy rules Pit) Lord’s Mercy is in charge of the pit (+Large Disposition Increase)
    • Streetwise 5
  • Streetwise 4->Persuasion 5

Killing or persuading Mother is worth +90XP, return to Moses after dealing with her to get your next set of orders.

Note that if you choose to fight Mother and her guards you will be unable to loot Mother’s body at the end of the fight as the refugees will take it away for last rites.





Shuttle Bay - Fight Mother
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cult) Mother
40
72%
26%
21
0%
0%
0%
Energy Shield, Regen, Aggro, Pepperbox MK2, Custom Ballistic Vest, Scrapper Coat, Heavy Boots
Rifle Fanatic
50
100%
36%
49
30%
70%
0%
Aggro, Utility Bar, Battered XM7, Scav Helmet, Work Goggles, Enforcer Armor, Gunslinger Jacket, Shield Armguards, Worker Boots
Bladed Fanatic
40
100%
42%
49
50%
40%
20%
Regen, Chopper, Bucket Helmet, Scavenger Goggles, Face Mask, Scav Armor, Scrapper Coat, Raider Armguards, Scavenger Boots
Blunt Fanatic
60
91%
33%
23
0%
90%
30%
Aggro, Gear Mace, Old Welding Helmet, Assault Armor, Scav Armguards, Scavenger Boots
SMG Fanatic #1
40
94%
36%
34
30%
70%
0%
Regen, Machete, Old Stanley, Work Goggles, Trooper Armor, Traveler Coat, Shield Armguards, Guard Boots
SMG Fanatic #2
50
104%
28%
29
30%
70%
50%
Regen, Utility Bar, Diver Helmet, Work Goggles, Heavy Ballistic Vest, Scrapper Coat, Scav Armguards, Guard Boots

Difficulty: Medium, you’re surrounded, they have ample consumables, and you don't even get to loot Mother!

Tactical Notes: Mother is a relatively weak combatant but she is a Cult Leader and will provide +1 Natural DR to her followers as long as she is alive. Most of the guards have one area of the body that is notably under-armored. The enemies as a whole are weak to Gas grenades, upping your toxic resistance and keeping them blanketed in poison is a good way to weaken their crew.

Shuttle Bay - The Showdown - Moses
The Showdown - Moses

With Moses in charge and the refugees dispersed it’s now time to deal with the Protector army that just showed up to take control of the Shuttle Bay. Luckily, they’ve lost their casus belli so you no longer need to convince them not to kill everyone, now you can help decide who Moses is going to side with going forward.

Talk to Moses to start the quest, The Showdown, then head back to the Main Hall and speak to the Protector guard there, he’ll introduce you to the Protector’s commander, Rowley.

Once you let Rowley know that the refugees are gone he’ll go from threatening to wheedling as he tries to take control of the Shuttle Bay anyway, he’ll ask you to treat with Moses on his behalf. At this point you’ve got options.

  • Agree with Moses that the Shuttle Bay should remain independent.
  • Convince Moses to join up with the Protectors, this is what Braxton wants should he control the Pit.
  • Convince Moses to reject the Protectors and to instead ally with Jonas, and Stanton if he controls the Factory.

Note that you need to take the first Persuasion 4 option which makes it sound like you're agreeing with the Protectors in order to get to the dialogue tree that involves allying with Jonas and Stanton.

Successfully persuading Moses to take a side, Protectors or Jonas, will award you +90XP, +40SP to speech skills, and a Pipe Dream LX. Siding with the Protectors will award +4 Reputation with the Protectors when you return to Rowley.

  • Persuasion 4
    • (If Jonas rules the Pit) Ally with Jonas
      • Persuasion 5
        • (If Stanton rules the Factory) Stanton too (+3 Disposition)
        • For now
      • Streetwise 5
        • (If Stanton rules the Factory) Stanton too (+3 Disposition)
        • For now
    • Persuasion 5
      • Persuasion 7
      • Streetwise 7
      • (If Braxton rules the Pit) Persuasion 5
    • Streetwise 5
      • Persuasion 7
      • Streetwise 7
      • (If Braxton rules the Pit) Persuasion 5
  • Answer is no?

Regardless of the outcome you’ll also receive +60XP for completing the quest once it is over.
Shuttle Bay - The Showdown - Nico
Choosing to back Nico means the Shuttle Bay is headed to war, unless you can convince the Protectors otherwise of course.

Speak to Nico who will direct you to speak with the newly arrived Protector forces. Head to the main hall, speak to the guard and introduce yourself to Rowley the Protector Commander.

If you’ve got the skills for it and want to avoid bloodshed you can convince Rowley that the Church is covertly backing Nico’s play in the Shuttle Bay. Doing so will send the Protector army home without additional violence, return to Nico to complete the quest for +60XP. Persuading Rowley to leave is worth +90XP and +100SP to speech skills. In persuading Rowley you'll also be hinting that the Shuttle Bay and Church are forming an alliance, when you return to Nico you'll receive the quest With Friends Like These to speak to the Chaplain-General about an alliance between the Shuttle Bay and the Church.

  • Streetwise 4
    • Persuasion 5
      • Streetwise 6
      • Impersonate 4
    • Streetwise 5
      • Impersonate 4
      • Persuasion 6

Assuming that violence is more your speed, you’ll fail to persuade Rowley, return to Nico with the news. At this point you can choose to leave the Shuttle Bay, in case the upcoming fights are too hard, but as true Murderhobos we will not be passing up the chance to harvest loot and XP from the undeserving, you’ll have a choice between a straight up fight and an assassination as a means to your ends.

Discuss your options with Nico, you’ll be given the choice of infiltrating Rowley’s command post via a maintenance duct, or fighting on the front lines alongside Mother.
Shuttle Bay - The Showdown - Nico - Assassination
If you choose to assassinate Rowley you’ll be granted access to a maintenance hatch near the Main Hall. Head through the hatch and open the Lockpick 4 (+20SP) door. Climb the ladder to begin the stealth sequence, being detected will start a fight with the remaining Protectors in the room.

Completing the mission entirely via stealth will award a bonus of +20SP to Sneak. Killing everyone via stealth or honorable combat is worth +90XP. You will lose -7 Reputation with the Protectors for thwarting their plans to takeover the Shuttle Bay by assassinating an officer. Return to Nico for +60XP and 24x Energy Cells. If you were sent by Jonas to form an alliance with the Shuttle Bay then Nico will agree to join the new coalition.



Shuttle Bay - Rowley
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) (Squad) Rowley
40
120%
65%
39
50%
50%
0%
Neural Uplink, Squad Leader, Distortion Field, Regen, Combat Knife, XM5, Enforcer Helmet (Visor), Reinforced Guard Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Rifle Protector
40
148%
56%
42
30%
70%
50%
Neural Uplink, Energy Shield, Regen, Aggro, Combat Knife, XM7, Diver Helmet, Work Goggles, Enforcer Armor, Enforcer Armguards, Guard Boots
Shotgun Protector
50
128%
56%
33
50%
55%
60%
Bionic Eye, Distortion Field, Combat Knife, Reaver, Ballistic Helmet, Enforcer Armor, Scav Jacket, Ranger Armguards, Scavenger Boots

Difficulty: Easy, it’s straightforward to take down one or two enemies before starting combat but even at full strength they aren’t particularly scary
Tactical Notes: Rowley has the Sergeant feat and not the Captain feat, it makes one suspect that his promotion may not have been entirely deserved, at least he's wearing a helmet. Every enemy here has an active gadget, one of the rare opportunities a Pulse Grenade may be useful, but it's an expensive grenade for a not terribly hard fight.

Shuttle Bay - The Showdown - Nico - Assault
If sneaking isn’t your thing, and you don’t want a free Squad Leader implant from Rowley’s corpse, you can choose to fight with Mother on the front lines. After a brief interlude you’ll be thrown into combat against a Protector Squad, Mother will hide in the background while you deal with the problem.



Shuttle Bay - Protector Assault
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Rifle Protector
60
110%
43%
29
50%
40%
80%
Regen, Aggro, Combat Knife, XM7, Enforcer Helmet, The Frankestein, Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Rifle Protector
40
132%
68%
60
0%
0%
80%
Gas (standard), Aggro, Combat Knife, Shredder, Enforcer Helmet, Biolab Gas Mask, Enforcer Armor, Scav Jacket, Diver Armguards, Guard Boots
SMG Protector
40
108%
46%
32
0%
0%
80%
Regen, Combat Knife, Spitfire, Enforcer Helmet, Biolab Gas Mask, Tactical Vest, Scav Jacket, Ranger Armguards, Guard Boots
Pistol Protector
50
104%
59%
33
0%
0%
80%
Regen, Combat Knife, Ranger, Enforcer Helmet, Biolab Gas Mask, Heavy Ballistic Vest, Enforcer Armguards, Guard Boots

Difficulty: Medium, they have mediocre weaponry for this point in the game, nice torso armor though
Tactical Notes: The Sergeant is both a Tough Bastard and wearing a helmet, out of respect for his sensible choices kill him last, burning down his men should be fairly straight forward with targeted shots that avoid the torso. Disruptor grenades are especially effective given the high AP costs of their weapons, they are well protected against Gas grenades but vulnerable to Flashbangs and Smoke.


+90XP for defending Mother and murdering the Protector hit squad.

-4 Protector reputation for preventing their assault on the Shuttle Bay.

Return to Nico to complete The Showdown for +60XP and 24x Energy Cells. If Jonas sent you to form an alliance with the Shuttle Bay, and Nazar agreed to stay and fight for the Shuttle Bay, then Nico will agree to the alliance. Otherwise he will tell you thanks but no thanks to joining this new coalition,
The Habitat
Welcome to the Habitat, the largest city on the ship home to the noble Protectors, noble Brotherhood, and noble Church factions.

You’ve likely already learned a bit about the three major factions that struggle to rule the ship but let’s do a very brief refresher since we’ll be dealing with them quite a bit.

Protectors aka Protectors of the Mission. This group ostensibly strives to uphold and maintain the original mission of the ship to ensure that we all reach Proxima Centauri safely. They’re big into tradition and bureaucracy and admission to their ruling council is hereditary. They recently executed the traitorous Commander Matheson (for collaborating with the Brotherhood) and his demise has kicked off a new wave of civil-rights violations courtesy of their trigger-happy security forces. Commander Silas Reis is the new commander and he is keen not to meet his predecessor's fate.

Brotherhood aka The Brotherhood of Liberty. Descendants or adherents of the rebel's side during the Mutiny, the Brotherhood struggles to free the ship from the shackles of the Protectors to ensure all men remain free. But, they may have suffered a bit of mission drift in the years since the Mutiny and are now mostly concerned with holding onto the power they’ve accumulated. Their Chairman, William Hanson is the longest serving Chairman of the Executive Council.

The Church aka The Third Side. Birthed in the fires of the Mutiny, the Church seeks another way forward, a way based on Faith with a capital F. Like the other two factions they’re heavily armed and keen to control the Ship, they also have the best holographic statues on the Habitat level. Chaplain-General Abraham Davis is keenly aware that the Church's path to power requires the Brotherhood and Protectors at each other's throat, it would be a shame if someone were to fans the flames of hatred in the Habitat.

When you arrive at the Habitat from the Factory you’ll be deposited at the Train Station on the top level of the Habitat. Each of the three factions maintains their own entrance into their respective districts. There’s also a large cargo elevator that will take you to the Shuttle Bay to the east.

There are two merchants here, one that offers gear and Biotech training ($300 for 150SP) as well as a mutant from the Heart hawking high-tech grenades. With Master Trader you can convince the mutant to sell you a Scoped Energy Rifle with 12x Energy Cells for $1800. With Master Trader, or Streetwise 4 (+0SP) you can convince the Biotech trainer to sell you a Painkiller (Synthetic Heart Upgrade Chip, +1 HP Regen) for $400.

To the left of the mutant is a locked shipping container, Lockpick 2 (+20SP), with a locked crate Lockpick 3 (+20SP) inside.

Train Station Crate: 24x .45

There's an unwary patron at the nearby bar with a heavy purse, relieve them of it with Steal 5 (+40SP) for $132.

Regardless of who you intend to eventually side with, if anyone, you’re free to take the introductory missions from each of the factions, we’ll let you know when it’s time to commit to a side for the endgame.

The Brotherhood has the closest entrance to the Train Station where you arrived, so we’ll be starting with them. If you were shanghaied by Garret while leaving the Factory, he'll return you to the top of the Habitat after your discussion with Hanson concerning the Pit's future.

Head past the Brotherhood checkpoint and go down the elevator to arrive at the Plaza. Ultimately, we’d like to see the man in charge, Chairman Hanson, but we’re going to have to do a little grunt work first to prove our competency.
Habitat - Brotherhood
Brotherhood of Liberty

There are two shops on this level, a weapons and armor dealer Liberty For All, a standard Medbay with an implant machine, and there is also a bar the Burning Heart located nearby.

If you’re inclined towards thievery there are a few targets of opportunity.

Steal Liberty For All - Steal 4 (+40SP) - 36x .45
Steal Brotherhood Medbay - Steal 4 (+40SP) - 2x Aggro
Steal Burning Heart - Steal 5 (+40SP) - $215, Steal 5 (+40SP) - $193, Steal 6 (+40SP) - $248

If you encountered Hargrave in Mission Control, and he survived that encounter, you can find him at the Burning Heart toasting his recent looting spree. He'll show off a Power Cell MK2 that you can make yours with a Steal 7 (+40SP) check.

With Sneak 6 you can ♥♥♥♥♥foot your way into someone's domicile near the elevators. Steal 4 (+20SP) from the sleeping man for $136 and an extra +40SP to Sneak. Unlock his dresser with Lockpick 3(+20SP) for another $128 and +20SP to Sneak.

There is another opportunity for a second-story man in the square below the weapons shop. Sneak 6 will enable you to get into a Brotherhood warehouse guarded only be security cameras. Get to the locker, unlock it with Lockpick 7 (+20SP) gain a bonus +20 Sneak SP.

Brotherhood Warehouse Locker - Heat Absorber MK1, Energy Cell x12

Nearby there is a damaged door leading to a storage pod. With Electronics 5 (+20SP) or Lockpick 5 (+20SP) you can open the door. Within there is nothing but worthless spare parts. But, you'll attract the attention of a nearby security officer. With Critical Strike 6 (+40SP) you can murder the officer, shove his body in the pod, and take his Ranger (pistol) for your troubles. If you're unable or unwilling to murder the officer, you can also claim you were only trying to help for +1 Brotherhood Reputation.

Speak with Simon Anders, one of the Brotherhood’s Political Officers, he’s standing in the middle of the plaza outside the Brotherhood’s HQ. He’ll ask you to attend a meeting and make some friends during The Coming Storm. Now don’t worry, Mr. Murderhobo will have the opportunity to turn those meetings into unnecessarily violent expressions of the Brotherhood’s disapproval of rebellion, rebellion against the Brotherhood that is.

Head west and speak to the guard at the checkpoint to the Residential District. Let him know you’re a secret undercover operative, for some reason, and proceed through.
Habitat - Brotherhood - Residential
Head down the elevator to the Residential District and meet Travis, duly elected representative of the free people of Block 17. Talk to him instead of leaving immediately and he’ll mention that a gentleman named Whatley has been selling surplus N-Tabs (free food distributed to everyone on the ship). Offer to help Travis and he’ll direct you to the Tranquil Terrace building where Whatley resides so you can start N-Tab Profiteering.

Pop into the Golden Sunrise apartment building, you’ll interrupt an alleged Church propagandist being evicted from the building. Feel free to stick your nose into what is clearly none of your business. You can of course just murder the Brotherhood’s shakedown militia for some paltry loot but the Brotherhood will be displeased if you do (-3 Brotherhood). If you can convince the goons that you are in fact a Political Officer of the Brotherhood, Impersonate 4 (+40SP), you have a few options to curry favor with the Church or Brotherhood, and earn some cash while doing so.

  • Impersonate 4
    • ”Now what were you saying?”
      • ”Evidence is damning” (+1 Brotherhood Reputation, -2 Church Reputation)
      • Persuasion 4 (+40SP), (+1 Church Reputation)
        • Streetwise 4 (+40SP) ($225, +90XP)
        • ”Then why are you still here?” (+1 Church Reputation, +90XP)
      • ”Is he not free?”
        • Streetwise 4 (+40SP) (+2 Church, +90XP, $225)
        • Persuasion 4 (+40SP) (+2 Church, +90XP)
        • ”Well said” (+1 Brotherhood, -2 Church Rep)
    • “I’m working for” - Can walk away, or start combat (-3 Brotherhood Reputation, +90XP)
    • “Leave now” - Start combat (-3 Brotherhood Reputation, +90XP)

    No bonus to speech skills for solving the problem diplomatically.



    Habitat - Brotherhood Shakedown
    Name
    HP
    ACC
    EVA
    INIT
    Thermal
    R.Optical
    R.Toxic
    Gear
    Pistol Brotherhood Officer
    50
    98%
    34%
    44
    0%
    0%
    0%
    Combat Knife, Hauser 67, Ballistic Vest, Worker Jacket (Black), Heavy Boots
    Blunt Brotherhood Officer
    50
    88%
    46%
    26
    50%
    40%
    0%
    Truncheon, Bucket Helmet, Scanner, Scav Armor, Scav Jacket, Raider Armguards, Worker Boots

    Difficulty: Very Easy, two low level goons with sub-par equipment
    Tactical Notes: Tactics are not required

    +90XP if you kill them or persuade them with Speech skills.

    Proceed down the street to the illustrious Tranquil Terrace, a multi-tiered coffin hotel for members of the Brotherhood who lack the social credits or political power to live elsewhere. Out front you’ll find two merchants. The merchant on the left is selling high-end but badly damaged armor, a high STR build with Armored Warfare may find some value there but for most characters the penalties will be too onerous for the incremental DR. The merchant on the right isn't selling anything, but he can be persuaded to train you in the fine art of Electronics, $300 for 150SP.

    Quickly steal from the hard-working folks manning their booths.

    Damaged Armor Trader - Steal 3 (+40SP) Scav Helmet
    Electronics Trainer - Steal 5 (+40SP) Damaged Subdermal Armor

    There's also a bunkhouse nearby, slip in with Sneak 4 then pickpocket the sleeper with Steal 4 (+40SP) $52 and +20 Sneak SP. There's a locked chest as well Lockpick 2 (+20SP), +20 Sneak SP, 1x Electronics Module.

    If you spoke with Travis and started the quest N-Tab Profiteering you’ll be able to head inside where you’ll speak to Whatley, local N-tab dealer. If you can convince Whatley to work with you then you’ll be able to trace the N-tab supply chain back to its source, Menzel. If you can’t, you can still scare him enough to get him to quit the N-tab game, report back to Travis for a small reward.

    • Impersonate 4
      • Persuasion 3 or Streetwise 3
    • “I can shoot you”
      • Are you a lawyer?”
        • ”Then spare me your thoughts”
          • Impersonate 4
            • Persuasion 3 or Streetwise 3
          • Street3
            • Persuasion 4 or Streetwise 4
          • You’ll have to answer for it”

    Disposition success at the end of the conversation leads to $200, +90XP, +40SP to all speech skills, and you can continue your quest to find Menzel in Friend in High Places.

    Return to Travis to report your success, even if you didn’t succeed in getting the clue to Menzel for $100, +60XP thus closing out N-Tab Profiteering.

    Just before the barricade to the south there is a ruined electronics console that can be salvaged with Electronics 1 (+20SP) for 1x Electronics Module.

    Proceed south through the street barrier and you’ll be accosted by some Brotherhood soldiers. You can leave peacefully by telling them you’re working for Anders, convince them you’re an envoy on official business for some Streetwise skill points and XP, or punch them in their big fat faces for getting in your way. The Brotherhood will not be happy (-3 Brotherhood) if you punch them in their big fat faces even though it is entirely justified.

    • “Working for Anders”
    • Streetwise 3 (+160SP, +90XP)
    • “None of your business” (+90 XP, -3 Brotherhood)



    Habitat - Brotherhood Bored Soldiers
    Name
    HP
    ACC
    EVA
    INIT
    Thermal
    R.Optical
    R.Toxic
    Gear
    (Sgt) Pistol Brotherhood Soldier)
    60
    104%
    50%
    27
    0%
    0%
    0%
    Blackjack, Hauser 67, Scav Helmet, Enforcer Armor, Gunslinger Jacket, Heavy Boots
    Blunt Brotherhood Soldier
    50
    119%
    59%
    26
    0%
    0%
    0%
    Blackjack, Safety Helmet, Improved Assault Armor (Trooper), Diver Armguards, Raider Boots
    Bladed Brotherhood Solier
    50
    124%
    60%
    49
    30%
    70%
    0%
    Combat Knife, Work Goggles, Ballistic Vest, Scav Jacket, Heavy Boots

    Difficulty: Easy, even with an initiative penalty they’re just not very scary
    Tactical Notes: Shoot the sergeant first? They’re really not scary.
Habitat - Brotherhood - The Coming Storm
Proceed further down the street to the Fair Haven apartment building. There’s a crowd out front with a young rabble-rouser named Reaper trying to whip them into a mob. He’s not very good at this and he’ll need your help dealing with some unsavory elements in the crowd. You can either use your speech skills to defuse the situation or you can crack some belligerent heads.

  • Support the speaker
    • Persuasion 4
      • Streetwise 5
      • Fight
  • Streetwise 4 plus an automatic Combat reputation check for additional Disposition, if it pushes you over 10 disposition you automatically win the speech challenge without another speech check
    • Streetwise 5
    • Fight
  • Provoke worker - Initiative combat

Successfully persuading awards a bonus of +100SP to speech skills. Attempting to persuade them and failing the Disposition challenge results in an initiative penalty during the resulting combat.



Habitat - Brotherhood Workers
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Blunt #1 Brotherhood Worker
50
88%
38%
28
0%
0%
0%
Utility Bar, Safety Helmet, Worker Jacket (Black), Protective Sleeves, Worker Boots
Bladed Brotherhood Worker
70
92%
34%
29
30%
70%
30%
Slicer, Work Goggles, Common Respirator, Worker Jacket, Protective Sleeves, Worker Boots
Pistol Brotherhood Worker
40
102%
48%
52
50%
40%
50%
Camp Knife, Blunderbuss, Diver Helmet, Scanner, Studded Vest, Gunslinger Jacket, Raider Armguards, Heavy Boots
Blunt #2 Brotherhood Worker
50
72%
40%
26
0%
0%
20%
Warhammer, Safety Helmet, Face Mask, Worker Jacket, Protective Sleeves, Worker Boots

Difficulty: Easy
Tactical Notes: Low level goons again, decent offensive power but trivial armor that you can burst through easily

Whether you choose to talk or fight you’ll receive +90XP for helping Reaper.

There's a Lockpick 3 (+20SP) chest with poor loot inside and an Electronics 1 (+20SP) trashed small-screen TV to salvage in front of the Fair Haven.

Fair Haven Loot Chest - Ruined Implant, 12x 5.56

Reaper will be so thankful for your help that he’ll try to bring you into his secret rebellion club, return to Anders to give him an update on The Coming Storm. At this point you can head back to the Fair Haven to meet with Storm and her acolytes, or, if you want to provide the Protectors with an asset inside Brotherhood territory you’ll need to go do some work for the Protectors before coming back. Mr. Murderhobo does not possess the speech skills to actually convince Storm to do anything, so we’ll just move on to murdering the rebels.

Return to Fair Haven, and chat with Reaper. With a Streetwise 4 (No SP) check you’ll notice that he’s too eager, even for a 20-something caught up in an exciting movement led by an attractive woman. If you can call Reaper on his enthusiasm he’ll admit that Storm has a security turret wired up in her apartment. You can have him take you to the generator room the turret is hooked up to. With a Lockpick 5 (+20SP) check you can open the door. A Computers 4 (+20SP) check will let you into the computer system, you can then use Computers 5 (+80SP) to silently disable the turret, or a Computers 6 (+170SP) check will let you remotely activate the turret, killing two of Storm’s guards. You can also pass an Electronics 5 (+80SP) check to silently disable the turret.

Activating the turret with the Computers 6 will start combat automatically when you leave the generator room, two of Storm's crew will be dead. Otherwise you can attempt to negotiate with Storm when you leave.

  • “That’s what I’m here for” - Loops back to beginning of conversation
  • “Words are cheap”
    • Persuasion 5 or Streetwise 5
      • Persuasion 6 or Streetwise 6
        • ”Better than throwing your lives away” - Leave peacefully
        • Charisma 8 - Storm works with Anders to setup shop in the Protectorate, +2 Brotherhood Reputation
        • If Spy Hunt is complete you can persuade Storm to work with Buford of the Protectors to cause problems for the Brotherhood
  • “An object lesson” - Starts combat
Completing the speech challenge successfully awards +115SP to all Speech skills.



Habitat - Brotherhood Storm
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Storm
50
102%
34%
38
0%
0%
0%
Subdermal Armor, Energy Shield, Regen, Toothpick, Webler, Enforcer Armor, Gunslinger Jacket (Yellow), Diver Armguards, Guard Boots
Shotgun Dissident
40
122%
53%
51
30%
70%
30%
Flashbang (standard), Camp Knife, Scrapper, Scav Helmet, Work Goggles, Common Respirator, Trooper Armor, Scav Jacket, Raider Armguards, Guard Boots
Rifle Dissident
40
104%
38%
30
30%
70%
0%
Regen, Camp Knife, M16, Scav Helmet, Work Goggles, Old Enforcer Armor, Scrapper Coat, Ranger Armguards, Guard Boots
Blunt Dissident
50
112%
36%
26
30%
70%
40%
Aggro, War Club, Safety Helmet, Work Goggles, Half Mask, Damaged Heavy Ballistic Vest, Scav Armguards, Scavenger Boots
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56
Difficulty: Hard without using the generator room
Tactical Notes: Reasonable equipment and skills with a mid-tier turret in the back. Focus down the melee user first then Storm. Storm has learned valuable lessons about leadership in the Habitat, the first of which is that real leaders don’t wear helmets.

Regardless of your approach you earn +90XP for defusing the rebellion.

Return to Anders, if you didn’t automatically, to complete The Coming Storm for +2 Brotherhood reputation (+4 if you passed the Charisma 8 check), +60XP and access to the Brotherhood’s Chairman, William Hanson.

If you convinced Storm to join forces with the Protectors, then return to Buford for an additional +3 Protector reputation and 24x Energy Cells.
Habitat - Brotherhood Admin District
Chairman William Hanson is very interested in making the acquaintance of a “capable outsider”, he has work for a man with your skills. Hanson was in secret negotiations with the now deceased former head of the Protectors, Commander Matheson. The fact that they were caught means there was a Traitor in Hanson’s council and he wants to find out who betrayed him. He directs you to talk to Sheffield, the Protector’s intelligence tsar, how that happens he leaves up to you.

If you have spoken to the Church Archivist about the life-support machine in the Armory you can offer the machine to Hanson and the Brotherhood, doing so awards +8 Brotherhood reputation. Of course Hanson doesn’t completely trust you yet, he directs one of his troubleshooters, Garett, to meet you at the ECLSS aka House of Ecclesiastes to speak with the monks who run the ECLSS about the machine.

If you persuaded Whatley to give up his supplier you can now follow up on Friend in High Places. Leave Brotherhood HQ and head up a bit to the nicer part of town, let the guard know you have a delivery for citizen Menzel.

You have three options for dealing with Menzel, diplomacy, stealth, and good old fashioned fisticuffs. With sufficient Speech skills you’ll be able to walk away with a cool $2,000. Sufficiently sneaky individuals will be able to pick up a nice Power Cell and Five-Shooter. Murdering everyone will allow access to those same supplies but will incur a hefty penalty (-4 Brotherhood) to your reputation with the Brotherhood.

If you’d like to talk your way out, simply walk up to the door guard and let them know you’re here to speak to Menzel, Persuasion 4 (+40SP) or Streetwise 4 (+40SP) will let you in the door, otherwise you’ll start combat.

  • Impersonate 5
    • Impersonate 6 or Streetwise 6
      • Persuasion 7 or Streetwise 7
  • “This is a robbery” -> Combat

Succeeding here via Speech will award $2,000, +90XP, and +130SP to all Speech skills.

Otherwise direct your attention to the locked door to the right, Lockpick 4(+20) to open the door. Within there is an air purifier as well as an air vent leading into the apartment. If you’d like to sneak your way in, do not use the air purifier as it will begin combat, instead make your way through the vent to begin your looting spree.

Your main objective is to make your way to the leftmost room and steal the goodies within. You can choose to leave earlier, but grabbing the goods without alerting the guards awards an additional +140 Sneak SP on top of the bonuses for stealing from each room.



Loot rooms right to left:

Lockpick 3 (+20SP) : Scanner, +20 Sneak SP
Lockpick 4 (+20SP): Five-Shooter, +20 Sneak SP
Lockpick 6 (+20SP): Power Cell MK1, Pulse Grenade, +20 Sneak SP

If you’re caught you’ll need to fight your way out and you’ll suffer the same reputation penalties as if you had initiated combat normally.

If you’re not one for talking or sneaking you’ll be doing some murdering. The air purifier machine behind the locked door can be tampered with with an Electronics 6 (+20SP) check, doing so will allow you to initiate combat with massive penalties for Menzel and his crew. If you lack the Electronics skill then you’ll just be kicking down the door and fighting your way in, have fun!



Habitat - Brotherhood Menzel
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Menzel
50
78%
26%
24
50%
70%
0%
Bowie, Pilot Goggles, Gunslinger Jacket, Heavy Boots
Shotgun Thug
50
122%
46%
33
50%
50%
30%
Regen, Combat Knife, Spartan, Enforcer Helmet (Visor), Common Respirator, Enforcer Armor, Scrapper Coat, Ranger Armguards, Guard Boots
SMG Thug
40
110%
46%
48
30%
70%
50%
Toothpick, Old Stanley, Diver Helmet, Work Goggles, Enforcer Armor, Scrapper Coat, Ranger Armguards, Guard Boots
Rifle Thug
40
114%
52%
35
50%
55%
60%
Combat Knife, Pipe Dream, Ballistic Helmet, Heavy Ballistic Vest, Enforcer Armguards, Welding Boots
Bladed Thug
40
114%
68%
63
30%
70%
0%
Exo-Spine, Distortion Field, Regen, Aggro, Bowie, Enforcer Helmet, Work Goggles, Scav Armor, Gunslinger Jacket (Blue), Scavenger Boots
Difficulty: Hard without using the air purifier
Tactical Notes: As usual the melee combatants are high priority targets while they’re juiced up on angry juice. Menzel himself has some expensive gear but is not very threatening otherwise.

Once combat is over you’re free to loot the nearby containers detailed in the stealth section but you don’t receive any bonus Sneak SPs.

+90XP for the encounter regardless of approach.

Once you leave Menzel’s you’ll be awarded +60XP for completing Friend in High Places.

We're done, for now, with the Brotherhood, we'll be back after visiting our friends in the Church and Protector districts.
Habitat - Church
Head back to the Habitat Entrance and make your way to the Church's entrance. Take a moment to enjoy the view and party banter before heading down the elevator to the Church's administrative district.

If you have Lockpick 5(+20SP) you can unlock a door near the elevators and loot a crate nearby.

Church Maintenance Crate: Clawhammer, Safety Helmet

Examine the exquisite holograms while you make you way to the central plaza. Along the way there is a Church Warehouse behind a Lockpick 5 (+20SP) door. With Sneak 6 you can enter the warehouse and make your way to the locked Lockpick 7(+20SP) (bonus +20 Sneak SP) locker.

Church Warehouse Locker - Judgement, Last Rites, Ranger Coat (White)

Talk to Elona who can grant you an audience with Chaplain-General Abraham. Of course, you'll need to do a little work ferreting out a Deviant Faith that has taken root in the residential district. Elona is very clear that she wants this handled without resorting to violence, and sadly this will be one of the few quests where murdering is not in fact the solution to your problems.

Before heading down to the residential district check out the two shops to the south, Blessed Arms and the Church's Medbay. Blessed Arms sells a variety of weapons and gadget components while the Medbay sells stims, medkits, implants, and has an implant machine. Both offer targets for your thief.

Steal Blessed Arms - Steal 4 - 48x Shells
Steal Church Medbay - Steal 4 - 2x Aggro

To the northwest of the shops is a private apartment with a couple sleeping inside. No, we're not murdering them, we're stealing from them! Sneak 4 (+20SP) to gain access.

Steal Church Couple - Steal 5 - 228 Credits, also awards +25 Sneak SP

There's a cafeteria for hungry Church-goers on the northwestern edge of the map, while the bread and fishes are mediocre there are two opportunities for theft:

Steal from Reverend Marvill at the Five Loaves - Steal 6 - Apostolic Heights access card
Steal The Five Loaves Patron #1 - Steal 5 - $284
Steal The Five Loaves Patron #2 - Steal 6 - $390

There's a locked wardrobe inside that can be unlocked with Lockpick 3(+20SP), also awarding +20 Steal SP.

Church Couple Wardrobe - Gunslinger Jacket (Blue)

If you were able to steal the Apostolic Heights access card, then head to the eastern side of the map and show the keycard to the guard. With Impersonate 4 (+40SP) or Streetwise 5 (+40SP) you can convince him to let you in. If you completed Jia's job in the Pit, and left on good terms by splitting the money with her then she will appear and ask for your help deactivating the forcefield around a safe. With Computers 6 (+20SP) you can deactivate the field, Jia will unlock the safe and hand you an Emitter MK2 as a reward. Afterwards you can loot the apartment for a few goodies and then leave before the Reverend gets suspicious and reports his missing card.

Lockpick 2 (+25SP) Chest of Drawers - $112
Lockpick 3 (+25SP) Chest of Clothes - Infiltrator Jacket
Lockpick 4 (+25SP) Small Chest - Last Rites
Habitat - Church - Residential
Head down to the Residential Decks. Another church representative, Enoch, will ask you to deal with some nearby Troublemakers. Walk to the left and you'll see the trio of troublemakers Enoch mentioned.

If your Speech skills aren't up to snuff you can get a boost from the old man nearby who is willing to train you in the fine arts of Persuasion (+150SP) for $300.

  • “No stranger to drills”
    • Persuasion 5 or Streetwise 5
      • Impersonate 4
        • Persuasion 4
      • Persuasion 6
    • "Pit welcomes all" - soldier leaves for the Pit
  • “Pit welcomes all” - soldier leaves for the Pit

Passing the Disposition check awards you +90XP, +40 SP to all speech skills, and the soldier will stay with the Church to fight.

Return to Enoch to complete Troublemakers for +60XP and +2 Church reputation.

Now let's find that troublesome dissident priest, He's on the other side of the courtyard in a small alcove.

  • Persuasion 5 or Streetwise 5
    • Persuasion 6 or Streetwise 6

Passing the Disposition challenge awards +90XP, +40SP to Speech skills and you'll be able to report success to Elona.

Before you go, make sure to Steal 6 (+50SP) the $247 the nearby generous resident wanted you to have.

There are a few more sights to see on the lower level of the Residential Deck.

Head south and down the stairs. Look a dumpster! Behold its magnificence, then unlock it Lockpick 3 (+20SP). This counts as one of the three sights to see.

Locked Dumpster - Ruined Implant, 1x Electronics Module

And look, pass the dumpster, a barricade of some kind that must be opened, and what lies beyond the barricade?

There's a group of Church patrolmen looking for vagrants, deserters, and litterers. You can let them know that you're on an errand for Sister Elona and they'll let you continue on, or you can pick a fight with them for interrupting your sight-seeing tour.



Habitat - Church Residential Patrol
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Pistol Officer
60
114%
45%
43
50%
50%
0%
Blackjack, Hauser 67, Enforcer Helmet (Visor), Enforcer Armor, Explorer Coat (White), Ranger Armguards, Guard Boots
Blunt Guard #1
50
119%
59%
30
0%
0%
40%
Aggro, Blackjack, Safety Helmet, Half Mask, Heavy Ballistic Vest, Scav Armguards, Guard Boots
Blunt Guard #2
50
124%
60%
49
30%
70%
50%
Blackjack, Diver Helmet, Work Goggles, Ballistic Vest, Scav Jacket, Diver Armguards, Scavenger Boots
Difficulty: Easy
Tactical Notes: The sergeant has a snazzy white coat, you'll definitely want to loot that

Killing the patrol is worth +90XP but you'll lose -3 Church reputation.

Past the patrol there is a warehouse full of Church recruits being trained by one Bo
"Mad Dog" Thomson, formerly of the Protectors, now in the employ of the Church.

Bo Thomson is of course wanted by the Protectors, once you've spoken with the Protector's bounty hunting office you'll be able to come back here and pick a fight with Bo and his trainees. You can also choose to leave him alone for +90XP, and +1 Church Reputation, but you won't be able to turn in his bounty.



Habitat - Church Thomson
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Thomson
60
138%
58%
41
50%
40%
25%
Subdermal Armor, Synthetic Heart, Energy Shield, Regen, Aggro, Blackjack, Rusty Doomsayer, Enforcer Helmet, Scavenger Goggles, Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor
Rifle Recruit #1
40
104%
40%
29
0%
0%
0%
Blackjack, Rusty XM5, Scav Helmet, Scav Armor, Shield Armguards, Guard Boots
Rifle Recruit #2
40
112%
52%
32
0%
0%
0%
Blackjack, Hauser 67, Scav Helmet, Custom Ballistic Vest, Shield Armguards, Guard Boots
Rifle Recruit #3
40
122%
42%
43
30%
15%
0%
Blackjack, Scoped Old Betsy, Bucket Helmet, Maintenance HUD, Ballistic Vest, Shield Armguards, Guard Boots
Blunt Recruit
50
116%
44%
25
0%
90%
30%
Blackjack, Old Welding Helmet, Scav Armor, Scav Armguards, Scavenger Boots
Blunt Recruit
50
116%
44%
25
0%
90%
30%
Blackjack, Old Welding Helmet, Scav Armor, Scav Armguards, Scavenger Boots
Difficulty: Hard, Mad Dog is a tough son of a gun and he's got a small army backing him up.
Tactical Notes: Mad Dog's Captain feat makes him a priority target, it's a huge buff for his team. He's heavily armed and armored but his riflemen are wearing sub-standard armor. They've got decent accuracy but I'd left them hang back taking potshots at range while you take down the captain and his melee bruisers.

+90 XP for winning the combat encounter, but -3 Church reputation. Return to the Protector's bounty office for +1 Protector reputation and $750 once the Mad Dog has been put down.

We're done with the residential decks, head back up the elevator and speak to Elona.
Habitat - Church Administrative District
Now that we've handled our little errands in the Church's residential district we should return to Elona and report our success, or failure.

+60XP for completing Deviant Faith regardless of outcome.

If you successfully persuaded Prophet John you'll receive +4 Church reputation and you'll be granted an audience with the Chaplain-General. If you failed to persuade Prophet John you may still be granted an audience if your Church reputation is sufficiently high (5+).

If you've been granted an audience you'll be sent to speak with Chaplain-General Abraham. He won't have any immediate work for you but he'll fill you in on the political realities the Church is facing, the need to keep the Protectors and Brotherhood at each other's throat while the Church continues building strength.

If Nico asked you to seek the Church's aid during With Friends Like These you can mention it to Abraham, but nothing will come of it.

If you've spoken with the Church archivist about the life-support machine you can offer it to Abraham for +8 Church reputation as well as the services of Mathias who will come with you for your meeting with the monks of the ECLSS.

We're done with the Church for now, let's visit the Protector's district, I'm sure they'll welcome us with open arms.
Habitat - Church - Archives
The Church contains a very important archive you'll want to access. Head to The Annals near the residential deck elevator and speak to the archivist inside about the mystery machine in the Armory. Surprise! It's a portable life-support system, which is a big deal on a ship that relies on a secretive group of techno-monks to keep the lights on and the N-tabs flowing.

+60XP for advancing The Holy Grail.

If Morgan was persuaded to leave by Faythe, i.e. he is alive and you didn't kick him out by flashing a Regulator badge, you will encounter him as you leave the Archives. He will ask for your help getting a trading license with the Church.

Talk to Elona, if you tell her Morgan is not a suitable trading partner then you'll receive +2 Church Reputation, and +60XP, Faythe will not like this. If you want to persuade Elona to grant Morgan a license, you'll need to pass a Persuasion 4/ Streetwise 4 -> Persuasion 5 / Streetwise 5. Success means +60XP, +40SP to all Speech skills, and a Hauser 92. Faythe will like this!

Now that you've learned more about the machine you can offer it to one of the three faction leaders, once you've gained an audience with them. Doing so will award you +7 reputation with the chosen faction as well as a new faction-specific companion who will accompany you on your mission to the ECLSS. Don't worry though, you'll be able to renege on your agreement later if the mood takes you.
Habitat - Protectors
Welcome to the home of the Protectors, the noble inheritors of the Ship's Mission.

Unlike the Brotherhood and the Church, the Protectors will not be welcoming a group of heavily armed strangers into the heart of their administrative district. Unless you can do them a little favor of course.

Talk to the man manning the checkpoint to the rest of the district, Officer Buford. He'll fill you in on the current rather tense situation. Apparently the former Commander of the Protectorate was recently executed for treason so they've locked down entrance into the administrative district to citizens only. Citizenship can be earned with a five-year military term, but ain't nobody got time for that. Luckily, Buford has another option for you, if you can find the Brotherhood spy operating in Protector territory then our good friend Buford can expedite your citizenship papers and get you into the administrative district. Time for a Spy Hunt in the residential decks.

Head towards the elevator down, there's a poorly watched box of ammunition on a nearby crate to steal.

Steal 5(+25SP) - 48x 5.56

Head down the elevator and to the checkpoint.

Along the way you can chat with a maintenance worker who offers to teach you the finer points of Lockpicking, $300 for 150 LP.

The friendly officer manning the checkpoint offers to escort you further into the district.

Surprise! You've been mistaken for a Brotherhood spy and are about to spend a short and uncomfortable time in a Protector detention detection center unless you can convince them to let you go. Said persuasion may take the form of a 16lb sledgehammer to the face depending on your preferences.

  • “I’m not a spy”
  • Impersonate 5
    • Persuasion 5 or Streetwise 5
  • Streetwise 5
    • Persuasion 6 or Streetwise 6
  • Critical Strike 6 (+40SP) - kills the Warden, initiates combat
  • Fight your way out - initiates combat

Talking your way out is worth an extra +100SP to all Speech skills.



Habitat - Protector Detention Center
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Warden
50
100%
50%
25
50%
50%
0%
Blackjack, Hauser 67, Enforcer Helmet (Visor), Heavy Ballistic Vest, Enforcer Armguards, Enforcer Leg Armor
Blunt Officer
40
118%
58%
32
50%
50%
0%
Aggro, Blackjack, Enforcer Helmet (Visor), Heavy Ballistic Vest, Enforcer Armguards, Enforcer Leg Armor
SMG Guard
60
114%
46%
32
50%
40%
0%
Regen, Combat Knife, Rusty XM5, Enforcer Helmet, Scanner, Reinforced Guard Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Shotgun Guard
50
100%
62%
27
0%
0%
80%
Regen, Combat Knife, Rusty Doomsayer, Damaged Enforcer Helmet, Biolab Gas Mask, Heavy Ballistic Vest, Enforcer Armguards, Guard Boots
Difficulty: Medium
Tactical Notes: Mid-tier weapons and heavier than usual armor. No real standouts in terms of danger, just focus fire one-by-one to bring them down.

You'll be award +90XP for leaving the detention center. If you had to kill everyone to do so you'll be slapped with a -3 Protector reputation penalty.

If you talked your way out you'll be released and can walk north to enter the underground maintenance area. If you fought your way out you'll need to dive into the nearby hatch for dead bodies, the detention center seems to have a surplus of those for some reason.
Habitat - Protectors Spy Hunt
The maintenance area below the detention center is a warren of locked corridors and heavy machinery, the perfect place for a Brotherhood spy to hide out.

If you came in through the dead bodies chute you'll immediately gain the confidence of one of the workers who will point you towards the spy and will give you the keycard to open the door to the spy's room.

If you walked in you'll need to convince the workers to assist the glorious Mission by ferreting out the Brotherhood spy.

  • Persuasion 5
    • Charisma 8
    • Impersonate 6
      • Persuasion 6 or Streetwise 6
  • Impersonate 6
    • Persuasion 6 or Streetwise 6

Winning the Disposition challenge yields +90XP and +55SP to all Speech skills as well as a keycard to the spy's room.

Leave the bio-recycler room. To your right is a little party being put on by the maintenance department, we'll head there later. For now head left. There is a locked door between you and the spy.

The access keypad needs to be repaired with Electronics 6 (+25SP) before you can hack it with Computers 5 (+20SP). Alternatively you can pick the lock with Lockpick 7 (+30SP) or use the keycard from the maintenance worker to unlock door.

Head inside to speak with the spy. You can either execute the Brotherhood spy for the glory of the Mission or help him escape back to the Brotherhood.

If you want to kill the spy you can either do it yourself or head to the nearby guard room with two turrets, let the Protectors know you've found the spy and they'll handle the rest. But that would be a waste of experience points! Get your hands dirty instead.



Habitat - Brotherhood Spy
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Spy
50
118%
57%
34
50%
50%
0%
Bionic Eye, Pulse Grenade, Cloaking Field, Combat Knife, Hauser 67, Enforcer Helmet (Visor), Infiltrator Armor, Infiltrator Jacket, Tactical Armguards, Enforcer Leg Armor
Difficulty: Very Easy
Tactical Notes: Select an attack, click as needed

+90XP for killing the spy, you'll automatically return to Buford to complete Spy Hunt. For actually killing the spy you'll receive $500, +3 Protector reputation and +60XP for completing the quest.

If you've decided to help the spy escape then things will get a bit more complicated.

In order to get the spy home we can talk our way past the tunnel guards, murder the tunnel guards, or take advantage of a broken maintenance hatch to escape.

If you'd like to talk your way out simply walk up to the guards and convince them that you're on a top secret mission from high command, easy peasy.

  • Critical Strike 7(+30SP) Kills the guard with the Rusty XM5, starts combat
  • Start combat with Initiative Bonus
  • Impersonate 7
    • Persuasion 6 or Streetwise 6

Talking your way out grants an additional +135SP to all Speech skills, and +3 Brotherhood reputation.

You can also start combat from the dialogue with an initiative or Critical Strike advantage, but if you'd like to fight you're better served by doing a big more leg-work to turn their own turrets against them.

Head back down to the far right hand side and interrupt the worker's party. With Charisma 8 or Steal 5 (+80SP) you'll steal one of their keycards enable access to the side room adjacent to the tunnel guard's room.

Head back to the previously sealed side room, unlock the door and access the system with Computers 4 (+20SP). With Computers 5(+100SP) you can turn the turrets off, with Computers 6(+100SP) you can re-target the turrets to attack the Protector guards when combat starts. You can also open the nearby maintenance hatch with Computers 6(+25SP), doing so will allow the spy to escape without having to fight the guards.

If you'd like to sneak out quietly then repair the mechanical part of the maintenance hatch with Electronics 6 (+250SP) and 1x Electronic Module. +90XP and +3 Brotherhood reputation.

With the turrets disabled or suborned you can now sneak in the side door to start combat or quietly assassinate the guards standing watch. Assassinating the guards will grant the standard +20 Sneak SP and +20 Critical Strike SP but there is no Sneak bonus for quietly assassinating everyone, +90XP for helping the spy escape.

And of course, there's the obviously best solution which is to march into that room, whip out your hammer and let the Protectors know in no uncertain terms that it's murderin' time.



Habitat - Protectors Tunnel Guards
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) SMG Guard
60
106%
43%
29
50%
40%
80%
Regen, Aggro, Combat Knife, Rusty XM5, Enforcer Helmet, The Frankestein, Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Rifle Guard
40
122%
64%
50
0%
0%
80%
Gas (standard), Aggro, Combat Knife, XM7, Scav Helmet, Biolab Gas Mask, Enforcer Armor, Gunslinger Jacket, Diver Armguards, Guard Boots
SMG Guard
40
110%
46%
32
0%
0%
80%
Regen, Combat Knife, XM5, Scav Helmet, Biolab Gas Mask, Tactical Vest, Scav Jacket, Ranger Armguards, Guard Boots
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56
Difficulty: Hard if you charged in bravely without deactivating the turrets or assassinating the guard
Tactical Notes: The turrets will chew through lightly armored characters, Pulse grenades can stun them for two turns. Gas grenades are mostly useless here but Smoke grenades will hinder most of the enemy guards as well as the turrets.

+90XP for your victory in glorious combat and the gratitude of the spy.

Return to Buford, if you let the spy go you'll receive +60XP but no further rewards. Either way you'll be introduced to Commander Silas.



Habitat - Protectors Admin District
Helping out Buford, whether or not you actually helped him, will fast-track your citizenship papers and an introduction to Commander Silas.

Command Silas Reis, protégé of the late Commander Matheson, is a man in a tough spot and he needs a few good men to help him out. If you let the spy go you'll have the option of telling Silas you did so. Instead of having you executed for treason he'll ask you to go speak with William Hanson, Chairman of the Brotherhood, maybe there's a chance of salvaging the plan that Matheson was working on after all. You'll need to return to the Brotherhood to speak with Hanson.

If you killed the spy, or choose not to tell Reis about your conversation with the spy about Matheson's gambit, the Commander will have a new very important mission for you, Soldier of Fortune. Junction F14 has been under the control of the Brotherhood for far too long and it's up to you to help take it back! When you're done with Reis head outside. You'll be "asked" to speak with Sheffield, head of Mission Intelligence, we'll cover his dialog a bit further down.

If you've been to the Church archives, you'll now be able to offer the machine to the Protectors. If you do, you'll get +8 Protectors reputation, you will be given access to their maintenance deck entrance and you will gain the services of Cobra after talking to the monks in the ECLSS.

In the mean time you can check out the amenities of the Protector's Administrative District. On the right hand side of the map there is a well-stocked weapon shop, the Civil Defense Store, as well as a bog-standard Medbay.

Steal Civil Defense Store - Steal 4 - 32x .45
Steal Protector Medbay - Steal 4 - 2x Regen

There is a locked chest Lockpick 3(+20SP) near the Civil Defense Store.

Chest near Civil Defense Store - Utility Bar, 1x Electronics Modules

To the left of the main plaza you can find two more theft targets.

With Sneak 6 (+25SP) you can break into a group barracks. Inside is a Lockpick 6(+20SP), also awards +20 Sneak SP, locker as well as a pickpocket target.

Protectors Barracks Locker - Security Forces Helmet, Hauser 74
Protector Barracks Sleeping Soldier - Steal 4 - $162

One level up from the Barracks is a small store room with some nice weapons. You'll need to unlock the door with Lockpick 5 (+20SP) and you need a minimum of Sneak 5 to attempt the heist. Inside are two cameras and two locked lockers to pillage.

Locker 1 - Lockpick 7 (+30SP) bonus +30 Sneak SP for opening - Light Reflector MK2, Cloaking Device, Infiltrator Boots
Locker 2 - Lockpick 7 (+30SP) bonus +30 Sneak SP for opening - XM5, XM7

There is no bonus for sneaking out without setting off the alarm.

To the left of the barracks is a locked apartment Lockpick 4 (+20SP), with Sneak 5 you'll have an opportunity to filch $134 from a sleeping man, Steal 4 (+40SP) with a bonus of +20SP to Sneak.

Above the Barracks is the Bulwark, what passes for a bar around here, luckily there are plenty of friendly Protectors with heavy pockets and dulled senses.

Steal Bulwark - Steal 5 - $184, Steal 5 - $194, Steal 6 - $272

On the left hand side of the map you can find the Protector's Mission Justice, the enforcement arm of their judiciary. Said enforcement takes the form of bounty-hunting ne'er-do-wells of course. Their office has three bounties open at the moment, Six-Banger Jack, Nazar Harell, and Mad Dog Thomson.

Six-Banger Jack you may remember from the Factory, if you killed him then congratulations you've just earned $250 and +1 Protector reputation.

Nazar Harell can be found in the Shuttle Bay, if you end up killing him you'll receive $500 and +1 Protector reputation.

"Mad Dog" Thomson can be found in the residential district of the Church, his bounty is worth $750 and +1 Protector reputation.

Near the bounty office there is a lone passerby watching the speaker in the main square. She seems very keen to recruit someone To Stop The War! Agree to work with her and you'll gain an access code to a hatch on the Protector's Residential level.

Once you're done in the Protector's district head back to the Brotherhood's to speak with Hanson again. The To Stop The War! quest is in the next section due to Steam character limits.
Habitat - Protectors - To Stop The War
There's a maintenance hatch on the Protectors Residential level, if you've gotten the code from the woman in the plaza at the start of To Stop The War then you'll be able to access the hatch. Your primary goal is to make your way to the second floor and retrieve data from the servers there. Given that there are four floors you may intuit that there will be obstacles involved.

If you're not stealthy, or you just love the Protectors then you can alternately turn the obvious Brotherhood spy into Buford for $600, +4 Protectors Reputation, and +60XP, which seems much easier to be fair.

This is fairly difficult stealth sequence, you only get one shot at this so if your first attempt doesn't go well you may want to come back later with a few more levels of Sneak or an upgraded Cloaking Field. Or, you can come early, grab some good loot, and then get kicked out, up to you!

First Floor


On the first floor there is one patrolling guard, behind him is small room with a security locker with a Lockpick 7 (+20SP) lock, picking it yields a bonus +20 Sneak SP.

First Floor Locker - Cloaking Field, Power Cell MK2, 12x Energy Cell, EM Deflector MK2

Head to the elevator, try to go to the 2nd floor, fail, go to the 3rd floor. 

Third Floor


Welcome to the 3rd floor, it's much nicer than the 1st floor. To the north is an office, on a desk in the office is a gun case Lockpick 4 (+20SP).

Office Gun Case - Colt Classic

To the south is a room with a guard patrolling a conference table. It's a very important conference table, don't judge. On said conference table is an ID card that you should help yourself to. Despite the fact that this guard has spent the last nine hours circling the table he will not notice the missing card. Attached to the conference room is a bathroom in case you forgot to go before the mission. Head back to the elevator, head down to the 4th floor.

Fourth Floor


There is a patrolling guard and a computer terminal on the north side. Bring your access card to the terminal, upgrade your card Computer 4(+20SP) to enable entry onto the 2nd floor.

Second Floor


Finally, the 2nd floor. Let's do some quick plundering before we accomplish our primary objective. To the south is a small office with a treasure chest inside, Lockpick 6 (+20SP) to claim the booty, get a bonus +20 Sneak SP for your troubles.

2nd Floor Gun Safe - Energy Pistol, 12x Energy Cells

The door to the east Lockpick 4(+20SP) plus a bonus +20 Sneak SP, leads to the server terminal. Retrieve the data, gain +40 Sneak SP, and exit the facility through the door on the 1st floor.

You'll automatically speak with your contact, who is certainly not a Brotherhood spy!, gain +60XP and +4 Brotherhood Reputation.
Habitat - Traitor
After speaking with Hanson he'll direct you back to the Protectors to speak with Sheffield. Head to the Protector's district, you'll be automatically intercepted by Sheffield's men. After some initial pleasantries you'll be able to let Sheffield know that Hanson didn't leak the information about Matheson, and maybe convince him to reveal the identity of the traitor in Hanson's council.

  • Persuasion 5 or Streetwise 5
    • Persuasion 6 or Streetwise 6

A high Protector reputation will help your initial Disposition with Sheffield.
Protector Reputation 7(?), +1 Initial Disposition
Protector Reputation 10(?) +2 Initial Disposition

+90XP and +40SP to all Speech skills if you succeed.

If you failed to get information on the Traitor from Sheffield you'll have to return to Hanson empty handed, you won't receive any further rewards beyond +60XP for completing the quest but Hanson will be willing to follow up on Matheson if that quest is active.

If you convinced Sheffield to reveal that Eden Crowe is Hanson's traitor you have a few ways of handling the situation.

If you speak with Chaplain-General Abraham of the Church he'll give you fabricated evidence that Crowe was acting in Hanson's best interest to prevent Matheson from betraying him, doing so will give the Church leverage over a member of Hanson's inner circle. Head to Crowe's apartment in the nice part of town, where Menzel lives, and you may be able to convince her to take the Church's offer.

  • Persuasion 6 or Streetwise 6
    • Persuasion 7

+90XP and +40SP to all Speech skills if you convince Crowe to accept the Church's offer. Return to Hanson to give him the false news, then return to Abraham to complete Traitor for +60XP.

If you don't want to give the Church that kind of power then return to Hanson to discuss the situation. Hanson will initially want you to kill Crowe, but with a little persuasion he'll downgrade the sentence to a new loyalty oath.

  • Persuasion 6 or Streetwise 6
    • Persuasion 7 or Streetwise 7

Success in this Disposition challenge is worth +90XP, +40SP to Speech skills and will give you an additional option when dealing with Crowe.

Head to Eden Crowe's apartment. If you spoke with Hanson and convinced him to forgive her you'll be able to relay that information to Crowe and then let her go, or kill her and her guards. Alternatively you can convince her to take her own life to spare her the humiliation of a trial and execution.

Convince her to take her own life, Disposition does not apply, you must pass the skill check
  • Persuasion 7 or Streetwise 7

Passing the speech check is worth +90XP and +85SP to all Speech skills.

Telling her she's off the hook and Hanson has forgiven her is worth no additional XP.



Habitat - Brotherhood Eden Crowe
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Eden Crowe
50
66%
14%
24
0%
0%
0%
Toothpick
Pistol Guard
50
150%
54%
58
50%
50%
0%
Bionic Eye, Energy Shield, Blackjack, Hauser 74, Enforcer Helmet (Visor), Reinforced Guard Armor, Infiltrator Jacket, Ranger Armguards, Enforcer Leg Armor
SMG Guard
50
118%
74%
66
75%
70%
25%
Synthetic Heart, Distortion Field, Regen, Blackjack, Cobra, Recon Helmet, Security Goggles, Trooper Armor, Recon Jacket, Ranger Armguards, Enforcer Leg Armor
Difficulty: Easy
Tactical Notes: Crowe is worthless in a fight, her bodyguards are competent but outgunned.

Murdering Crowe and her guards is worth +90XP.

Regardless of your choices report back to Hanson for +60XP, he's also now willing to discuss Matheson if you've started that quest. If so, Hanson will direct you to return to Silas Reis with an offer, do so, but you'll need to let him think about it while you handle your business in the ECLSS.
Habitat - Junction F14
If you've been tasked by Silas Reis with bringing glory to the Protector's Mission by taking back Junction F14 as a Soldier of Fortune you'll want to talk to Buford who will send you on your way.

Speak with the nearby sergeant who will direct you to make a flanking attack on the entrenched Brotherhood position.

Head to the corridor on the left, you'll be given the opportunity to sneak in and assassinate the guards or you can charge in guns blazing with an initiative bonus. If you can take out the anteroom guards from stealth you'll have an advantage in the main assault, one additional Protector ally will survive the bridge crossing and one Brotherhood soldier will die before combat begins, the Brotherhood forces will also be out of position.



Habitat - Junction F14 Brotherhood Anteroom Guards
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
SMG Brotherhood Guard
50
108%
58%
32
30%
70%
0%
Combat Knife, Spitfire, Work Goggles, Reinforced Guard Armor, Infiltrator Jacket, Diver Armguards, Guard Boots
Shotgun Brotherhood Guard
60
128%
52%
35
50%
40%
0%
Combat Knife, Shredder, Pilot Helmet, Scanner, Improved Assault Armor (Trooper), Ranger Armguards, Diver Leg Armor

+90XP for killing the guards in combat.

After dealing with the guards in the anteroom you can also activate a nearby console with Electronics 4 (+20SP) to freak out the Brotherhood forces and gain an initiative bonus (+8) in the next fight.

If you are sneaky you fight this


If you are not sneaky you fight this


Habitat - Junction F14 Brotherhood Guards
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Rifle Brotherhood Guard #1
50
118%
39%
25
30%
70%
30%
Subdermal Armor, Energy Shield, Regen, Combat Knife, M16, Pilot Helmet, Work Goggles, Common Respirator, Tactical Vest, Granger Coat, Diver Armguards, Enforcer Leg Armor
SMG Brotherhood Guard #1
50
116%
46%
36
30%
70%
50%
Regen, Aggro, Combat Knife, Cobra, Safety Helmet, Work Goggles, Hazmat Respirator, Improved Assault Armor (Trooper), Scav Armguards, Diver Leg Armor
Shotgun Brotherhood Guard
50
140%
45%
34
30%
70%
30%
Regen, Combat Knife, Shredder, Enforcer Helmet, Work Goggles, Common Respirator, Enforcer Armor, Infiltrator Jacket, Ranger Armguards, Diver Leg Armor
SMG Brotherhood Guard #2
70
108%
52%
29
0%
90%
30%
Distortion Field, Regen, Aggro, Combat Knife, Cobra, Old Welding Helmet, Heavy Ballistic Vest, Enforcer Armguards, Enforcer Leg Armor
Rifle Brotherhood Guard #2
40
122%
48%
40
50%
40%
40%
Energy Shield, Regen, Combat Knife, XM7, Pilot Helmet, Scavenger Goggles, Half Mask, Enforcer Armor, Scav Jacket, Diver Armguards, Enforcer Leg Armor
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56

Habitat - Junction F14 Protector Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Rifle Protector Soldier #1
50
114%
72%
37
50%
50%
0%
Energy Shield, Regen, Combat Knife, XM7, Enforcer Helmet (Visor), Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Shotgun Protector Soldier
60
128%
58%
32
75%
70%
0%
Distortion Field, Regen, Combat Knife, Doomsayer, Recon Helmet, Security Goggles, Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Rifle Protector Soldier #2
60
114%
52%
32
50%
50%
0%
Distortion Field, Regen, Combat Knife, XM7, Enforcer Helmet (Visor), High Quality Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor
Rifle Protector Soldier #3
40
110%
64%
36
30%
70%
0%
Energy Shield, Regen, Combat Knife, XM5, Enforcer Helmet, Work Goggles, High Quality Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor

After taking Junction F14 you will unfortunately be denied your rightful opportunity to loot, but you'll receive +90XP. Return to Buford for another +60XP, +3 Protector reputation, and $500, which almost makes up for the lost loot.
ECLSS and Maintenance Tunnels
After offering The Machine to one of the three faction leaders you will be able to access ECLSS, Environmental Control and Life Support System, as the faction’s envoy. Meeting you at the ECLESS proper will be a bodyguard/minder from your chosen faction to make sure you don’t do anything stupid.

Gain +120XP (Quest) upon entering the Maintenance Deck, nice.

Head over to the Maintenance Area entrance, every faction area has one, and head down the elevator. The ECLSS is at the center of the spire, each faction controls a route to the spire as well as access to the Maintenance area under the ECLSS. Conveniently each faction also has a guard who needs your help to solve a small problem they’re having in the Maintenance Tunnels. You can choose to ignore their request and head straight to ECLSS, but that would mean forgoing loot, skill points, and delicious XP. Feel free to jump down to the ECLSS section below if you can resist the call of the loot, otherwise we’ll discuss what to expect as an agent of the glorious Protectors/Brotherhood/Church.



Maintenance Tunnels - General Looting
Each faction has a variant on the quest Warring Kingdoms, which we will cover below, but before we tackle those we’ll acquaint ourselves with the Maintenance Tunnels and highlight some opportunities open to all.

Locked Supply Room:
The monks of the ECLSS store mission-critical supplies, vital to the continued well-being of the ship in a supply room in the northeastern tunnels. Taking these supplies is likely to reduce the odds of the entire ship surviving, but if the monks cared about that they could have locked things up tighter, amiright?

Bypass the locked door with Electronics 6 (+30SP) and loot the box to your left. Then check out the jumbles of supply crates, with Perception 10 you’ll notice some energy cells sitting around that can be easily slotted into your weapon of choice.

Emergency Rebreather Supply, For Emergencies Only: Biolab Gas Mask
Supply Crates (with Perception 10): 12x Energy Cells

Toxic Tunnels:
To the southwest there is a ladder heading down deeper into maintenance, and at the bottom of that ladder is a luckless scav who didn’t manage to make it back up into breathable air. With Resist Toxic 100% you or a party member can climb down the ladder, rifle around in his corpse, and come up with a training token. The easiest way to get Resist Toxic 100% is a Biolab Gas Mask (or Firefighter Helmet) on someone with a Synthetic Heart. We’ll use the code once we hit the medbay on this level.

Suffocated Scav Corpse: Toxic Tunnels Training Token

Medbay:
Near the sealed security checkpoint there is a medbay that has a implant installing machine, a training token simulator, and a machine that will spit out a training token for you, assuming you got the code from the Toxic Tunnels above.

First unlock the door with Lockpick 4(+40SP) or Computers 4(+40SP) then use the computer in the corner and choose from the following tokens:

Surveillance - Sneak, Steal, Computer
Basic Maintenance - Electronics, Computers, Lockpicking
Security Officer - Blunt, Persuasion, Computers
Field Surgeon - Biotech, Blade, Critical Strike
Maintenance Tunnels - Eli
Near the central-ish corridors of the tunnels you can find Eli, Monk in good standing with the House of Ecclesiastes. Eli the Cyber-Monk is going to be your new best friend as he is a purveyor of fine cybernetic overclocks. Actually, they’re not overclocks, he’s just running a basic maintenance program on your ancient and poorly maintained implants which are underperforming right now, and he’s charging $2,000 for the privilege, per implant. Oh, and if you upgrade too many implants your body will eventually start to wear out and die. But, that means we can now have a Strength 12 Murderhobo! Which is 9.09% better than a Strength 11 Murderhobo, easily worth $2,000.

Most overclocks will add +1 to the relevant attribute above and beyond the bonus you get from the implant, some will have small additional effects as noted in the table below.

Implant Overclock Benefits
Implant
Overclock Bonus
Exo-Spine
+1 Strength
Motor-Cortex
+1 Dexterity
Bionic Eye
+1 Perception
Neural Uplink
+1 Intelligence
Synthetic Heart
+1 HP Regen, +1 Stat Regeneration, +25% Resist Toxic
Subdermal Armor
+1 Natural Armor
Squad Leader
Followers Initiative +4, Followers Critical Chance +3%, Accuracy +4%, Evasion +4%

Beware however, for there is a price for cybernetic godhood. As per the table below, each overclock will add an additional penalty, in the form of a feat, as your frail meat body struggles to contain the glory of your burgeoning machine form.

Implant Overclock Drawbacks
Number of Overclocked Implants
Cumulative Penalty
1
-1 HP
2
-2 HP
3
-4 HP
4
-6 HP, -1 Energy DR
5
-8HP, -1 Energy DR
6
-10HP, -1 Energy DR
7
-10HP, -2 Energy DR

After discussing his overpriced implants, Eli the extortionist will offer to send you to an almost certain death, for no reward from him by the way, by pursuing the First Law of Robotics. You’d think the First Law of Robotics would be for robots not to shoot people in the face, but that wouldn't be very interesting would it?

Serious warning, this fight is arguably the hardest one up til now, (unless you have a ton of Pulse grenades saved up) and you’ll be able to come back later in the game to attempt it, so don’t feel like you need to complete the quest right now.
Maintenance Tunnels - Robot and Friends (not your friends though)
Head to the checkpoint at the northernmost part of the map, while normally this security door is locked up tight, your friend Eli will be able to open it for you if you received his quest First Law of Robotics. If you haven’t received this quest yet, go buy an implant overclock from him, he will then offer it to you.

If Evans is with you he will express some hesitation towards charging towards glorious death. Luckily, your 4 CHA Murderhobo has an MBA from Western Pit Community College, and he can give Evans a motivational speech that will let him pick one of two unique companion feats:

Defender/Sniper - When in cover: Ballistic DR +2, Aimed ranged attacks cost -2 AP

or

Desperado - When NOT in cover: AP +2, Initiative +5, Reaction +15

Both are great feats, and either one is a reasonable choice. While being in cover is preferable to not being in cover, cover is not always available during a fight, and even if it is Evans may be brought out of over by enemy melee combatants. -2 AP per aimed ranged shot is incredible on a pistols build for debuffing enemies, and is also nice on a rifles build to let him shoot sniper rifles like the Abaddon twice. Maxing out Evan's initiative for the purposes of throwing early grenades is another great role for him to fill and +15% to Reaction isn't half bad either.



Maintenance - Robot and Turrets
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
ECLSS Robot
120
60%
0%
10
80%
Immune
Immune
Heavy Power Cell
Energy Turret
70
75%
0%
30
50%
Immune
Immune
Energy Turret
70
75%
0%
30
50%
Immune
Immune

Difficulty: Very, Very Hard
Tactical Notes: Pulse grenades will disable the turret shields, as well as knocking down the turrets and robot for one turn. Turrets and robot will also receive 16 damage per pulse grenade thrown at them, which is going to be impactful considering how much armor these lads are packing. The robot will open the fight with a disruptor grenade so don’t bunch up. There’s a sniper’s nest to the left up the ladder that will provide some decent cover and some half cover crates on the right hand side of the map. The turrets don’t move, but they can shoot all the way across the map so you won’t be able to outrange them. The robot can move but will usually sit still if it has things to shoot at, it has a 100% Reaction value so don’t move around unnecessarily, even his reaction shots will Stun for -2 AP. Bullseyes are effective on the robot since they’ll rob him of some AP on a knockdown and they have a high critical damage multiplier to get past the robot’s insane armor. All of your opponents are packing energy weapons and target the torso so pack on the highest Energy DR armor you have there.

If you can kill the robot, and the turrets, you’ll receive +90XP for your work, which honestly doesn’t seem like enough XP for defeating a murder-bot but them’s the breaks. More importantly, the robot has a Heavy Power Cell that you’ll be able to use to power up ROMEO as part of The Last Lawman, the best murder-bot is your murder-bot.

Past the now defunct machines you can crawl through a broken window to access the security checkpoint. Inside you will find a Computers 1 (+20SP) datapad, a corpse, and a humidity calibrator. Read the datapad for some more information about the Mutiny, loot the corpse for some goodies, and retrieve the calibrator to bring back to Eli.

Mutiny Era Corpse: Defender, 12x Energy Cells, Riot Officer Armor, Riot Leg Armor, Riot Armguards, Riot Helmet, Distortion Field, Disruptor MK2, EM Deflector MK2
Mutiny Era Corpse #2: Biotech 5 (+50SP) Heavy Infantry upgrade chip (+4 Armor Handling, Exo-Spine)

Return to Eli for +60XP, completing First Law of Robotics.
Maintenance Tunnels - The Heist
If you started Land of the Blind in Mission Control (meeting Shadow at the sealed door on Level 5 of Mission Control) you can meet up with him in the southeast corner of Maintenance to move onto Phase 2 of his cunning plan. Given that he lost most of his crew breaking his way into the Maintenance level his cunning plan is now to get you to do most of the work, Shadow can open up the door to the Church’s mausoleum wherein are buried the heroes of yesteryear. Notably, said heroes in stasis chambers may have eyeballs capable of opening the retinal scanner in Mission Control. Your job, sneak past the guards and security cameras, defile a corpse, optionally defile some additional corpses, and then sneak out with no one the wiser.

Note that the Church will frown upon your shenanigans, actually stealing the Eye will lower your Church reputation -7 points, even if you don’t get caught they eventually figure out who did it once Shadow starts bragging about the sucker he convinced to do his dirty work for him, Shadow is a jerk.

Pick your finest stealther and head up the ladder once you’re done talking to Shadow. This stealth mission introduces security cameras which can not be disabled or killed, but they move in set patterns making it relatively easy to sneak by them.




Remember that walking through a red square is bad, walking through a yellow square is okay so long as you don’t end your turn in one, and green squares are safe to stop on. Spend the first couple of turns watching how the security cameras change the red/yellow/green tile values and then, when you’re in position, sneak to the right side of the crypt where there are three coffins not in stasis. There are two guards nearby, it is possible to kill them without triggering an alarm, but it is quite difficult and they don’t have any unique loot.

Maintenance - Crypt Guards
Name
INIT
Gear
Crypt Guard #1
35
Enforcer Armor, Explorer Coat (White), Ranger Armguards, Trooper Leg Armor
Crypt Guard #2
32
Enforcer Armor, Explorer Coat (White), Ranger Armguards, Trooper Leg Armor

The middle coffin contains your primary target, the All-Seeing Eye of the Synod. You can remove this item without a skill check and gain +45 Sneak SP for your trouble. On the left is an officer’s casket that contains the Officer’s Pistol (Energy), you’ll need to disable security with Computers 4 (+20SP) to retrieve the pistol, awarding an additional +20 Sneak SP. The rightmost coffin contains the Bridge Officer’s Implant, an upgrade to the standard Intelligence implant that grants additional XP. In order to retrieve the implant without damaging it you’ll need to disable security with Computers 4 (+20SP), gaining +20 Sneak SP, and then carefully remove the implant with Biotech 3 (+80SP), gaining another +20 Sneak SP. Note that your sneaking character needs to be the one with Biotech 3, if you’re using Faythe as your sneaker, overclocking her Intelligence implant with Eli will give her Intelligence 10, which gives her another skill tag, which could be used to reach Biotech 3 on her if she doesn’t have it already.

Central Sarcophagus: Eye of the Synod
Left Sarcophagus: Officer’s Pistol
Right Sarcophagus: Bridge Officer Upgrade Chip (+10% Experience, Neural Uplink)

Once you’ve retrieved the eye, and the optional items, make your way back to the entrance without triggering an alarm, +420 Sneak SP and +90 XP for pulling off the heist without triggering any alarms. If you’ve retrieved the eye but got caught afterwards you’ll still be able to continue Land of the Blind.

Land of the Blind will be continued when we return to Mission Control, after returning to the Pit from the Habitat.
Maintenance Tunnels - Warring Kingdoms (Church)
All three factions will offer you a quest called Warring Kingdoms, but the part you play in the unfolding events depends on which faction you’re representing. The Protectors are making a play for one of the Brotherhood’s maintenance access points, The Church has caught wind of this and wants to snatch the access point from the Protectors after they do the hard work of clearing it, and the Brotherhood want to hold onto what's theirs.

The Church knows that the Protectors are planning on assaulting one of the Brotherhood held positions, your job is to wait for the Protectors to do all the work, then swoop in and take their hard won ground. Head to the northern access point in the tunnels and discover an under-strength Protector squad that has just finished clearing the access point. You can either gently persuade them to leave, which is a good idea given that you’ve got a full Church squad backing you up, or you can murder them, which is pretty easy given that you’ve got a full Church squad backing you up.

Convincing the Protector squad to leave takes Persuasion 5(+160SP) or Streetwise 5(+160SP), and is worth +90XP for the encounter, +60XP for completing Warring Kingdoms for the Church, +4 Church Reputation, -1 Protector Reputation, and a $500 from the Church for resolving the conflict without resorting to crass violence.



Maintenance - Church vs. Protectors
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Protector #1
60
106%
52%
29
0%
0%
80%
Bionic Eye, Energy Shield, Regen, Combat Knife, XM7, Recon Helmet, Biolab Gas Mask, Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Protector #2
50
128%
70%
69
50%
50%
0%
Bionic Eye, Motor Cortex, Gas (standard), Pulse Grenade, Distortion Field, Regen, Combat Knife, Colt Classic, Enforcer Helmet (Visor), Enforcer Armor, Gunslinger Jacket, Ranger Armguards, Trooper Leg Armor
Protector #3
50
118%
64%
32
50%
50%
0%
Regen, Combat Knife, XM5, Enforcer Helmet (Visor), Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor

Maintenance - Church vs. Protectors - Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Church Ally #1
50
110%
64%
29
50%
50%
30%
Energy Shield, Regen, Combat Knife, XM7, Enforcer Helmet (Visor), Common Respirator, Enforcer Armor, Explorer Coat (White), Ranger Armguards, Guard Boots
Church Ally #2
60
112%
52%
32
30%
70%
50%
Combat Knife, Spitfire, Diver Helmet, Work Goggles, Heavy Ballistic Vest, Scav Armguards, Guard Boots
Church Ally #3
60
134%
84%
33
50%
55%
60%
Subdermal Armor, Distortion Field, Chopper, Combat Knife, Ballistic Helmet, Enforcer Armor, Explorer Coat (White), Diver Armguards, Guard Boots
Church Ally #4
60
122%
52%
26
50%
55%
50%
Combat Knife, Judgement, Damaged Combat Helmet, Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor

Difficulty: Easy, you have an allied squad backing you up
Tactical Notes: One of the Protectors has a Pulse Grenade which he will use on the first turn at initiative 86 so don’t bunch up.

Killing the Protectors is worth +90XP for the encounter, +60XP for completing Warring Kingdoms for the Church, +3 Church Reputation, -3 Protector Reputation, and the loot from the bodies.
Maintenance Tunnels - Warring Kingdoms (Brotherhood)
You’ll be tasked with investigating an output that has gone silent by the Brotherhood officer in charge. Surprise! The Protectors have attacked and slaughtered the Brotherhood guards at the outpost, let’s return the favor! You have the option of walking away without fighting them, don’t do that, the Protectors are scum that must be purged from the ship.



Maintenance - Brotherhood vs. Protectors
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Protector #1
60
106%
52%
29
0%
0%
80%
Bionic Eye, Energy Shield, Regen, Combat Knife, XM7, Recon Helmet, Biolab Gas Mask, Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Protector #2
50
128%
70%
69
50%
50%
0%
Bionic Eye, Motor Cortex, Gas (standard), Pulse Grenade, Distortion Field, Regen, Combat Knife, Colt Classic, Enforcer Helmet (Visor), Enforcer Armor, Gunslinger Jacket, Ranger Armguards, Trooper Leg Armor
Protector #3
50
118%
64%
32
50%
50%
0%
Regen, Combat Knife, XM5, Enforcer Helmet (Visor), Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor

Difficulty: Medium, they have fancy grenades and decent stats, but nothing you can't handle
Tactical Notes: Space out so the Pulse Grenade doesn't destroy your whole squads first turn, assuming you are a heavily cybered machine god, if you are a weak and pathetic creature of flesh you don't need to worry about this, but you should worry about how easily you leak liquids from your frail body. If you want a free Pulse grenade then avoid having any gadgets or shields active, then collect the grenade from the Protector's corpse.

After disposing of the Protectors you’ll receive +90XP, -3 Protector Reputation, and an opportunity to loot the bodies, do so now before heading back to the door. When you reach the door you’ll be confronted by a Church squad that was expecting to face an understrength Protector squad, but is instead facing you. Oh, and your Brotherhood buddies finally decided to show up and see what’s what.

You can convince the Church goers to leave peacefully with Persuasion 4 (+200SP) or Streetwise 4 (+200SP), and you’ll receive +90XP for the encounter as well as +2 Church Reputation for not killing their goons.

You can also kill their goons!



Maintenance - Brotherhood vs. Church
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Church Ally #1
50
110%
64%
29
50%
50%
30%
Energy Shield, Regen, Combat Knife, XM7, Enforcer Helmet (Visor), Common Respirator, Enforcer Armor, Explorer Coat (White), Ranger Armguards, Guard Boots
Church Ally #2
60
112%
52%
32
30%
70%
50%
Combat Knife, Spitfire, Diver Helmet, Work Goggles, Heavy Ballistic Vest, Scav Armguards, Guard Boots
Church Ally #3
60
134%
84%
33
50%
55%
60%
Subdermal Armor, Distortion Field, Chopper, Combat Knife, Ballistic Helmet, Enforcer Armor, Explorer Coat (White), Diver Armguards, Guard Boots
Church Ally #4
60
122%
52%
26
50%
55%
50%
Combat Knife, Judgement, Damaged Combat Helmet, Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor

Maintenance - Brotherhood vs. Church - Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Brotherhood Ally #1
50
106%
64%
29
50%
50%
0%
Energy Shield, Regen, Combat Knife, XM5, Enforcer Helmet (Visor), Enforcer Armor, Scav Jacket, Ranger Armguards, Trooper Leg Armor
Brotherhood Ally #2
50
108%
64%
32
30%
15%
0%
Energy Shield, Regen, Combat Knife, M16, Recon Helmet, Maintenance HUD, Enforcer Armor, Explorer Coat (Blue), Ranger Armguards, Trooper Leg Armor
Brotherhood Ally #3
50
110%
52%
32
0%
0%
0%
Energy Shield, Regen, Combat Knife, XM7, Recon Helmet, Enforcer Armor, Explorer Coat, Ranger Armguards, Trooper Leg Armor
Brotherhood Ally #4
50
108%
64%
32
50%
50%
0%
Energy Shield, Regen, Enforcer Helmet (Visor), Enforcer Armor, Explorer Coat (Blue), Ranger Armguards, Trooper Leg Armor

Difficulty: Very Easy, you've got a squad backing you up
Tactical Notes: Try not to grenade your allies, you can't loot their corpses, so it's not worth wasting the grenade.

Crushing the Church squad between the hammer and anvil of the Brotherhood is worth +90XP, -2 Church Reputation, and while you can’t loot their bodies the Brotherhood will award you a Damaged Combat Helmet for your services.

+3 Brotherhood Reputation and +60XP for completing Warring Kingdoms for the Brotherhood.
Maintenance Tunnels - Warring Kingdoms (Protectors)
Here’s the plan. Phase 1: Kill the Brotherhood guards in the Maintenance Tunnels. Phase 2: Kill the Brotherhood Guards in the Maintenance Tower. Phase 3: Glory to the Mission.



Maintenance - Protector vs. Brotherhood
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Brotherhood #1
50
122%
52%
35
30%
70%
30%
Bionic Eye, Energy Shield, Regen, Combat Knife, M16, Pilot Helmet, Work Goggles, Common Respirator, Trooper Armor, Granger Coat, Diver Armguards, Enforcer Leg Armor
Brotherhood #2
50
120%
58%
32
75%
70%
105%
Synthetic Heart, Aggro, Combat Knife, Ranger, Old Firefighter Helmet, Enforcer Armor, Scav Jacket, Diver Armguards, Guard Boots
Brotherhood #3
60
152%
64%
50
50%
40%
0%
Subdermal Armor, Flashbang (high-grade), Pulse Grenade, Cloaking Field, Combat Knife, Shredder, Pilot Helmet, Scanner, Enforcer Armor, Ranger Armguards, Infiltrator Boots

Difficulty: Medium, some fancy grenades and gear won't stop you
Tactical Notes: Watch out for the Pulse Grenade and Flashbang(high-grade), the grenade thrower has 63 Initiative, killing him before he can throw those valuable grenades would be quite a coup.

After killing the Brotherhood guards for +90 XP, +2 Protector Reputation, -2 Brotherhood Reputation, and all the loot they were carrying, your reinforcements will show up and offer you a place at their side as they assault the Maintenance Tower above. You can walk away, but do you really have anything better to do?




Maintenance - Protector vs. Brotherhood Part 2
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Brotherhood #1
50
112%
58%
29
30%
70%
50%
Regen, Aggro, Combat Knife, Cobra, Safety Helmet, Work Goggles, Hazmat Respirator, Improved Assault Armor (Trooper), Scav Armguards, Diver Leg Armor
Brotherhood #2
50
140%
46%
35
30%
70%
30%
Regen, Combat Knife, Reaver, Enforcer Helmet, Work Goggles, Common Respirator, Enforcer Armor, Infiltrator Jacket, Ranger Armguards, Diver Leg Armor
Brotherhood #3
70
104%
46%
26
0%
90%
30%
Regen, Aggro, Combat Knife, Cobra, Old Welding Helmet, High Quality Heavy Ballistic Vest, Enforcer Armguards, Enforcer Leg Armor
Brotherhood #4
40
122%
48%
52
50%
40%
40%
Regen, Combat Knife, XM7, Pilot Helmet, Scavenger Goggles, Half Mask, Enforcer Armor, Scav Jacket, Diver Armguards, Enforcer Leg Armor
Brotherhood #5
60
116%
64%
44
30%
70%
0%
Combat Knife, Colt Classic, Damaged Enforcer Helmet, Work Goggles, Enforcer Armor, Scav Jacket, Diver Armguards, Guard Boots
Brotherhood #6
50
127%
55%
37
0%
0%
30%
Distortion Field, Aggro, Combat Knife, Safety Helmet, Common Respirator, Enforcer Armor, Scav Jacket, Diver Armguards, Trooper Leg Armor
Brotherhood #7
60
124%
50%
31
50%
40%
30%
Distortion Field, Blackjack, Pilot Helmet, Scanner, Common Respirator, High Quality Heavy Ballistic Vest, Scav Armguards, Diver Leg Armor
(Sgt) Brotherhood #8
50
118%
46%
35
50%
55%
50%
Energy Shield, Regen, Combat Knife, Outrider, Damaged Combat Helmet, Tactical Vest, Granger Coat, Diver Armguards, Enforcer Leg Armor

Maintenance - Protector vs. Brotherhood Part 2 - Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Protector Ally #1
50
106%
64%
29
75%
70%
0%
Energy Shield, Regen, Combat Knife, XM5, Recon Helmet, Security Goggles, Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Protector Ally #2
50
124%
70%
29
50%
50%
0%
Energy Shield, Regen, Combat Knife, Doomsayer, Enforcer Helmet (Visor), Enforcer Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Protector Ally #3
50
114%
62%
27
0%
0%
0%
Energy Shield, Regen, Combat Knife, Outrider, Recon Helmet, High Quality Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor
Protector Ally #4
50
118%
66%
52
30%
70%
0%
Energy Shield, Regen, Combat Knife, XM7, Enforcer Helmet, Work Goggles, High Quality Heavy Ballistic Vest, Enforcer Armguards, Trooper Leg Armor

Difficulty: Hard, even with backup
Tactical Notes: The saving grace of this fight is that your enemies don't have grenades, otherwise you would be well and truly screwed packed in like sardines as you are. A Stasis grenade on the melee enemies at the start of the fight will keep your allies from being engaged and able to react to movement and missed shots, but otherwise this fight is about focusing enemies down before they can do the same to you.

Victory is worth another +90XP for the encounter, +2 Protector Reputation, -2 Brotherhood Reputation, and an incredible amount of loot. Wait, what’s that? The Protector officer is requisitioning all of the loot? Well, you get a Damaged Combat Helmet at least. Glory to the Mission brothers and sisters. +60XP for completing Warring Kingdoms for the Protectors.
Chapter 2 - Before You Leave
Before you enter the ECLSS proper, you'll want to ensure that you've completed the quest line in the Shuttle Bay. If you do not interfere the Protectors will automatically take over the Shuttle Bay, also you'll lose out on XP and loot.

You'll also want to complete the Eye Heist found in the ECLSS Tunnels, without the eye you will be able to access the lower levels of Mission Control but there will be consequences, also you miss out on extra loot and skill points.
ECLSS - Meet the Cyber-monks!
Once you’re done mucking about in the Maintenance Tunnels, and remember we can come back later to fight the incredibly dangerous robot another time, you can head into the sanctum of the ECLSS to meet your friendly neighborhood cyborgs.

The Monks of the ECLSS are responsible for running life support across the ship, as such they are generally not messed with, unless one of the factions thinks they can gain an overwhelming advantage by doing so of course. Head down the gangway to the spire, meet up with your faction representative and head inside. You can speak with a few of the monks to learn more about their mission and can then speak with Ava Miller, current CTO of the Monks. Ava will let you know that the ship’s systems are in poor shape, by all rights you should all be dead right now, but the life support machine you've discovered can make a real difference, all you need to do is find the fuel to run the machine at which point the The House of Ecclesiastes would be happy to take the machine off your hands, for the good of the ship of course. Your faction representative is already planning on betraying the monks once you’ve secured and activated the machine. Head back out the elevator on the left hand side and you’ll automatically head back to the Armory to inspect the machine.
Chapter 3 - Overview
After siding with a Habitat faction and speaking with the Monks in the ECLSS you'll return to the Armory, with a brief stop in the Factory, to inspect the machine and plan your next move.

The game opens up a bit at this point, you can return to the Pit to see what has transpired in your absence, check out the Heart, or delve deeper into Mission Control. If you left anything unresolved in any of the other areas like the Factory or Hydroponics Green you can stop back in to finish up your business there before continuing onwards.

The Heart has some fantastic equipment for sale if you're looking for a boost to your combat prowess, Mission Control has some amazing loot if you have high civic skills, otherwise I'd start with returning to the Pit, but any order is fine.
Chapter 3 - Factory Interlude
Depending on how you left the Factory you'll see one of several friendly faces when you return.

Note: The long term effects of who controls the toll road are currently unknown, feel free to speculate as I have below.

If the Detroit Gang was eliminated via combat, but you tried and failed to persuade or sneak by the Black Hand, then Dumont will be in charge, and he will have two shiny new robots with him.

If you betrayed Stanton and the Keepers in favor of Detroit, or failed to deal with Detroit before dealing with the Black Hand, then Bart and Detroit will control the toll road. He seems busy, which is good since we want our toll-keepers nice and distracted when we make our big move with The Machine.

Otherwise Stanton will be in charge, and he's a sharp one, he's very curious why a Pit rat is who just left that god-forsaken hellhole is so eager to return, and with a notable faction member in tow. This could be problematic later on.

The merchant's shop at Fort Stanton will be gone unless Stanton is in charge.

Chapter 3 - Return to the Pit
Upon your return to the Pit you get to see the consequences of your actions, intended or otherwise. If you left any of these quests incomplete they will automatically resolve when you return.

TODO: Enumerate unresolved quests with default resolution

Depending on who you left in charge of the Pit, Braxton, Jonas, or Mercy, you’ll get slightly different quests to deal with the newest player in the Pit, Riggs, as well as different troublemakers to deal with in the arena. There are also a couple of new quests that do not depend on who leads the Pit.

Most vendors in the pit will have new wares available for purchase during Chapter 3.

If you picked up the Forcefield Emitter on Mission Control Level 6 then return it to Zeke at the Power station for +60XP. If you don't have that option, make sure you've completed his other two quests and be sure to ask him how his life is going.
Return to the Pit - Mercy - Civil Disturbance
Welcome back to the heavenly Pit, some things have changed since you were away. Thanks to your help, Mercy has gained control of the Pit, filling the power vacuum left by Braxton and Jonas’ demise. Unfortunately for her, a new player has entered the game and is keen to carve out his own fiefdom. Mercy’s first order of business was to build a new church at the site of the Engine Fuel bar. Unfortunately some malcontents in Camptown are troubled by her decision to ignore the Pit’s Planning and Zoning committee’s recommendations to build fewer churches and more bars, that’s where you come in.

There’s a Civil Disturbance that needs tending to, find Mercy at the First Church of Freetown, formerly the Promised Land. If you spoke with Mother in the Shuttle Bay and convinced her to come to the Pit she will be with Mercy and will accompany you lead negotiations with the troublemakers. Otherwise you will escort Father Solomon to Camptown to speak with the malcontents.

With Father Solomon:

  • “Mercy saved you”
    • Persuasion 5 / Streetwise 5 -> Streetwise 6 / Persuasion 6
  • “No ♥♥♥♥♥♥♥ democracy”
    • Persuasion 5 / Streetwise 6 -> Streetwise 6 / Persuasion 6
  • [Combat]

Solving your problems diplomatically with Father Solomon will award you +90XP and +145SP to all Speech Skills.

With Mother:
  • "Let her handle it" -> [Combat]
  • [Cult Leader] -> Peaceful resolution, ??? Speech SP

Using your powers of persuasion as a [Cult Leader] with Mother leading the negotiations will award you +90XP and +145SP to all Speech skills.

If you think the only good protester is a dead protester then you’ll be facing a literal uphill fight. Expect a gas grenade into the bottom pocket of the fight to start things off as well as concentrated fire from above. If Mother led the “negotiations” she’ll bring along three allied Zealots to assist you.



Pit Chapter 3 - Civil Disturbance - Mercy
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Thug
50
114%
36%
55
0%
40%
0%
Bionic Eye, Regen, Machete, Scoped Old Betsy, Battle Bowler Helmet, Assault Armor, Raider Armguards, Raider Boots
Thug
50
96%
58%
38
50%
55%
60%
Gas (standard), Machete, Rusty XM5, Ballistic Helmet, Enforcer Armor, Gunslinger Jacket, Shield Armguards, Scavenger Boots
Thug
40
100%
42%
37
0%
0%
0%
Truncheon, Pipe Dream, Bowler Helmet, Worker Boots
Thug
60
106%
34%
36
50%
40%
50%
Utility Bar, Longslide, Unique Bucket Helmet, Scanner, Hazmat Respirator, Ballistic Vest, Worker Jacket, Worker Boots
Thug
50
94%
46%
29
75%
70%
80%
Warhammer, Old Firefighter Helmet, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Welding Boots
Thug
40
106%
60%
44
0%
0%
80%
Aggro, Chopper, Bucket Helmet, Biolab Gas Mask, Scav Armor, Gunslinger Jacket (Yellow), Scavenger Boots
Thug
50
98%
40%
29
30%
70%
40%
Tommy Gun, Bucket Helmet, Work Goggles, Half Mask, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots

Pit Chapter 3 - Civil Disturbance - Mercy - Mother Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Zealot
50
98%
30%
31
30%
70%
50%
Regen, Utility Bar, Old Stanley, Diver Helmet, Work Goggles, Heavy Ballistic Vest, Scav Armguards, Guard Boots
Zealot
40
96%
42%
46
50%
40%
20%
Regen, Chopper, Bucket Helmet, Scavenger Goggles, Face Mask, Scav Armor, Scrapper Coat, Raider Armguards, Scavenger Boots
Zealot
60
80%
28%
23
0%
90%
30%
Aggro, Gear Mace, Old Welding Helmet, Assault Armor, Scav Armguards, Scavenger Boots

Solving your problems with violence will award you +90 XP.

Return to Mercy to complete Civil Disturbance for +60XP.
Return to the Pit - Mercy - Hostile Negotiations
Next Mercy will want you to start Hostile Negotiations with Riggs, head to the Trading Plaza in the Outskirts.

You can of course opt to immediately murder Riggs, scatter his crew to the four winds, and ensure that Mercy is the undisputed queen of the Pit. You can also pretend to be a diplomat for now so you can enjoy running back and forth between two people who could just talk to each other directly, your choice.

If you return to Mercy you can either persuade her to share power with Riggs, or she can reveal a back entrance to Rigg’s base that will allow you to sneak in.

Persuade Mercy:
  • Persuasion 6 / Streetwise 6 -> Streetwise 7 / Persuasion 7
+40 Speech Skills, +90XP if successful.

Return to Riggs, you can then conclude negotiations peacefully or choose to attack him anyway despite persuading Mercy to share power with him.

Conclude negotiations peacefully: 0XP, No Loot, Sense of Shame
Kill ‘Em All: Loot, XP, SP, Sense of Pride

If Mercy told you about the old smuggling route you can find a backdoor, locked of course, Lockpick 3(+20SP) to unlock, into Rigg’s base near cargo container E4 in the Outskirts.

There is a small crate with goodies amongst the backdoor barricade’s barrels.

Small Crate: 2x Electronic Module

Find the small panel to extend the bridge Computers 1 (+20SP) then try to sneak inside.

If Isaiah survived the events of the Pit in Chapter 1 you’ll find him sneaking out for a quick swig of hooch. You can [Critical Strike 5] him for +40SP Critical Strike and +90XP and some minor loot. Or, you can convince him to let you in.
  • Streetwise 3 -> Persuasion 3-> Persuasion 4/ Streetwise 4. Failure allows for Critical Strike 5, failing that results in combat.
+90XP for handling Isaiah, +55 Speech skills if you used your words and not your fists.

If you managed to make it this far without a single person in your party having Critical Strike 5 then a failed attempt will start combat as if you had failed to sneak in.

If you choose the path of insta-murder, or if you choose to sneak in later, you’ll face the following encounter.



Pit Chapter 3 - Riggs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Riggs
50
116%
76%
77
0%
0%
25%
Subdermal Armor, Synthetic Heart, Motor Cortex, Distortion Field, Regen, Aggro, Redeemer, Infiltrator Armor, Scav Jacket (Green), Heavy Boots
Thug
50
120%
66%
40
50%
40%
50%
Regen, Bowie, Combat Knife, Old Ranger, Diver Helmet, Scavenger Goggles, Old Enforcer Armor, Gunslinger Jacket, Damaged Tactical Armguards, Scavenger Boots
Thug
40
126%
60%
37
50%
50%
55%
Bionic Eye, Synthetic Heart, Combat Knife, Raider, Enforcer Helmet (Visor), Common Respirator, Heavy Ballistic Vest, Damaged Enforcer Armguards, Enforcer Leg Armor
Thug
60
134%
66%
43
30%
70%
50%
Bionic Eye, Blackjack, M16, Diver Helmet, Work Goggles, Trooper Armor, Explorer Coat (Green), Shield Armguards, Welding Boots
Thug
60
149%
61%
36
30%
70%
50%
Flashbang (standard), Regen, Aggro, Ripper, Gear Mace, Pilot Helmet, Work Goggles, Hazmat Respirator, Trooper Armor, Gunslinger Jacket (Blue), Shield Armguards, Guard Boots
Thug
60
112%
50%
28
50%
55%
60%
Flashbang (standard), Clawhammer, Gear Mace, Desperado, Ballistic Helmet, Trooper Armor, Scrapper Coat (Red), Tactical Armguards, Enforcer Leg Armor
Isaiah
50
104%
26%
30
0%
0%
0%
Utility Bar, Double Trouble, Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots

+90XP for murdering Riggs and all who dwell within.

Killing Riggs from stealth is worth 220 Sneak SP, minus any guards you've killed of course.

Return to Mercy to conclude Hostile Negotiations for +60XP.

After concluding Hostile Negotiations you can continue A Deal with the Devil, relay Abraham’s offer to Mercy, she’ll send you back to Abraham to continue negotiations.

Before leaving the Pit, again, there are a few new quests to complete as detailed in the Return to the Pit - Universal, section below.
Return to the Pit - Braxton - Civil Disturbance
While you were away Braxton solidified his control of the Pit, but a new criminal element is brewing in the Outskirts, time to help our old pal Braxton deal with this growing menace!

Speak to Braxton in front of Regulator HQ, he’ll send you to Camptown to deal with some rebels. He would do it himself of course but he's busy? I guess? In any event you’re both capable and disposable so get going.

If Martinez survived the events of the Pit in Chapter 1 he'll be waiting there next to Braxton, chat with him for 24x Energy Cells, as a thank you for keeping him alive. Todo: Check if this is only for the combat route for Crossroads.

Head over to the Camptown barricades, speak with the Regulator guard, and then deal with the rabble as you see fit.

Talk to the rabble:
  • “What seems to be the problem?”
    • Persuasion 5 / Streetwise 5
      • If Redbeard Alive, -2 Disposition -> Persuasion 6
      • Persuasion 6/ Streetwise 6
  • “You have 5 seconds”
    • Persuasion 5 -> Streetwise 5
      • If Redbeard Alive, -2 Disposition -> Persuasion 6
      • Persuasion 6 / Streetwise 6

The diplomatic approach yields +90XP and +140SP to Speech Skills.

Murder the Rabble!



Pit Chapter 3 - Civil Disturbance - Braxton
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Thug
50
114%
36%
55
0%
40%
0%
Bionic Eye, Regen, Machete, Scoped Old Betsy, Battle Bowler Helmet, Assault Armor, Raider Armguards, Raider Boots
Thug
50
96%
58%
38
50%
55%
60%
Gas (standard), Machete, Rusty XM5, Ballistic Helmet, Enforcer Armor, Gunslinger Jacket, Shield Armguards, Scavenger Boots
Thug
40
100%
42%
37
0%
0%
0%
Truncheon, Pipe Dream, Bowler Helmet, Worker Boots
Thug
60
106%
34%
36
50%
40%
50%
Utility Bar, Longslide, Unique Bucket Helmet, Scanner, Hazmat Respirator, Ballistic Vest, Worker Jacket, Worker Boots
Thug
50
94%
46%
29
75%
70%
80%
Warhammer, Old Firefighter Helmet, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Welding Boots
Thug
40
106%
60%
44
0%
0%
80%
Aggro, Chopper, Bucket Helmet, Biolab Gas Mask, Scav Armor, Gunslinger Jacket (Yellow), Scavenger Boots
Thug
50
98%
40%
29
30%
70%
40%
Tommy Gun, Bucket Helmet, Work Goggles, Half Mask, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots
Redbeard
50
100%
46%
44
0%
0%
0%
Aggro, Clawhammer, Pipe Dream, Scav Armor, Worker Jacket, Shield Armguards, Scavenger Boots

Putting the rebellion down via force yields +90XP.

Return to Braxton to complete Civil Disturbance, +60XP.
Return to the Pit - Braxton - Hostile Negotiations
Braxton wants to speak with this Riggs fellow who seems to be riling up the rabble, time to begin some Hostile Negotiations.

Combat is as usual the fastest and most efficient way to solve your problems, but diplomacy is also an option.

If you don’t immediately kill Riggs and crew, return to Braxton with Riggs’ offer.

Braxton can offer an old smuggler’s route near Riggs’ base allowing you to sneak in and assassinate Riggs. You can also try and persuade Braxton to share power with Riggs.

  • Persuasion 6 -> Persuasion 7 / Streetwise 7

Making peaceful power sharing agreement will yield +90XP and +40 to Speech skills. Though Braxton notes that as soon as the Protectors roll into town Riggs will be the first up against the wall.

Return to the Outskirts to deal with Riggs. Conclude negotiations peacefully for no additional gain, sneak in through the smuggler’s tunnels, or opt for a frontal assault.

Nazar, our friend from the Shuttle Bay, if alive, will join up with Riggs and will be present for any fights with Riggs.

As with Mercy's Pit, Isaiah will be present with Team Riggs, he can be dealt with via stabbing or talking. You can [Critical Strike 5] him for +40SP Critical Strike and +90XP and some minor loot. Or, you can convince him to let you in.

Streetwise 3 -> Persuasion 3-> Persuasion 4/ Streetwise 4. Failure allows for Critical Strike 5, failing that results in combat.

+90XP for handling Isaiah, +55 Speech skills if you used your words and not your fists.

If you managed to make it this far without a single person in your party having Critical Strike 5 then a failed attempt will start combat as if you had failed to sneak in.



Pit Chapter 3 - Riggs - Braxton
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Riggs
50
120%
76%
77
0%
0%
25%
Subdermal Armor, Synthetic Heart, Motor Cortex, Distortion Field, Regen, Aggro, Redeemer, Infiltrator Armor, Scav Jacket (Green), Heavy Boots
Thug
50
120%
66%
40
50%
40%
50%
Regen, Bowie, Combat Knife, Old Ranger, Diver Helmet, Scavenger Goggles, Old Enforcer Armor, Gunslinger Jacket, Damaged Tactical Armguards, Scavenger Boots
Thug
40
126%
60%
37
50%
50%
55%
Bionic Eye, Synthetic Heart, Combat Knife, Raider, Enforcer Helmet (Visor), Common Respirator, Heavy Ballistic Vest, Damaged Enforcer Armguards, Enforcer Leg Armor
Thug
60
134%
66%
43
30%
70%
50%
Bionic Eye, Blackjack, M16, Diver Helmet, Work Goggles, Trooper Armor, Explorer Coat (Green), Shield Armguards, Welding Boots
Thug
60
149%
61%
36
30%
70%
50%
Flashbang (standard), Regen, Aggro, Ripper, Gear Mace, Pilot Helmet, Work Goggles, Hazmat Respirator, Trooper Armor, Gunslinger Jacket (Blue), Shield Armguards, Guard Boots
Thug
60
112%
50%
28
50%
55%
60%
Flashbang (standard), Clawhammer, Gear Mace, Desperado, Ballistic Helmet, Trooper Armor, Scrapper Coat (Red), Tactical Armguards, Enforcer Leg Armor
Isaiah
50
104%
26%
30
0%
0%
0%
Utility Bar, Double Trouble, Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots
(Sgt) Nazar
50
126%
64%
32
30%
70%
25%
Subdermal Armor, Synthetic Heart, Distortion Field, Regen, Combat Knife, Battered XM7, Enforcer Helmet, Work Goggles, Enforcer Armor, Explorer Coat, Ranger Armguards, Guard Boots

Killing Riggs and/or everyone is worth +90XP.

Killing Riggs from stealth and escaping without alerting the guards is worth an extra +220 Sneak SP (minus any dead guards as is standard).

Return to Braxton to complete Hostile Negotiations for +60XP. You can then continue A Deal with the Devil, let Braxton know about the Protector’s offer, he’ll send you back to the Habitat to resume the discussion.

Be sure to complete the new quests in the Pit under the Universal section below before heading on.
Return to the Pit - Jonas - Sons of Liberty
Jonas controls the Pit more firmly than ever before, which is to say not entirely. Head to the upper balcony of the Promised Land and chat with Jonas. With the Regulators out of the way Jonas needs a new, and disposable, security force. He has two candidates in mind Falkner and Riggs, looks like you’ll need to go talk them into forming the Sons of Liberty.

If Red Beard survived the events of Chapter 1 he'll be hanging out near the old Regulator HQ, chat with him, reminisce about old times, and receive 1x Flashbang (high), 2x Gas from him.

Falkner can be found in the Drain on top of McNeil’s old base. Chat with him, then head to the Trading Plaza in the Outskirts and jaw with Riggs awhile. Return to Jonas.

Jonas wants to hear your opinion on the two men. Jonas being Jonas he will then do the opposite of what you suggest, unless you can persuade him otherwise.

If you want to convince Jonas that yours is the right candidate you’ll need to pass the following speech challenge.
  • Persuasion 5 / Streetwise 5 -> Streetwise 6 / Persuasion 6
Doing so is worth an extra +90XP and +40SP to Speech Skills.

+60XP for completing Sons of Liberty.

Regardless of Jonas’ choice There Can Be Only One.
Return to the Pit - Jonas - There Can Be Only One - Riggs
If Jonas ultimately sides with Riggs then you'll need to convince Falkner to give up his crew, which will involve murdering him as he is a man of principles.

Head back to the Trading Plaza and talk to Riggs.

Riggs needs to take over Falkner’s crew and he has a plan. If you can convince Falkner to enter the Courthouse with Riggs, then Riggs will handle the fight. If your persuasive skills are lacking you can instead have Riggs convince Falkner to fight you in the Courthouse.

Convince Falkner:
  • Persuasion 6 / Streetwise 6 -> Streetwise 7 / Persuasion 7
+90XP and +40SP to Speech skills if you convince Falkner.

Riggs and Falkner will then meet in the arena, return to Riggs afterwards for a Colt Classic as a souvenir.

If you fail to persuade Falkner, or choose to fight Falkner, then Riggs will do the persuading and you’ll fight Falkner as detailed below.



Pit Chapter 3 - Falkner Fight
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Falkner
60
124%
48%
37
100%
40%
75%
Subdermal Armor, Bionic Eye, Synthetic Heart, Motor Cortex, Smoke (standard), Energy Shield, Regen, Combat Knife, Colt Classic, Enforcer Helmet, Night Vision Goggles, Pilot Mask, High Quality Heavy Ballistic Vest, Damaged Riot Armguards, Trooper Leg Armor
Falkner Ally
50
126%
48%
43
50%
40%
30%
Bionic Eye, Energy Shield, Regen, Combat Knife, M16, Damaged Enforcer Helmet, Scavenger Goggles, Common Respirator, Heavy Ballistic Vest, Enforcer Armguards, Welding Boots
Falkner Ally
50
116%
68%
42
100%
70%
100%
Motor Cortex, Gas (standard), Distortion Field, Aggro, Ripper, Firefighter Helmet, Enforcer Armor, Gunslinger Jacket, Ranger Armguards, Diver Leg Armor
Falkner Ally
50
132%
64%
32
30%
70%
40%
Subdermal Armor, Energy Shield, Regen, Expandable Baton, Desperado, Pilot Helmet, Work Goggles, Half Mask, Damaged Riot Officer Armor, Enforcer Armguards, Enforcer Leg Armor

Falkner’s party will scale with yours, so a solo character will fight Falkner alone and he will bring one party member for each one of yours.

+90 XP for killing Falkner in a very public manner.

If McNeil is alive after the events of The Pit in Chapter 1 he will ambush you as you leave. If you killed Falkner yourself you won't be able to talk McNeil down, but if Riggs killed Falkner you can persuade McNeil to throw in the towel. You can also just kill McNeil to keep your life simple.
  • Persuasion 5 / Streetwise 5 -> Streetwise 6 / Persuasion 6



Pit Chapter 3 - McNeil Fight
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) McNeil
60
98%
40%
26
30%
70%
0%
Bionic Eye, Distortion Field, Regen, Combat Knife, Battered XM7, Work Goggles, Enforcer Armor, Granger Coat, Raider Armguards, Diver Leg Armor
Diver
50
112%
58%
35
30%
15%
50%
Regen, Camp Knife, Grinder, Diver Helmet, Maintenance HUD, Trooper Armor, Explorer Coat, Damaged Tactical Armguards, Scavenger Boots
Diver
60
114%
46%
48
50%
40%
30%
Bionic Eye, Regen, Aggro, War Club, Scav Helmet, Scavenger Goggles, Common Respirator, Damaged Assault Armor, Damaged Enforcer Armguards, Scavenger Boots
Diver
60
126%
52%
35
30%
15%
50%
Energy Shield, Regen, Camp Knife, Scoped Old Betsy, Diver Helmet, Maintenance HUD, Old Enforcer Armor, Gunslinger Jacket (Green), Damaged Tactical Armguards, Scavenger Boots

+90XP for dealing with McNeil, an additional +100SP to Speech skills if you talked him down.

Return to Jonas to complete There Can Be Only One for +60XP.

Be sure to finish the new Pit quests detailed in the Universal section below.
Return to the Pit - Jonas - There Can Be Only One - Falkner
If Jonas ultimately sides with Falkner.

Return to the Drain and chat with Falkner, his first order as the new captain of the Sons of Liberty is to delegate dealing with Riggs to you.

Return to the Trading Plaza and let Riggs know he came in second place, and the prize for second place is giving up his crew.

You can pick a fight with Riggs right then and there or convince him to play along. You can also sneak in via the backdoor as you do with the other Pit Chapter 3 branches. If you do sneak in the backdoor you'll encounter your old friend Isaiah, and if you scammed him in Chapter 1, he’ll remember that and try to extort some credits out of you. You should still murder him but it’s a nice touch by the developers.

Persuade Riggs:
  • Persuasion 6 / Streetwise 6 -> Streetwise 7 / Persuasion 7

+90XP and +145SP to Speech for convincing Riggs to play ball.

Isaiah Scammed Dialogue:
  • Critical Strike 5
  • Persuasion 3 -> Streetwise 4 / Critical Strike 5
    • Streetwise success - Pay $1000
    • Streetwise failure - Pay $2000

+90XP for dealing with Isaiah, +40SP to speech skills for convincing him (TODO: Double check if get speech skills for paying him)

Fight/Assassinate Riggs:



Pit Chapter 3 - Riggs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Riggs
50
116%
76%
77
0%
0%
25%
Subdermal Armor, Synthetic Heart, Motor Cortex, Distortion Field, Regen, Aggro, Redeemer, Scav Armor, Scav Jacket (Green), Heavy Boots
Thug
45
120%
66%
40
50%
40%
50%
Regen, Bowie, Combat Knife, Old Ranger, Diver Helmet, Scavenger Goggles, Old Enforcer Armor, Gunslinger Jacket, Damaged Tactical Armguards, Scavenger Boots
Thug
40
124%
60%
37
50%
50%
55%
Bionic Eye, Synthetic Heart, Combat Knife, Rusty XM5, Enforcer Helmet (Visor), Common Respirator, Heavy Ballistic Vest, Damaged Enforcer Armguards, Enforcer Leg Armor
Thug
55
134%
66%
43
30%
70%
50%
Bionic Eye, Blackjack, M16, Diver Helmet, Work Goggles, Scav Armor (Green), Explorer Coat (Green), Shield Armguards, Welding Boots
Thug
55
149%
61%
36
30%
70%
50%
Flashbang, Regen, Aggro, Ripper, Gear Mace, Pilot Helmet, Work Goggles, Hazmat Respirator, Scav Armor, Gunslinger Jacket (Black), Shield Armguards, Guard Boots
Thug
60
112%
50%
28
50%
55%
60%
Flashbang, Clawhammer, Gear Mace, Reaver, Ballistic Helmet, Scav Armor, Scrapper Coat (Red), Tactical Armguards, Enforcer Leg Armor
Isaiah
45
104%
26%
30
0%
0%
0%
Utility Bar, Double Trouble, Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots

+90XP for combat / sneaking.

Killing Riggs and/or everyone is worth +90XP.

Killing Riggs from stealth and escaping without alerting the guards is worth an extra +60 Sneak SP.

After dealing with Riggs return to Falkner.

Return to Jonas to complete There Can Be Only One +60XP.

Be sure to complete the quests detailed below in the Universal section before leaving the Pit.
Return to the Pit - Hired Gun
Regardless of who rules the Pit there will be a few things that need tending to, justice to dispense, traders to defend, and we might as well chat with Sarah in Medbay while we’re here.

Chat with Sarah in Medbay. If Jimmy was alive when you left the Pit you’ll be able to start Jimmy’s Unnamed Quest that will continue in the later levels of Mission Control. If Jimmy somehow ended up dead, possibly because he had valuable implants that someone really truly needed, then Sarah will complain to you about her suppliers drying up. Well well well, if it isn’t the consequences of our actions.

Hired Gun

Our good friend Earl has another job for us, the unfortunately named Zebulon is in need of some muscle to back him up while he accepts a trade delivery from some folks with an unsavory reputation. After talking to Earl, head up to the Outer Gates and talk to Zebulon. If you stick around, and you should then a rogue trading company will show up with the goods and a decidedly aggressive stance towards negotiations.

If you completed Frontal Assault in the Factory and crushed the Black Hand in combat then you’ll frighten the rogue traders into playing nice, and you can complete the encounter peacefully.

Otherwise you can either abandon Zebulon to his fate, or you can fight the rogue traders.



Pit Chapter 3 - Zebulon
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) Captain
50
116%
52%
32
50%
50%
75%
Subdermal Armor, Synthetic Heart, Energy Shield, Regen, Combat Knife, Lancer, Enforcer Helmet (Visor), Pilot Mask, Custom Assault Armor, Damaged Combat Armguards, Damaged Combat Leg Armor
Guard
50
145%
70%
44
50%
55%
60%
Bionic Eye, Flashbang (standard), Regen, Machete, Marauder, Ballistic Helmet, Enforcer Armor, Gunslinger Jacket (Blue), Damaged Tactical Armguards, Diver Leg Armor
Guard
40
116%
57%
34
0%
0%
80%
Subdermal Armor, Flashbang (standard), Truncheon, Hauser 92, Bowler Helmet, Biolab Gas Mask, Trooper Armor, Explorer Coat (Green), Ranger Armguards, Enforcer Leg Armor
Guard
60
142%
72%
32
30%
70%
50%
Bionic Eye, Distortion Field, Regen, Last Rites, Pilot Helmet, Work Goggles, Hazmat Respirator, Enforcer Armor, Scav Jacket (Green), Diver Armguards, Diver Leg Armor
Guard
50
109%
53%
29
0%
100%
40%
Exo-Spine, Aggro, Sledge Hammer, Welding Helmet, Heavy Ballistic Vest, Damaged Riot Armguards, Diver Leg Armor

Saving Zebulon is worth $500 and +90XP, as well as another +60XP when you return to Earl to complete Hired Gun. Abandoning Zebulon gives you nothing, as is good and proper.
Return to the Pit - Nazar
If Nazar is alive and sent to the Pit, the default outcome, after the events of the Shuttle Bay, and Braxton does not rule the Pit, then Nazar can be found in the Outskirts near the backdoor entrance to Riggs' base. If Nazar is inside there will be a lock on the door, Lockpick 4(+20SP) to bypass. If Braxton rules the Pit Nazar will be with Riggs.

If you have not received his bounty quest from the Protectors then you can not pick a fight with him, but if you have received the bounty you can choose to attack him.



Pit Chapter 3 - Nazar
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Nazar
50
118%
64%
32
30%
70%
25%
Subdermal Armor, Synthetic Heart, Distortion Field, Regen, Combat Knife, Battered XM7, Enforcer Helmet, Work Goggles, Enforcer Armor, Explorer Coat, Ranger Armguards, Guard Boots
Guard
60
124%
46%
33
30%
70%
40%
Energy Shield, Regen, Aggro, Reaver, Scav Helmet, Work Goggles, Half Mask, Heavy Ballistic Vest, Scav Armguards, Diver Leg Armor
Guard
50
118%
64%
83
30%
70%
50%
Motor Cortex, Flashbang (standard), Aggro, Combat Knife, Hauser 67, Diver Helmet, Work Goggles, Enforcer Armor, Scav Jacket, Ranger Armguards, Guard Boots
Guard
50
110%
52%
41
50%
55%
60%
Exo-Spine, Aggro, War Club, Ballistic Helmet, Trooper Armor, Scav Jacket, Shield Armguards, Guard Boots

+90XP if you kill Nazar and his guards, don't forget to turn the bounty into the Protector's Bounty Office back at the Habitat.
Return to the Pit - Courthouse - Fight 1
There are three new Courthouse fights. The first and third fights depend on who controls the Pit, the second fight is the same for all three Pit rulers. As usual combat is the only way through the Courthouse and each encounter awards loot and +90XP. If you didn’t receive The Outcast by completing the three Courthouse fights in Chapter 1 you’ll receive it if you complete the three fights now.

Braxton Courthouse Fight 1

Pit Chapter 3 - Arena 1 - Braxton
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Pistol Rebel
50
110%
48%
52
30%
15%
30%
Regen, Toothpick, Pepperbox MK2, Scav Helmet, Maintenance HUD, Common Respirator, Old Enforcer Armor, Scrapper Coat (Red), Shield Armguards, Scavenger Boots
SMG Rebel
40
102%
40%
32
0%
40%
50%
Regen, Truncheon, Raider, Battle Bowler Helmet, Hazmat Respirator, Scav Armor, Traveler Coat, Shield Armguards, Scavenger Boots
Shotgun Rebel
60
116%
51%
38
0%
90%
30%
Camp Knife, Slicer, Old Welding Helmet, Damaged Heavy Ballistic Vest, Scrapper Coat, Damaged Scav Armguards, Welding Boots
Rifle Rebel
50
114%
51%
37
50%
40%
40%
Energy Shield, Machete, Utility Bar, Scoped Old Betsy, Damaged Enforcer Helmet, Scavenger Goggles, Half Mask, Old Enforcer Armor, Gunslinger Jacket, Protective Sleeves, Raider Boots

Jonas Courthouse Fight 1

Pit Chapter 3 - Arena 1 - Jonas
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Shotgun Regulator
60
108%
46%
26
15%
30%
50%
Camp Knife, Reaver, Diver Helmet, Smart Glasses, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
(Sgt) Regulator
50
108%
40%
41
30%
70%
40%
Energy Shield, Regen, Camp Knife, Battered XM7, Damaged Enforcer Helmet, Work Goggles, Half Mask, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots
Rifle Regulator
50
118%
42%
43
15%
30%
30%
Camp Knife, Scoped Old Betsy, Scav Helmet, Smart Glasses, Common Respirator, Old Enforcer Armor, Gunslinger Jacket, Shield Armguards, Guard Boots
Bladed Regulator
70
123%
53%
30
30%
70%
50%
Aggro, Combat Knife, Diver Helmet, Work Goggles, Scav Armor, Scav Jacket, Damaged Tactical Armguards, Guard Boots

Mercy Courthouse Fight 1

Pit Chapter 3 - Arena 1 - Mercy
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Rifle Heretic
40
106%
47%
39
30%
15%
30%
Toothpick, Battered XM7, Scav Helmet, Maintenance HUD, Common Respirator, Scav Armor, Enforcer Armguards, Welding Boots
SMG Heretic
50
106%
52%
32
30%
70%
50%
Utility Bar, Raider, Diver Helmet, Work Goggles, Old Enforcer Armor, Scrapper Coat (Red), Shield Armguards, Enforcer Leg Armor
Shotgun Heretic
60
116%
56%
39
50%
55%
60%
Flashbang (standard), Clawhammer, Worn Shredder, Ballistic Helmet, Scav Armor, Gunslinger Jacket (Yellow), Raider Armguards, Raider Boots
Pistol Heretic
50
114%
58%
32
50%
40%
50%
Energy Shield, Combat Knife, Hauser 67, Diver Helmet, Scavenger Goggles, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Scavenger Boots
Return to the Pit - Courthouse - Fight 2
The 2nd Courthouse fight is the same regardless of who leads the Pit, it is also absolutely chock-full of poison gas.


Pit Chapter 3 - Arena 2 - Universal
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Manley
40
120%
52%
35
50%
40%
75%
Synthetic Heart, Gas (standard), Distortion Field, Regen, Aggro, Bowie, Scoped Old Betsy, Safety Helmet, Scavenger Goggles, Hazmat Respirator, Enforcer Armor, Explorer Coat, Damaged Tactical Armguards, Scavenger Boots
SMG Associate
60
100%
54%
34
50%
40%
105%
Subdermal Armor, Synthetic Heart, Gas (standard), Energy Shield, Regen, Aggro, Toothpick, Old Cobra, Scav Helmet, The Frankestein, Heavy Ballistic Vest, Enforcer Armguards, Diver Leg Armor
Pistol Associate
50
112%
62%
61
0%
0%
80%
Motor Cortex, Gas (standard), Regen, Aggro, Bowie, Colt Classic, Pilot Helmet, Biolab Gas Mask, Scav Armor, Gunslinger Jacket (Blue), Ranger Armguards, Guard Boots
Return to the Pit - Courthouse - Fight 3
Another set of fights depending on who rules the Pit. Each encounter is worth +90XP and all the loot you can carry. Completing the third fight in the series will trigger The Outcast if you haven't already received the quest.

Braxton Courthouse Fight 3

Pit Chapter 3 - Arena 3 - Braxton
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Bill
50
130%
70%
62
50%
40%
0%
Bionic Eye, Energy Shield, Regen, Bowie, Outrider, Enforcer Helmet, Scavenger Goggles, Infiltrator Armor, Gunslinger Jacket, Shield Armguards, Worker Boots
Burton
50
126%
80%
39
30%
70%
50%
Subdermal Armor, Exo-Spine, Tomahawk, Pilot Helmet, Work Goggles, Pilot Mask, Assault Armor, Enforcer Armguards, Enforcer Leg Armor
Jack
50
128%
63%
46
30%
70%
50%
Combat Knife, Ranger, Diver Helmet, Work Goggles, Enforcer Armor, Granger Coat, Damaged Tactical Armguards, Diver Leg Armor
(Sgt) (Squad) Raynor
60
142%
46%
32
50%
55%
85%
Subdermal Armor, Synthetic Heart, Motor Cortex, Squad Leader, Energy Shield, Regen, Gear Mace, Judgement, Ballistic Helmet, Damaged Combat Armor, Damaged Riot Armguards, Trooper Leg Armor
Tom
60
122%
72%
59
50%
40%
50%
Bionic Eye, Motor Cortex, Flashbang (standard), Distortion Field, Utility Bar, Cobra, Enforcer Helmet, Scanner, Hazmat Respirator, Enforcer Armor, Scav Jacket, Scavenger Boots

Jonas Courthouse Fight 3

Pit Chapter 3 - Arena 3 - Jonas
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Darryl
60
135%
67%
54
0%
100%
40%
Bionic Eye, Motor Cortex, Smoke (standard), Distortion Field, Regen, Aggro, War Club, Welding Helmet, Damaged Riot Officer Armor, Scav Armguards, Welding Boots
Mags
50
154%
66%
58
100%
40%
45%
Bionic Eye, Synthetic Heart, Flashbang (standard), Energy Shield, Regen, Outrider, Scav Helmet, Night Vision Goggles, Face Mask, Enforcer Armor, Gunslinger Jacket (Yellow), Ranger Armguards, Scavenger Boots
Randall
50
118%
46%
26
50%
55%
85%
Subdermal Armor, Synthetic Heart, Regen, Aggro, Sledge Hammer, Ballistic Helmet, Damaged Riot Armor, Damaged Riot Armguards, Diver Leg Armor

Mercy Courthouse Fight 3

Pit Chapter 3 - Arena 3 - Mercy
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Pike
79
134%
60%
37
75%
70%
95%
Subdermal Armor, Bionic Eye, Synthetic Heart, Motor Cortex, Exo-Spine, Energy Shield, Regen, Bowie, Hauser 74, Combat Helmet, Damaged Combat Armor, Damaged Combat Armguards, Damaged Combat Leg Armor
Rifle Follower
40
122%
40%
26
50%
50%
50%
Flashbang (standard), Energy Shield, M16, Enforcer Helmet (Visor), Pilot Mask, Damaged Riot Armor, Enforcer Armguards, Trooper Leg Armor
Bladed Follower
50
141%
97%
71
30%
70%
50%
Bionic Eye, Motor Cortex, Flashbang (standard), Distortion Field, Last Rites, Enforcer Helmet, Work Goggles, Pilot Mask, Enforcer Armor, Scav Jacket (Green), Tactical Armguards, Scavenger Boots
Shotgun Follower
60
116%
58%
32
50%
55%
60%
Subdermal Armor, Bionic Eye, Flashbang (standard), Expandable Baton, Shredder, Ballistic Helmet, Tactical Vest, Explorer Coat (Black), Tactical Armguards, Enforcer Leg Armor
The Heart
After your business in the Pit is complete, or before your business is complete, we're into an open-world now, you can head on over to the Heart to see about acquiring a fuel cell to power your fancy new portable life support system.

Warning, if you bring Jed to the Heart he will not leave until his business is complete in Righteous Vengeance so don't head to the Heart if you're not ready for at least a bit of conflict. Getting kicked out of the Heart without resolving Jed's business will cause him to leave permanently, which you definitely deserve, that man has had his heart broken enough as it is.
The Heart - Train Station
Welcome the beating Heart of the ship, literally, there are three enormous engines and they make quite a racket in addition to giving off eventually lethal levels of radiation.

The Covenant rules the Heart. The short version is that the mutants keep the engines running, preventing the entire ship from dying, and the rest of the humans on board don't kill the mutants. It's not the best deal they could have gotten, it was the only deal.

If Jed is with you he will automatically start Righteous Vengeance, you won't be able to leave the Heart before resolving his business, so don't bring him along initially if you don't love XP and loot, who am I kidding, we all love XP and loot, make sure to bring him along.

There's a small train station outside the gates of the Heart. There are a few points of interest nearby.

For those of you who have embraced a life of petty larceny there are patrons at the Last Station pub and Catch of the Day bar and grill who have heavy credit sticks that you can relieve them of. Don't forget to chat with the cook at Catch of the Day, she'll mention that "floaters" are resistant to bullets. This is called foreshadowing, remember this moment.

Steal 5 Last Station Patron - $247
Steal 6 Catch of the Day Patron - $298

Just up the stairs a man named Oakes, who is a professional Fixer will ask you if you wouldn't mind acquiring a small item of value for him in one of the workshops of the Heart. As long as you've got lockpick skills and a cloaking device then say yes! Who care what he needs radioactive isotopes for? You'll complete this quest in the Trading Quarter shortly.

If Six-Banger survived the Factory, in that you did not kill him, he will have setup shop just above the train. If you purchased the Heater pistol from him in the Factory he'll offer to upgrade the pistol for an additional $400, turning it into the Heater II pistol with increased Critical Chance +12%, Armor Penetration +10%, and Stagger +25%.

If you spoke to the Protectors and know about the bounty on his head you can also try to collect the bounty. And yes, you can have him upgrade your pistol and then bushwhack him, but he throws the credits out the window at the last second so he won't have them on him, or the rest of his store inventory, also out the window, gone forever. If you're feeling merciful you can decline the bounty and still receive +90XP.



The Heart - Six-Banger
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Six-Banger
50
117%
73%
31
30%
70%
0%
Aggro, Tomahawk, Bowler Helmet, Work Goggles, Enforcer Armor, Gunslinger Jacket, Diver Armguards, Scavenger Boots, Rope
Scav
60
130%
40%
47
30%
70%
30%
Flashbang (standard), Clawhammer, Scrapper, Safety Helmet, Work Goggles, Common Respirator, Scav Armor, Worker Jacket (Black), Protective Sleeves, Worker Boots
Scav
50
108%
46%
32
0%
90%
30%
Toothpick, Battered XM7, Old Welding Helmet, Damaged Heavy Ballistic Vest, Damaged Scav Armguards, Welding Boots

Killing honest entrepreneur Six-Banger and his guards is of course worth +90XP, don't forget to head back to the Protector's quarter later to turn in the bounty.

Let us now direct our attention to the southern end of the train station where a certain Harbinger awaits us (assuming you started Bounty Hunter at some point, which of course you did).
The Heart - Bounty Hunter
If you met with the Harbinger (Bounty Hunter) you'll find she has setup shop in some lovely containers on the southern end of the train station.

If you've already killed Knurl then go talk to Harbinger to claim your reward, she will of course redirect you to speak with the Consecrator in the Temple of the Reborn since she's just the go between. Head into the Heart, walk to the top of the Heart and speak with the Consecrator in the Temple and she'll grant you your reward which is, Harbinger! That's right, you've got three months of indentured servitude from the Heart's last favorite mutant to look forward to. You can of course decline her services, but why would you? She's a pretty good murderer with a small party buffing unique skill. You'll also receive +5 Reputation with the Covenant for being a good murder-monkey for them.

Of note, Harbinger can't actually enter the Heart, because reasons, so she won't be doing any sneaking or thieving there, but everywhere else is fair game.

Assuming you haven't killed Knurl yet you've got a few options.

1. Go back to Mission Control - Operations and KILL KNURL. Reasonable, nets you Harbinger's services and a nice pistol.
2. KILL HARBINGER. Also reasonable. Some nice loot and Knurl will join your crew out of gratitude and respect for your murdering skills.
3. Solve the problem peacefully(ish), there's still a potential for violence! Barely acceptable. Knurl will join you if you solve your problems this way.

Option 1 should be self-explanatory.

If you choose Option 2 you're looking at the following combat.



The Heart - Harbinger
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Harbinger
40
114%
42%
34
85%
75%
150%
Motor Cortex, Exo-Spine, Cloaking Field, Regen, Aggro, Energy Rifle, Combat Knife, Third Daughter Helmet, Reinforced Tactical Vest, Explorer Coat (Blue), Tactical Armguards, Trooper Leg Armor
Shotgun Guard
50
122%
48%
37
50%
55%
125%
Subdermal Armor, Regen, Combat Knife, Judgement, Damaged Riot Helmet, Heavy Ballistic Vest, Enforcer Armguards, Diver Leg Armor
SMG Guard
50
124%
64%
44
30%
70%
115%
Bionic Eye, Regen, Combat Knife, Cobra, Recon Helmet, Work Goggles, Half Mask, Infiltrator Armor, Granger Coat, Damaged Tactical Armguards, Welding Boots

+90 XP for a successful combat with Harbinger, also the enmity of the Covenant, -10 Covenant Reputation.

Option 3 is acceptable only because there is the potential for violence, which we will now explore.
Let Harbinger know you don't think Knurl deserves to die. It turns out she doesn't care if he dies or not she's just following orders. Head to the Temple of the Reborn in the Heart to speak with the Consecrator. The Consecrator will forgive Knurl if you can get rid of the Church's preacher in the Trade Quarter at the Church of the Covenant. Don't mix those two up, mutant and human services are very different and you don't want to be caught wearing the wrong kind of hat.

Behold the extremely short quest Rival Faith.

Head to the Church and "speak" with the Preacher there. If Mathias is with you he will automatically smooth things over for you, sending the Preacher on holiday to the Habitat. +1 Church Reputation if you let Mathias take the lead, +90 XP.

If he is not with you you can either:

Convince him to leave to save Knurl: Persuasion 5 / Streetwise 5 -> Persuasion 6 / Streetwise 6
+100 SP to Speech Skills if you do so, as well as +90XP.

Murder him and his entire congregation:



The Heart - Preacher
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) Preacher
40
86%
30%
34
0%
0%
0%
Camp Knife, Webler, Traveler Coat, Heavy Boots
Follower
50
102%
44%
31
0%
0%
75%
Regen, Utility Bar, Worker Jacket, Protective Sleeves, Heavy Boots
Follower
50
96%
34%
32
0%
0%
75%
Camp Knife, Old Ranger, Safety Helmet, Worker Jacket (Black), Protective Sleeves, Heavy Boots
Follower
60
106%
32%
24
75%
70%
155%
Camp Knife, Spartan, Old Firefighter Helmet, Gunslinger Jacket, Heavy Boots

Difficulty: Laughable
Tactical Notes: This isn't a fight, this is a challenge to see if you can kill everyone in the room before they get the chance to act.

+90 XP for the turkey shoot, oh and also Church Reputation -4 as you did just murder one of their preachers along with their dues paying congregation.

Return to the Consecrator to complete Rival Faith, +60XP and +5 Covenant Reputation.

Return to Harbinger/Knurl as necessary to complete Bounty Hunter.

Fun Fact, while Harbinger's companion bond scales with Covenant reputation, Knurl's companion bond scales with inverse Covenant reputation, so Knurl would appreciate you slaughtering everything in your path, which fits into our goals nicely.

+60XP for completing Bounty Hunter regardless of outcome.
The Heart - Trading Quarter
Past the gates and into the Heart proper!

Your first stop should be Redd's Hardware Store as he has some lovely new equipment that you will definitely want to get your hands on. He also some a pile of energy cells just laying around out in the open, better pick those up before someone trips on them and gets hurt.

Steal 7 - Redd's - 12x Energy Cell

Redd has a lovely Repeater Energy Rifle ($1800) for sale if you have Streetwise 5 (+0SP) or Master Trader, he'll even throw in a full charge of 12x Energy Cells along with the rifle.

The nearby Medbay has the standard accoutrements you would expect, and also a purchasable Squad Leader if you haven't picked one up by now. A couple of unsecured psychotropic hypodermics are easy pickings.

Steal 4 - Heart Medbay - 2x Zen

With Persuasion 5 (+0SP) or Master Trader you can purchase a Squad Leader implant for $500.

Past the Medbay is the Church of the Covenant, you may need to stop in there for Bounty Hunter depending on your choices.

Further along is the workshop that contains the radioactive isotopes required for Fixer.

If you can open the Lockpick 6 (+20SP) door then you're in great shape for the heist. The workshop is guarded by a single static security camera. Even if you have no sneak skills or feats a cloaking device will let you get past the camera to pick up the goods.



Pick up the case : +40 Sneak SP
Retrieve robot parts with Electronics 5 (+20SP) : +60 Sneak SP and Heavy Power Cell for ROMEO

If you've got a modicum of sneak skill you should be able to sneak out again for an additional +80 Sneak SP and +90XP, but even if you get caught you'll be able to keep your ill-gotten gains, be sure to turn them in to complete Fixer for +60XP and $250.

And finally, at the end of the row we come to Ismael's Trading Company. If you have Jed with you he'll remind you that Righteous Vengeance awaits within. If you don't have Jed with you you might as well go back to Whiskey Jack's and pick him up since you won't be getting in without him.
The Heart - Righteous Vengeance
It's a good thing we didn't kill Jed and keep all his money back in Chapter 1, right guys?

Well if you did you're missing out on an excellent combat opportunity. Assuming you kept your bloodlust in check long enough for Jed to survive to the Heart then Righteous Vengeance awaits a certain Ismael inside his warehouse.

You'll need Jed with you to be able to enter the warehouse, but when you do, boy oh boy!

You can choose to start combat with an initiative bonus, or let Jed say his piece. If you let Jed keep talking you'll roll right into combat with everyone inside the shop, including the Fifth Daughter and her guards. If you take over the speechifying from Jed you may be able to effect a different outcome.

5 Covenant Reputation will give you a +1 Disposition bonus. Todo: Check if more reputation increases bonus.

  • [Initiative Bonus] Combat
  • Let Jed Handle It
    • Let Jed Handle It -> Combat
    • Persuasion 5 -> Persuasion 6 / Streetwise 6 -> Streetwise 7 / Persuasion 7
    • If you have spoken with the First Daughter and not betrayed her
        Impersonate 5 -> Persuasion 5 / Streetwise 5 -> Persuasion 6
  • If successful, the Fifth Daughter and guards will not fight
    • Convince the Fifth Daughter to kill Ismael with Persuasion 7 (Disposition does not apply) or Combat with Ismael


+90XP and +85 SP to speech skills for convincing the Fifth Daughter to cut ties and leave before the fight, and extra +260 Persuasion SP on the check to convince her to kill Ismael herself, which means you will not fight Ismael or his crew at all. Convincing her to leave, and then killing Ismael, results in a -5 Covenant Reputation hit, but if she kills herself Ismael you won't receive any penalty.

Combat including the Fifth Daughter is worth some extra SPs and loot, including free entrance into the Fuel Cell Warehouse, but also -10 Covenant Reputation.



The Heart - Ismael
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Ismael
50
104%
56%
55
0%
0%
0%
Subdermal Armor, Bionic Eye, Motor Cortex, Flashbang (standard), Distortion Field, Regen, Utility Bar, Cobra, Enforcer Armor, Scav Jacket, Damaged Tactical Armguards, Diver Leg Armor
Foreman
60
114%
44%
31
0%
0%
30%
Exo-Spine, Regen, Gear Mace, Scrapper, Safety Helmet, Common Respirator, Scav Armor, Worker Jacket (Black), Shield Armguards, Scavenger Boots
Worker
60
90%
52%
26
50%
40%
75%
Synthetic Heart, Regen, Camp Knife, Pipe Dream, Scav Helmet, Scavenger Goggles, Hazmat Respirator, Worker Jacket, Shield Armguards, Worker Boots
Worker
50
108%
70%
26
0%
100%
40%
Subdermal Armor, Exo-Spine, Regen, Aggro, Sledge Hammer, Welding Helmet, Scav Armor, Scav Jacket, Shield Armguards, Welding Boots
Worker
50
118%
58%
38
50%
40%
40%
Bionic Eye, Regen, Bowie, Outrider, Enforcer Helmet, Scavenger Goggles, Half Mask, Scav Armor, Gunslinger Jacket, Shield Armguards, Worker Boots

The Heart - Fifth Daughter
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Sgt) (Squad) Fifth Daughter
40
114%
52%
26
85%
70%
145%
Subdermal Armor, Squad Leader, Distortion Field, Regen, Combat Knife, Hauser 74, Security Forces Helmet, Tactical Vest, Scrapper Coat (Red), Damaged Tactical Armguards, Trooper Leg Armor, Fifth Daughter's Badge
Fifth Daughter Guard
50
144%
70%
45
30%
70%
150%
Subdermal Armor, Bionic Eye, Synthetic Heart, Motor Cortex, Cloaking Field, Regen, Aggro, Tomahawk, Pilot Helmet, Work Goggles, Pilot Mask, Damaged Riot Officer Armor, Enforcer Armguards, Enforcer Leg Armor
Fifth Daughter Guard
50
162%
64%
50
50%
40%
180%
Subdermal Armor, Bionic Eye, Synthetic Heart, Energy Shield, Energy Pistol, Combat Knife, Hauser 74, Pilot Helmet, The Frankestein, Enforcer Armor, Granger Coat, Damaged Tactical Armguards, Diver Leg Armor

Difficulty: Hard with the Fifth Daughter attending, Medium without the Fifth Daughter and guards
Tactical Notes: The Fifth Daughter is a Sarge and she will apply her bonus to her guards as well as Ismael and crew (not reflected in above stats) so take her out quickly. The guards are all mutants and immune to gas, but the workers and Ismael are not. The guards are the biggest threat, the workers have fairly low armor and are easy to burst down.

+90XP for glorious combat with Ismael and his crew, with or without the Fifth Daughter in attendance.

Afterwards Jed will power-up with his unique feat:

Punisher: Initiative +4, Natural DR +1, Recoil Control +12, +2 Melee Damage

+60XP for completing Righteous Vengeance and the warm fuzzy feelings that come from helping a friend.
The Heart - The Bridge (Of the Heart, not of the Ship, that would be the Ship's Bridge, not the Ship's Heart's Bridge)
Past the Trading Quarter, overlooking the three great engines that power the ship, you'll find the Bridge. Head into the small building. If you've been diligently stealing your way through the ship and have the appropriate tag, you might be able to snatch a coveted Heavy Energy Pistol sitting on a console.

Steal 8 (+80SP) - Heart's Bridge - Heavy Energy Pistol and 16x Energy Cells

Now it's time to get to work on Some Assembly Required. Speak to the guard to be granted an audience with the Great Mother, supreme rule of the Covenant.

Your audience will not go well, but don't worry! There's more than one way to retrieve a fuel cell on a decrepit colonization ship bound for Proxima.

The Heart - Acquiring the Fuel Cell - Stealth and Speech
Upon being ejected from the, extremely bad-ass, throne room, you'll be approached by the First Daughter, one of the seven Daughters that assist the Great Mother.

The First Daughter would like to speed up the selection process of the next Great Mother and proposes that you become the agent of change in her court. In exchange for deposing the Great Mother the First Daughter will gift you a fuel cell shortly before banishing you from the Heart.

You have three, but actually four options to retrieve the fuel cell required for the portable life support machine in the Armory.

1. Convince the Great Mother to give you one in exchange for ratting out the First Daughter
2. Sneak into the warehouse in the northwest and steal the fuel cell.
3. Depose the Great Mother, the new Great Mother will give you one. This will involve killing her royal guards, no mean feat.
4. Fail the above and get bailed out by your faction lead, at the cost of a massive reputation loss.

Speech

If you want to sweet-talk the Great Mother into sending a fuel cell your way you'll face the following checks.

Persuasion 5 -> Streetwise 5 -> Persuasion 6/Streetwise 6 -> Persuasion 7/Streetwise 7

Note that negative Covenant reputation, if you say killed one of her Daughters, will apply a -2 Disposition penalty.

Success means a dead First Daughter and a grateful Great Mother, which means one premium fuel cell for you as well as +10 Reputation with the Covenant, and +145SP to Speech skills. Failure during the speech check means not only no fuel cell, but there will be an additional guard present if you choose to fight the Great Mother's bodyguards later on. For some this will be a drawback, for true murderhobos it is a blessing.

+90 XP and a fuel cell for convincing the Great Mother to beware the viper in her midst.

Stealth



The Heart - Warehouse Guards
Name
INIT
Gear
Warehouse Guard #1
26
Enforcer Helmet, Work Goggles, Common Respirator, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Warehouse Guard #2
29
Pilot Helmet, Scavenger Goggles, Common Respirator, Ballistic Vest, Worker Jacket (Black), Shield Armguards, Heavy Boots
Warehouse Guard #3
25
Safety Helmet, Common Respirator, Ballistic Vest, Worker Jacket, Protective Sleeves, Heavy Boots

In the northwest corner of the Heart is a heavily guarded warehouse, they've even got a combat robot out front! Fortunately for you they have lazy electricians that don't bother securing access panels and the mutant guards are dumbs as posts, radiation poisoning does not improve intelligence no matter what the comics say.

You can enter the warehouse by either:

1. Electronics 6 (+25SP) repairing the access hatch in the back
2. Convince the guards to let you in with Impersonate 4 -> Persuasion 5 / Streetwise 5 checks
3. If you killed the Fifth Daughter during the fight with Ismael (Righteous Vengeance) you'll have her badge which will let you into the warehouse, no questions asked.

Convincing the guards with your words is worth an extra +90XP and +40SP to Speech Skills.

Once inside the warehouse you need to get past a locked door with either Computers 5 (+40SP) or Lockpick 6 (+50SP). Past the locked door are two lockers with goodies.

Unlocked Heart Warehouse Locker - Hazmat Suit
Lockpick 7 (+30SP) Locked Heart Warehouse Locker - 24x Energy Cells, 1x Heavy Power Cells

Take the elevator down to begin the stealth sequence for the fuel cell. It should be fairly straightforward, but don't forget to grab the bonus chest on the right hand side.

Lockpick 4(+20SP) Chest Heart Warehouse Level 2 - Night Vision Goggles

Grab the fuel cell from the unlocked chest for +100 Sneak SP, and make your way to the exit, +90 XP and +300 Sneak SP, and a fuel cell!, if you exit without raising an alarm.

Don't try to enter the warehouse twice, lest the game balance gods strike you down, don't worry there will be a warning.
Heart - Acquiring the Fuel Cell - Combat
Welcome my friend, welcome to a delicious combat challenge the likes of which you have not yet had the joy of experiencing. Yes, yes, you'll receive a fuel cell to reactivate the machine after you win, but the real prize is the murdering we did along the way.



The Heart - The Great Mother
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Guard
60
0
160%
58%
41
75%
70%
170%
Subdermal Armor, Synthetic Heart, Motor Cortex, Gas (standard), Energy Shield, Regen, Aggro, Combat Knife, Doomsayer, Riot Helmet, Riot Officer Armor, Damaged Riot Armguards, Trooper Leg Armor
(Cpt) (Squad) Guard
50
0
146%
51%
31
75%
70%
170%
Subdermal Armor, Synthetic Heart, Squad Leader, Gas (standard), Distortion Field, Regen, Combat Knife, Handcannon, Combat Helmet, Combat Armor, Damaged Combat Armguards, Damaged Combat Leg Armor
Guard
50
60
166%
60%
52
0%
0%
180%
Subdermal Armor, Bionic Eye, Synthetic Heart, Motor Cortex, Regen, Scoped Energy Rifle, Combat Knife, Outrider, Enforcer Helmet, Biolab Gas Mask, Energy Armor Light, Infiltrator Jacket, Damaged Tactical Armguards, Trooper Leg Armor
Guard
50
0
140%
54%
49
30%
70%
105%
Subdermal Armor, Bionic Eye, Motor Cortex, Energy Shield, Regen, Combat Knife, Hauser 92, Pilot Helmet, Work Goggles, Common Respirator, Heavy Ballistic Vest, Enforcer Armguards, Damaged Riot Leg Armor
Extra Security Guard
50
0
136%
74%
36
85%
70%
170%
Subdermal Armor, Bionic Eye, Synthetic Heart, Motor Cortex, Cloaking Field, Aggro, Combat Knife, Cobra, Security Forces Helmet, Reinforced Guard Armor, Ranger Coat, Ranger Armguards, Diver Leg Armor
Energy Turret (Low)
50
50
75%
0%
30
50%
Immune
Immune
Energy Turret (Low)
50
50
75%
0%
30
50%
Immune
Immune

Difficulty: Extremely Hard, seriously. Make sure to make it even harder by failing the speech checks before trying to assassinate the Great Mother.
Tactical Notes: Four or five highly skilled combatants with excellent equipment, supported by two laser turrets. You don't have a lot going for you but there are a few bright sides. Most of the enemy combatants are relatively low in HP due to being mutants. Their forces are split at the start but the snipers in the back will get within range in one turn, the laser turrets will always be in range. Almost every enemy has a gadget or shield, pulse grenades can be extremely effective here, damaging the turrets and destroying the gadgets/shields of the guards. Obviously don't bother using gas grenades as they are useless. Do use stasis, pulse, and disruptor grenades. This may not be the final battle in the game but it's certainly a boss battle. Playing John Williams "Duel of the Fates" while fighting is optional but recommended.

Deposing the Great Mother, long live the Great Mother! Is worth +90 XP, a fuel cell, and permanent banishment from the Heart! I sure hope you completed Righteous Vengeance first, otherwise Jed is going to be very cross with you.
The Heart - Failing to Acquire the Fuel Cel
If you failed to acquire a fuel cell, by bungling the heist most likely, or you've decided you won't be able to defeat the Great Mother's guard in combat and you'd like to give up, you'll have to go groveling to the companion of your chosen Habitat faction. Mathias is very understanding about the whole thing, Cobra and Garret are less amused, but in any case it will cost you -7 Reputation with your faction. If your faction companion is dead you'll have to take the extra step of going to your faction leader to beg in person, they will not be amused.
Armory - Some Assembly Required
After acquiring the fuel cell from the Heart, or getting kicked out of the Heart, it's okay we don't judge, head back to the Armory. Finally it's time to finish the game! You'll automatically head down to the life support system, insert the fuel cell, and get some error lights! Oh. Well, I guess we've some work to do yet, matter converters don't just grow on trees after all, well in this case they kind of do but they normally don't. Tanner will note that the Hydroponics levels of the ship used to have several matter converters and since we already looted the green zone down to the nuts and bolts it's fair bet we're going to need to head to go a bit deeper.

At least we get +60XP for completing Some Assembly Required now it's Into the Red Zone.
Hydroponics - A brief interlude
We need a Matter Converter to get the ol' machine fired up, so lets go talk to Carlos in Hydroponics and see if he can't point us in the right direction to take us Into The Wild.

Head to Hydroponics, Train Station. Talk to Carlos. Carlos knows where you can get a Matter Converter, no problem. But, to get the Matter Converter you need to head into the Hydroponics Red Zone. To get into the Hydroponics Red Zone you need a Tower Control Module. But don't worry! He knows where you can get a Tower Control Module. Just head into the foreboding depths of Mission Control from whence no man has returned alive.

So at this point you'll need to drop over into Mission Control, I sure hope you picked up the Eye of the Synod in ECLSS earlier.
Mission Control - Chapter 3
After returning from the Habitat you will be able to access the lower levels of Mission Control, note that you can do this before going to the Heart, and you will be able to find the tower control module you need to access Hydroponics Yellow, but you won't be able to get into Hydroponics Yellow until you complete the Heart Fuel Cell quest.

If you did not murder Jimmy the implant dealer in Chapter 1 then be sure to talk to Sara in Medbay, she has a follow-up quest Missing Person for you to check on Jimmy's expedition into Mission Control.

If you saved the wounded scavenger in Mission Control and did not take his pistol he will be at the Train Station and will say thanks! No further reward of course, a good deed is its own reward.

If you have Missing Person active then you can talk to the hotel own, Zillah at the Train Station and she will tell you that Jimmy went missing on the Admin Center level. Head down there and go to the sport formerly occupied by the Scammy Scavs, with Perception 8 you'll spot a hatch to access a lower level. First remove the barricade from the nearby door so you can come back here. With Electronics 4(+40SP) or Lockpick 5(+40SP) you'll be able to open another hatch leading down.

Poor Jimmy, rest in peace good buddy. Oh well, anyway, let's loot.

Jimmy's Corpse - Combat Armguards, Combat Leg Armor, Combat Armor, 1x Pulse Grenade, Energy Rifle with 6x Energy Cell
Mummified Body - Biotech 7(+74SP) - Painkiller Upgrade Chip (+1 Regen, Synthetic Heart)
Destroyed Robot - Electronics 5(+20SP) - 1x Heavy Power Cell (for powering up Romeo)

Return to Sara to complete Missing Person for +60XP.

Now before you goto Level 6 with Shadow, if you've been diligently training your civic skills you may want to stop by the Level 5 Vault, past the Killing Room, as there are some niceties contained within.

With Lockpick 7(+40 SP) or Computers 7 (+40SP) you can unlock the next section of the vault. Inside is a console, with Electronics 7(+20SP) you'll unlock the Machine Hunter feat for your party.

Machine Hunter: Party Bonus Against Robots and Turrets: +12 Critical Strike, +10 Penetration

There's also an unlocked locker next to it.

Unlocked locker: Disruptor MK2, Pulse Capacitor MK2, Cloaking Field, Advanced Targeting Upgrade Chip

Now if you've really been pushing your skills, you may be able to unlock two more vault doors with amazing things inside.

Lockpick 10 (+120 SP) Vault -
Equipment Locker: Heat Absorber MK3, Pulse Capacitor MK3, Disruptor MK3, Power Cell MK3
Electronics 9 (+80SP) Vault -
Left Box : 12x Energy Cells
Right Box: 1x Aggro, 1x, Zen Painkiller Upgrade Chip,
Ancient Trapper Corpse: Biotech 9 (+178 SP) Heat Absorber Upgrade Chip (+2 Energy DR, Subdermal Armor)

There's a third vault, but the entrance has collapsed, you'll get inside if you defeat Ol' Bub.

Head down to the Security Quarters where you'll find reliable and trustworthy Shadow waiting for you at the big scary door. If you recovered the Eye of the Synod in the ECLSS tunnels you'll now be able to access Floor 6 the Inner Sanctum. If you haven't recovered the Eye you'll still be able to access the 6th floor, but you won't be able to use ROMEO to fight Ol' Bub, you do get a bonus Electronics 5 (+20SP) or Lockpick 5(+20SP) check, but that's scarce comfort when fighting the Doom of Mission Control without backup.

WARNING: Once you enter the 6th floor for the first time you must access the elevators to the 7th floors before leaving or they will be permanently locked, so come back later if your skills / murdering capabilities are low.
Mission Control - Floor 6 - Inner Sanctum
WARNING, AGAIN! Once you enter the 6th floor you need to defeat Shadow before leaving Mission Control (you can access other floors, there's a medical machine at the Train Station to install Upgrade Chips) otherwise you'll be locked out of the 7th floor, forever* (as far as we know so far).

Shadow is the four-time All Ship Games 500 meter dash champion so while you're walking down the stairs and letting your eyes adjust he has already run ahead to the security room on this level and looted it, he also carried his three man crew with him while running because he is strong, so very strong.

Anyway, there's a datapad on the floor nearby Computers 1(+20SP) with some history. To your immediate left, accessible via a circuitous route is a giant terrarium housing the Doom of Mission Control, Ol' Bub the sandstriker. Don't go there yet, even the mightiest of Murderhobos will want some robotic backup before we fight that thing.

There are two electronically locked doors accessible nearby with bodies/loot behind them.

Open the Electronics 4 (+20SP) door to your left, inside are a Computers 1(+20SP) tablet, and a corpse.

Corpse - Biotech 6(+62SP) - Combat Reflexes Upgrade Chip (+3 Evasion, Motor Cortex)

A bit further south is the Electronics 5 (+20SP) door, there's a skill training machine inside, and another corpse.

Another Corpse - Biotech 5(+50SP) - Glareshield (+20 Thermal Vision, +20 Optical Resistance)

Right before the central room there is another datapad to unlock Computers 1 (+20SP)

Head to the central room where Shadow is hanging out with his crew. When you arrive they will have already looted everything of value, except the Tower Control Module we need for Deep Diving. Even if you never started that quest we can pickup the module as it's needed to access Hydroponics Yellow as part of the main quest later on. You can technically leave Mission Control now to continue on the main quest, but if you do you'll miss out on Level 7 forever, so don't leave until Shadow is dealt with.

There are two other very important things left in the room, one is the security console and the other is the recharging bay for ROMEO.

If you repaired ROMEO and gave him a Heavy Power Cell to jumpstart his batteries you'll be able to call ROMEO to the repair/recharging bay. Inside you'll be able to add 10% to his battery, the equivalent of one fight's worth, and access a limited selection of upgrades. You'll unlock later, better upgrades at other repair bays.

+60XP for completing The Last Lawman

Floor 6 Repair Bay Options
Default Armor: Steelcage - 10/9/8
Computers 7(+80SP) - Upgrade Armor to Bulwark 12/11/10
Default Targeting: Terminator M5Xi (Damaged) - Accuracy 75, Thermal Vision 85
Electronics 6 (+75SP) - Upgrade Targeting to : Terminator M5Xi (Rigged) - Accuracy 95, Thermal Vision 100
Electronics 9 (+110SP) - Upgrade Targeting to : Terminator M5Xi - Accuracy 130, Thermal Vision 100

See the Companions - ROMEO section for a full breakdown of upgrades and skill requirements.

The security console can be fixed with Electronics 6(+50SP). Once it is fixed you can either Computers 6(+185SP) shut down the energy turrets near the elevators, this disables them in the fight with Shadow which allows for a diplomatic solution and/or an easier fight, or you can Computers 8(+360SP) activate the turrets now in which case everyone in that room dies!

Before we see Shadow there are a few more bits and bobs to find on the level.

Near the security console there is a pile of crates, within said pile of crates is a forcefield emitter that Zeke at the Pit Power Station would very much like to have.

To the south behind a Lockpick 5(+20SP) locked door you can find the House of Prayer. Inside there is a Computers 1(+20SP) tablet, as well as a corpse.

Devout Corpse - Biotech 7 (+74SP) - Assault Trooper Upgrade Chip (+2 Movement AP, Motor Cortex)

To the east, behind an Electronics 5 (+20SP) locked door is are two corpses.

New Corpse - Defender with 12x Energy Cells
Old Corpse - Biotech 7(+74SP) - Painkiller Upgrade Chip (+1 Regen, Synthetic Heart)

A bit to the left in the bar area there is another locked door Lockpick 4(+20SP) with another corpse.

Corpse - Biotech 4 (+48SP) - Neural Shield Upgrade Chip (+10 Neural Resistance, Neural Uplink)
*This is the line of the guide with the most instances of the word "neural".

A bit above the bar area is a combat encounter with two floaters and three mind-worms. Don't worry they're harmless! Oh sorry, I meant armless, they have no arms, plenty of tentacles though.



If ROMEO is repaired and powered up he can join this fight at the cost of 10% of his battery, he will recover any damage at the end of the fight but if killed will be gone forever. You can upgrade him with new options on Floor 7 with the right skills so feel free to do that before doing this fight.

Mission Control Floor 6 - Mindworms and Floaters
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Mindworm (High)
40
N/A%
0%
100
N/A%
100%
100%
Mindworm (Mid)
30
N/A%
0%
100
N/A%
100%
100%
Mindworm (Low)
20
N/A%
0%
100
N/A%
100%
100%
Floater (Low)
50
120%
38%
64
0%
100%
100%
Floater (Mid)
50
116%
38%
70
0%
100%
100%

+90XP for cleansing the abominations.

There is a snack/corpse nearby with goodies.

Corpse: Energy Armor, Security Goggles

Okay now that we've picked this place clean let's go talk to Shadow.
Mission Control - Level 6 - Shadow
Surprise he betrayed you! If he's not dead that is. Assuming you didn't turn him into kibble via the security console in the other room you'll find Shadow, his crew, and a gaggle of turrets waiting for you at the elevators to Level 7.

Now if they're all dead you have a very easy encounter to look forward to, walk right into the room and assert your dominance. Against all odds Shadow is still clinging to life, you can choose to execute him, and get all the loot he has on his body, or you can give him a medkit in the vain hope that the double-crossing thief/assassin will repay your kindness in kind one day in the future. I'm not here to judge you, but do the right thing. Walking away without tossing him the medkit also removes his corpse as a lootable object, so while it is an objectively cool thing to do, I don't recommend it.

Assuming Shadow is not mostly-dead you have a few options. If the turrets are still functional then Shadow will not be swayed by pretty words, you'll have to fight him now or lose access to Level 7 forever. If the turrets are down however, you might be able to persuade him he's got a losing hand. Bringing ROMEO along will open an additional dialogue option with +2 Disposition but it probably isn't worth the battery charge unless you can't complete the challenge without it.

Persuading Shadow:

Streetwise 6 -> Persuasion 7 or Streetwise 7 (with ROMEO, +2 Disposition) -> Persuasion 8/Streetwise 8

+100 SP to speech skills for persuading him to leave.



Mission Control Floor 6 - Shadow
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Shadow
40
132%
58%
49
0%
0%
0%
Subdermal Armor, Motor Cortex, Exo-Spine, Pulse Grenade, Cloaking Field, Aggro, Viper, Reinforced Tactical Vest, Recon Jacket, Tactical Armguards, Infiltrator Boots
Shotgun Scav
60
128%
36%
35
50%
55%
60%
Subdermal Armor, Bionic Eye, Energy Shield, Regen, Jackhammer, Ballistic Helmet, Heavy Ballistic Vest, Riot Armguards, Riot Leg Armor
Pistol Scav
60
112%
36%
25
30%
70%
50%
Distortion Field, Blackjack, Colt Classic, Recon Helmet, Work Goggles, Hazmat Respirator, Tactical Vest, Infiltrator Jacket, Ranger Armguards, Diver Leg Armor
Rifle Scav
50
122%
47%
33
50%
40%
50%
Combat Knife, Outrider, Diver Helmet, Scanner, Reinforced Guard Armor, Scav Jacket, Ranger Armguards, Scavenger Boots
Energy Turret
70
75%
0%
30
50%
Immune
Immune
Energy Turret
70
75%
0%
30
50%
Immune
Immune
Energy Turret (Unshielded)
70
75%
0%
50
50%
Immune
Immune
Energy Turret (Unshielded)
70
75%
0%
50
50%
Immune
Immune

Difficulty:
Tactical Notes:

If you can't turret-murder, regular-murder, or persuade Shadow then consider restarting your character! Or do this section when you're higher level and more heavily armed, up to you.

+90XP for resolving the Shadow situation.

Assuming you didn't get locked out forever, you'll need a Computers 5 (+20SP) check to access the elevators to Level 7.
Mission Control - Level 6 - Ol Bub
Ol' Bub, the worm, the legend, the Doom of Mission Control. Found on Level 6 he is the toughest single opponent in the game. Resistant to basically everything, equipped with jaws that crush steel, acid spit, and psionic roars he is quite the challenge even for Murderhobos.

I suggest bringing Romeo with you at the cost of 10% of his battery, but feel free to do it on your own if you've got something to prove.



Mission Control Floor 6 - Ol' Bub
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Ol' Bub
180
120%
62%
65
70%
80%
100%

Difficulty: Extreme, the single toughest individual on the ship, except maybe Azrael, we'll see
Tactical Notes: 16/15/13 armor means you need top-end conventional weapons or energy weapons to even scratch this thing. Ol' Bub will start the fight with a Panic inducing roar, which he'll do again every 3 turns. Attack wise he'll mix it up between a ranged Acid Spit that blinds and poisons, and melee based Bites (which cause Bleeding), most of his attacks have 40-50% Armor Penetration. He regenerates 3 HP every turn, but at least he doesn't drain HP like a Creeper! ROMEO is useful here since he can chip away with his Energy Cannons but Bub tends not to target him. Grenades-wise, Bub can be frozen with Stasis, is immune to Gas and Disruptors, is 80% resistance to Flashbangs, and has Thermal Vision 70% vs Smoke which will only impact his ranged Acid Spit Attacks. Energy Armor shields will help prevent Bleeding and the status effect debuffs from Bites until the shield is exhausted (Acid Spit not mitigated).

+90XP for slaying the worm, and you can return his mandibles to Zillah at the train station for $2,000.

The corpse of a would-be dragon hunter is in the back of Bub's nest.

Failed Bub Hunter Corpse - Ravager, Crow

Past Ol' Bub is a broken hole in the wall, where can be found a locker, technically back on level 5 with some goodies.

Level 5 Ol' Bub Locker: 24x Energy Cells, 2x Stasis, 2x Pulse, 2x Disruptor
Mission Control - Level 7
Well, this was unexpected. A pristine lander just sitting at the bottom of Mission Control, whodathunkit? I'm sure this will have no consequences later on.

Anyway let's get to looting.

To the north there is a medbay behind a Lockpick 4(+20SP) door.

Medbay Storage - 1x Regen, 2x Aggro, 2x Zen
Medbay Corpse - Biotech 7(+74 SP) - Assault Trooper Upgrade Chip

Catty-corner to the medbay is another door Electronics 6(+25 SP) to repair and open, past the barricade is a corpse of our hallowed ancestors.

Corpse To Loot, Not Revere : Annihilator with 12x Energy Cells, Reinforced Tactical Vest, Trooper Leg Armor, Tactical Armguards, Security Goggles

To the south is another repair bay for ROMEO. This bay has additional upgrade options, in addition to any that were available on Level 6 if you didn't upgrade him at that time.

ROMEO Upgrades

Armor - Computers 8 (+90SP) - Goliath 14/13/12
Combat Response - Default - Spearhead SM2 (Broken) AP 14 Initiative 40 Reaction 50
Combat Response - Electronics 7 (+80SP) - Spearhead SM2 (Rigged) AP 16 Initiative 50 Reaction 50
Combat Response - Electronics 10 (+150SP) - Spearhead SM2 AP 18 Initiative 50 Reaction 100

Note, you can upgrade ROMEO here, and then use him on the Level 6 fights if you like, but once you send him to the Armory he is gone from Mission Control forever.

Down the long hallway is a door leading to the Launch Control center for the lander. Approach the door and carefully look inside Colony Ship's equivalent of the Danger Room. You have options, the first is to fight! Fighting is good, fighting is great, this is probably the hardest fight in the game for most players. On the plus side you'll be able to access the launch control with a Lockpick 4 check instead of an Electronics 7 and Lockpick 4 check. You can also sneak over to the security terminal to disable some of the incredibly dangerous counter-measures before starting the fight.

If you can sneak to the terminal undetected you'll be able to disable some counter-measures. The initial options are:

Biotech 5 (+50 Biotech SP, +50 Sneak SP) - Disable poison gas (this functions like Hydroponics poison gas dropping your max HP by a percent equal to 100% - Toxic Resistance)
Computers 6 (+185 Computers SP, +25 Sneak SP) - Disable turrets
Computers 6 (+105 Computers SP, +25 Sneak SP) - Disable robots, yes robots plural

However, whenever you disable one counter-measure the other counter-measures will increase in difficulty by 1 so start with your worst skills and work your way up.

Your skill point rewards do not increase when the difficulty goes up. If only the poison gas remains then combat will start and then immediately end. If you disable all of the counter-measures you get an extra +20 Sneak SP.

If you can't / don't want to sneak then you're in for quite the fight, you can bring ROMEO at the cost of 10% of his battery.



Mission Control Floor 7 - Launch Control
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Robot
120
0
60%
0%
10
80%
Immune
Immune
Heavy Power Cell
Robot
120
0
60%
0%
10
80%
Immune
Immune
Heavy Power Cell
Energy Turret
70
50
75%
0%
30
50%
Immune
Immune
Energy Turret
70
50
75%
0%
30
50%
Immune
Immune
Energy Turret (Unshielded)
70
0
75%
0%
50
50%
Immune
Immune
Energy Turret (Unshielded)
70
0
75%
0%
50
50%
Immune
Immune

Difficulty: Ranges from zero (no security measures) to Extremely Hard (all security measures)
Tactical Notes: The good news is everything does Energy damage, so you can itemize accordingly. Don't forget one of the robots will toss a Disruptor at the start of the fight. You can partially hide behind turrets and the center console to get the Robots to move around a bit, if you can cluster up the two robots and a turret you can do some very efficient damage with Pulse Grenades. Otherwise this is just a test of your defenses, you need to survive withering turret fire for a long time to take down the machine horde. Energy weapons are good against the turrets and bots.

Once the fight, or lack thereof, is over, +90XP for overcoming the Danger Room.

Now, once you're past the Danger Room it's time for some rewards! Once you're past the giant door of course.

If you didn't disable any counter-measures, way to be a badass, you need to pass a Lockpick 4 (+20SP) check to open the door. If you disabled one counter-measure the check will be Lockpick 6 (+30SP). And if you disable two or more counter-measures you'll need to pass an Electronics 7 (+30SP) check followed by the Lockpick 6 check.

Once inside there's a corpse! It has a great upgrade chip.

Launch Control Room Corpse - Biotech 9 (+138 SP) - Rapid Response (+6 Initiative, Motor Cortex)

And a training token machine!

Urban Pacification - Rifle, Bladed, Evasion
Tactical Response - SMG, Pistol, Evasion
Breach Team - Shotgun, Armor, Lockpick
Undercover Training - Impersonate, Steal, Streetwise

And the controls to the lander!

Using either Faythe's key, see it had a purpose! or a Computers 9((+120SP) check you can unlock the lander. +60XP for all, and some very important exposition. The lander is now unlocked and can be entered. If you have the quest Key to the Future you should check out the lander, read the Computers 1(+20SP) tablet, and then go talk to Luther on Level 2 for an additional +60XP.

And most importantly, the Vault.

With Computers 8 (+40SP) you can lower the forcefield to access unlocked and locked Lockpick 9(+80SP) lockers.

Unlocked Locker - Combat HUD, Combat Gas Mask, Recon Helmet, Pilot Mask
Locked Locker - Light Reflector MK3, Emitter MK3, EM Deflector MK3

Nearby is a locked door, with Lockpick 10(+200SP, but what do you care about skill points for at that point?) or Computers 10(+200SP) you can access the inner armory of the vault.

Behold the glory of the Combat Armor MKII suit, the finest protection a person can find deep in the bowels of a decaying colony ship. There's also a cabinet full of weapons to go with your new suit!

Combat Armor Suit - Combat Helmet MKII, Combat Armor MKII, Combat Armguards MKII, Combat Leg Armor MKII
Weapons Locker - Heavy Energy Pistol, Heavy Energy Rifle, Defender MK II, Annihilator MK II, Power Mace, Auger, 48x Energy Cell

Yep, it's a good haul my friends, a good haul indeed.

If you have any combats left in Mission Control (Floaters and Mindworms, or Ol' Bub) don't send ROMEO to the Armory yet, otherwise feel free to send him away to the Armory now and he'll be available during the Armory fight later on.

Now, onto Hydroponics Yellow! Of course, we may come back to Mission Control later...
Hydroponics - Yellow Zone
Assuming you have the Tower Control Module from Mission Control Level 6, return to Carlos, he will be very impressed that you managed to retrieve the Tower Control Module from the crate it was sitting in, +60XP for your party, as well as a very snazzy Power Cell MK3, which is now the most expensive thing you own.

If you resisted the impulse to murder Gideon and his Grangers during Easy Money you can go down to the bottom level of Camp Reid to talk with Gideon. He'll present the reformed and happy Chance who has been a busy bee in the Green Zone. Chance will then give you the shirt off his back, Fighting Chance, ha, as well as +60XP for completing Deep Diving.

Head on over to the Alpha Tower in Hydroponics Green, then walk over to where the lone Creeper used to hang out and talk to the guards who will let you into Hydroponics Yellow proper.

Before opening the airlock make sure you've equipped your best Toxic Resistance gear. If you have less than 100% Toxic Resistance you'll take a percentage hit to your max HP equivalent to your missing protection percentage. The Hazmat Suit will protect you from toxins but will make it easy for everything else to kill you, this is a poor deal if you plan on doing any fighting.

Open the airlock up the ramp and to the left is an overgrown greenhouse with some hostile wildlife. Unfortunately the broadcasters that were supposed to keep the livestock pacified aren't working so we'll need to do things the hard way.





Hydro Yellow - Greenhouse
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Psi Frog (High)
25
20
N/A%
39%
42
N/A%
0%
100%
Psyker's Brain
Desert Bullfrog (Low)
40
0
104%
72%
68
100%
0%
100%
Desert Bullfrog (High)
50
0
108%
68%
52
100%
0%
100%
Creeper (Low)
40
0
100%
20%
42
100%
100%
100%
Creeper (High)
50
0
100%
26%
45
100%
100%
100%

Difficulty: Medium, the bullfrogs and creepers are tanky but the offensive threat is minimal
Tactical Notes: Take out the Psyker asap, otherwise this is a tank and spank, focus fire on the creepers one at a time, the frogs should be almost entirely stopped by the premium footwear you're rocking at this point.




+90 XP for restoring peace to the garden.

There are two corpses in the rear of the garden with some loot.

Worker Corpse: Security Goggles, Pilot Mask, 1x Aggro
Dead Security Guard: Damaged Riot Helmet, Upgraded Riot Armguards, Damaged Riot Officer Armor, Damaged Riot Leg Armor

Head back to the main building and go inside. To your right is a locked door, Lockpick 5(+20SP) or Computers 4 (+20SP) to open it. There is a broken console inside Electronics 1 (+20SP) and an Electronics Module. The dead body nearby is missing most of his head, the Ocular Implant is unrecoverable but, with Biotech 5 (+50SP) you can recover an Image Analyzer upgrade chip for your Bionic Eye. As a reminder you can install as many upgrade chips as you want in an implant, but you can't recover them from a corpse.

Image Analyzer Upgrade Chip - +20 Thermal Vision, +20 Optical Resistance

The central door is blocked by fungal growths, we'll have to find another way in. Head to the left, the are two creepers snacking on a frog. You can sneak by them fairly easily, but your whole party needs to make it to the exit so full parties may have difficulty.

Sneaking by is worth +100 Sneak SP.

There is also a a broken terminal near the door to the encounter. If you peek through the door and then retreat you'll be able to fix up the terminal and use it to drive off the Creepers.

Fixing the terminal requires an Electronics 6 (+25SP) or Electronics 3 (+20SP) and 3x Electronics Modules, and then a Computers 4 (+100SP) check will drive the Creepers off.






Hydro Yellow - Two Creepers
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Creeper (High)
55
100%
26%
45
100%
100%
100%
Creeper (Low)
50
100%
20%
42
100%
100%
100%

Difficulty: Easy, just focus fire
Tactical Notes: Though very tanky the Creepers don't do a tremendous amount of damage. The Energy Armor will negate their damage and prevent them from healing from their drain attack until the shield collapses.




+90XP for fighting or sneaking.

There is a corpse in the rear of the encounter area with some basic loot.

Corpse: Biolab Gas Mask, 4x Medkits

Squeeze through the doorway and head upstairs.
Hydroponics Yellow - Gibson Station
The top floor of Gibson Station has notably less fungus than the bottom which will make stripping the remaining bits of loot much easier. There is an elevator on the left hand side that will take us up to the Control Tower. We can't use it yet but we'll be back soon. On the right hand side there is an office with some light supplies, a datapad Computers 1 (+20SP), and a corpse that is sadly missing any recoverable biotechnology, but there is a working Energy Pistol on the desk, the clip is empty sadly. There is also a medical machine that can be used to install the various implant upgrade chips we recover from Hydroponics.

Desk Paperweight: Energy Pistol

Medical Locker: 1x Regen, 6x Medkit

Drop down through the giant hole in the floor, surely riches await!

Strip the broken console in the room below for an Electronics Module with Electronics 1 (+20SP).

Immediately to your right there is a room with a Creeper and some not-dead frogs, clearly the Creeper fed recently. You can sneak your entire party by or kill everything, up to you, sneaking by is worth +140 Sneak SP.






Hydro Yellow - Creepers and Frogs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Creeper (Mid)
55
100%
20%
39
100%
100%
100%
Desert Bullfrog (Low)
40
104%
72%
68
100%
0%
100%
Desert Spitter
35
?%
55%
60
100%
0%
100%

Difficulty: Easy, remember when Spitters were a big deal, good times
Tactical Notes: Crush the Creeper, blast the Bullfrog to bits, skewer the Spitter




+90 XP for sneaking or fighting.

Past the fog choked room there is a locked Lockpick 8 (+40SP) locker.

Locker: 1x Stasis, 2x Zen, 24x Energy Cells, Firefighter Helmet

Head through the door, down through the broken greenhouse units and look for the the two hazmat clad corpses. The suits are kaput, but if you reach in through the tears you'll find some useful bits.

Corpse #1 "Larry" - $138 , Training Token - Lab Technician (Biotech, Computers, Electronics)
Corpse #2 "Chuck" - Hydroponics Employee Keycard

Head back into the station, climb down into the room with the big machine. There's a crate, a corpse, and a giant machine each of which has a lovely gift for you. The giant machine is very broken but you can still salvage an Override Module with Biotech 4(+20SP). The corpse has a giant hole in his chest, which makes accessing the Lifesaver upgrade chip in his defunct Synthetic Heart much easier. Biotech 8 (+96SP) to remove the upgrade chip.

Lifesaver, Synthetic Heart implant upgrade: +5HP

Crate: Hazmat Gas Mask

You can unblock the door from this side if you want but you don't need to return to the ground floor.

Climb back up, dead ahead is a locked door Computers 4 (+20SP) or Lockpick 5 (+20SP) to unlock. Beyond and to the right is an emergency elevator hatch, with Electronics 6 (+50SP) you can unlock the elevator to the Control Tower.

Back and to the left Electronics 6 (+25SP) to open the door to a room with a lovely preserved frog specimen in a glass case. Head up the fungal ladder, remove the blocking fungus from this side of the door and check out the research terminal nearby.

With Computers 6 (+25SP) and Biotech 7(+30SP) you'll be able to unlock the Creeper Hunter feat for your party.

Creeper Hunter: +12 Accuracy, +10 Penetration, +6% Critical Chance against Creepers

Head back to previously locked elevator. If you unlocked the emergency hatch earlier it will be unlocked, otherwise you'll need to use the Hydroponics Employee Keycard and Computers 3 (+20SP) to unlock the elevator to the Control Tower.

Head up to the Control Tower, there's a datapad to unlock on a table nearby with Computers 1 (+20SP). Then activate the central console to deactivate the terraforming experiment currently running in the Yellow Zone, +60XP and we continue Into The Wild in the Red Zone. With the cessation of the terraforming experiment the poisonous air will dissipate, which would have been helpful information to have a while ago. Remember that for this next bit since there is a doozy of a fight at the end of the Red Zone and you'll need every advantage you can get.
Hydroponics - Red Zone
Well we're here in the Control Tower of the Red Zone, we'll just take our Matter Converter and be on our way. Lucky for us the Matter Converter is still plugged into the console, unfortunately for us the Matter Converter is currently engaged in supporting a century long terraforming experiment running in the Red Zone. So we're going to need to start Jumping Through Hoops to get the system to play nice.

There are three things you'll need to do before you can get the Matter Converter out of the machine.

1. Fix the a malfunctioning terraforming engine
2. Get authorization from the server on level one
3. Obtain a fungus sample from the mutated fungal bloom

Use the elevator to head down to the second floor. There's a skill training machine nearby if you want to use the Lab Technician Training Token from the Yellow Zone.

Across the hall is a locked door Lockpick 3 (+20SP), with a locked medical supply cabinet Lockpick 4 (+20SP) and a medical machine for installing any implant upgrade chips you've scavenged.

Medical Supplies Cabinet: 1x Zen, 6x Medkits

Head down the elevator to the ground floor.

Directly on your right is a cracked open door, beyond which is a little encounter with frogs and creepers and not coincidentally objective #1 on our checklist. If you want you can sneak your stealth specialist to the console inside, or you can use another console further away with a combination of Electronics and Computers to fix the terraforming engine, or, or, or, you can go murder some frogs and creepers.

Stealth: Sneak to the far console, the mobs will disappear when you activate the console, +180 Sneak SP.

Technical: To the southeast, of the engine room is a locked door behind an Electronics 5 (+20SP) check, there's a console inside which can be activated with Computers 5 (+200SP) or Electronics 6 (+20S0P). The mobs will clear out once the console has been activated, you don't need to do anything else in the engine room but there is a crate with a bit of loot if you want to go back. There is also a corpse with an Exo-Spine upgrade chip, Heavy Infantry: +6 Armor Handling, which can retrieved with a Biotech 5 (+50SP) check.

Combat :




Hydro Red - Creepers and Frogs
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Psi Frog (High)
25
20
N/A%
39%
42
N/A%
0%
100%
Psyker's Brain
Desert Bullfrog (Low)
40
0
104%
72%
68
100%
0%
100%
Creeper (Mid)
55
0
100%
20%
39
100%
100%
100%
Creeper (High)
55
0
100%
26%
45
100%
100%
100%
Difficulty: Medium
Tactical Notes: The psyker frog will need to come around the corner to mind-blast you so make sure you're not easily visible from the far doorway.


Inside the room with the terraforming engine is a crate with a nice helmet.

Crate: Welding Helmet

+90 XP for getting the terraforming engine "fixed", step one complete.

In the central room is a datapad to unlock Computers 1 (+20SP), as well as working version of the synthesis machine that we found the override module to in the Yellow Zone.

With sufficient Biotech skills you'll be able to synthesize up to three Ultra Stims.

Biotech 4 (+20SP) Ultra Zen: +70 Neural Resistance for 4 turns, -3 to PER
Biotech 5 (+20SP) Ultra Regen: Regenerate 20HP immediately and 15HP for 3 turns, -2 to STR, DEX, PER, CON upon expiry
Biotech 6 (+20SP) Ultra Aggro (Melee) : +4 Melee Damage, +4 AP, for 2 turns, -3 to STR, DEX, PER, CON upon expiry
Biotech 6 (+20SP) Ultra Aggro (Focus) : +4 AP, +30 Reaction, +25 Accuracy for 2 turns, -2 to STR, DEX, PER, CON upon expiry

Near the machine is the server room behind a locked door Lockpick 5 (+20SP) or Computers 4 (+20SP) to open the door.

Objective #2, get server authorization is within reach. Computers 7(+20SP) or Computers 4(+20SP) along with the Hydroponics Employee Keycard. +90XP for clearing Objective #2.

Head out the door and up the stairs and deactivate the forcefield.

It's time to meet our new friend the Floater! You can of course avoid combat by using the nearby broadcaster with a Computers 4(+80SP) check, or you can try running for the exit and using Electronics 4(+80SP) to fix the forcefield control panel before you're caught.

The honorable choice is of course to engage in combat with the floating jellyfish, but there are a few things you should know before diving in, if you didn't already fight the floaters in Mission Control Level 6.

The Floater has exceptionally high Ballistic DR but mediocre, for this point in the game Melee and Energy DR. It's protected by an innate Distortion Field that will inflict 2-4 Energy damage against melee strikes and -20% THC Maimed status, but doesn't reduce the accuracy of ranged attacks. The Floater is immune to all grenades except for Stasis.




Hydro Red - Solo Floater
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Floater (Low)
50
120%
38%
64
0%
100%
100%

Difficulty: Medium, the Floater is tricky but there's only one of them. You'll need high damage ballistic weapons to get past his armor, energy weapons or melee weapons will have an easier time.
Tactical Notes: Space your crew out to minimize the damage from the psionic AOE, melee mains should make sure the energy resistance on their arms is up to snuff to reduce damage from the Floater's distortion field.



+90XP for dealing with the Floater.
Hydroponics - Red Zone - Part 2
Next in the line of little glass boxes filled with horrors are the Elder Creepers. They're like Creepers, but with extra armor, so they cost significantly more to shoot to death. You can sneak past these two, but your whole party will need to make it through to be successful. Alternatively you can broadcast a retreat signal to the critters with a Computers 4(+40SP) check by using the console on the left-hand side of the room.

There's a side room with a Lockpick 4 (+20SP) door, there's a datapad inside that can be unlocked with Computers 1(+20SP), as well as a locked chest Lockpick 7 (+20SP), and a locked locker Lockpick 9 (+60SP).

Locked Chest: 12x Energy Cells, 1x Stasis, 2x Zen
Locked Locker: Upgraded Riot Helmet, Spiked Mace

Sneaking by is worth +140 Sneak SP, the creatures will politely depart if you sneak by them.




Hydro Red - Elder Creeper and Frogs
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Creeper (Elder)
55
100%
26%
50
100%
100%
100%
Desert Bullfrog (Low)
40
104%
72%
68
100%
0%
100%
Desert Spitter
35
?%
55%
60
100%
0%
100%

Difficulty: Easy, the Elder Creeper is tough but the frogs just aren't dangerous at this point
Tactical Notes: Focus fire you'll be fine, unless you're running a solo low strength melee build, then, it's gonna be rough.




+90XP for getting by the Elder Creeper and his snacks, we're just one more box of horrors away from the fungal growth at the end of the rainbow.

Next up, not one, but two Floaters. One Floater was manageable, but two? Two is twice as hard. Avoid the fight with Electronics 4 (+100 SP), or embrace your jellyfish friends in combat. There's also a corpse nearby to reprocess.

Corpse: Biotech 5(+50 SP) - Advanced Targeting Upgrade Chip





Hydro Red - Two Floaters
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Floater (Low)
50
120%
38%
64
0%
100%
100%
Floater (Mid)
50
116%
38%
70
0%
100%
100%

Difficulty: Hard, depending on your party composition
Tactical Notes: The AOE and ranged psionic damage attacks necessitate the use of Zen stims or heavily resistant companions like Harbinger and Mathias. Energy DR is otherwise the most useful thing to have, those melee shocks are no joke. At 15 Ballistic DR you may be better off using energy weapons, except you'll need those energy cells for the next encounter.




+90 XP for getting by the Floaters.

Alright, now that we've walked through not one but three boxes of horror we're ready to claim our prize, a disgusting fungal sample that will let us complete objective #3 in our quest to claim the matter converter. At this point you're welcome to return to the Control Tower to finish up Jumping Through Hoops or...

You may notice, as you stoop down to collect your sample that there is a sizable gathering of horrible creations in the nearby fungal nest. While you don't have to go in and fight them for whatever arms and armor are on the pair of corpses in the back, well, it's pretty nice armor, and the guns are very shooty.

If you happen to have low Toxic Resistance it is permissible to go back to the Control Tower to insert the fungus sample and clear the poisonous air before the fight, but you do have to spend a few extra minutes running back to the Fungal Nest afterwards.

Also you may want to extract and install the implant upgrade chip from the nearby corpse, it's well-suited to help you murder the abominations within.

Corpse: Biotech 8 (+96 SP) - Predictive Analytics Upgrade Chip (+20% Combat skill gain, retroactive, Neural Uplink)





Hydro Red - Fungal Junction
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Floater (Low)
50
120%
38%
64
0%
100%
100%
Desert Bullfrog (Low)
40
104%
72%
68
100%
0%
100%
Desert Bullfrog (Mid)
45
106%
70%
60
100%
0%
100%
Desert Bullfrog (High)
50
108%
68%
52
100%
0%
100%
Creeper (High)
55
100%
26%
45
100%
100%
100%
Creeper (Elder)
55
100%
26%
50
100%
100%
100%
Creeper (Elder)
55
100%
26%
50
100%
100%
100%

Difficulty: Very Hard, remember the Great Mother fight? Now imagine you can't easily level the playing field with grenades (except for Stasis grenades, praise Stasis grenades).
Tactical Notes: Stasis grenades can help manage things if you can catch the two right hand creeper together. The Floater will partially disable the frogs with its AOE if you can position it right, the Floater is priority target #1 otherwise. The Frogs are annoying, but your boots and helmets should be able to keep you from taking too much damage, they have annoying high Energy DR which makes your upgraded Distortion Field less effective. The Creepers need to be focused down as in previous fights, but with three of them biting your face you're going to be taking some real damage over time. Don't be afraid to use an Ultra Sim or two, that's what they're there for.




+90 XP for clearing the nest, you badass you, as well as some primo gear.

Corpse #1: Exterminator, Viper, Officer Jacket, Combat Gas Mask
Corpse #2: Doomsayer, Combat Armor, Combat Gas Mask
Corpse #3: Upgraded Riot Armor, Upgraded Riot Leg Armor, Combat HUD, Damaged Riot Armguards, Survival Axe

Return to the Control Tower, insert the fungal sample to complete the final step of Jumping Through Hoops, +90XP. Chat with Carlos, he got here quick once all the hard work was done didn't he?, and then head back to the Armory to install the MacGuffin, I mean Matter Converter.
Armory - Installing the Matter Converter
Your good buddy Tanner is waiting for you back home and he's got some hot gossip. Apparently Zeta Four, Special Envoy of the Monks of ECLSS, showed up to take delivery of the life support machine, and so did your friends from $INSERT_ALLIED_HABITAT_FACTION_HERE. Your faction companion, if currently in the party will head down to Depot A2 by themselves and will meet you there.

Head down to Depot A2 where you'll find the Habitat faction crew hard at work setting up defenses and throwing some side-eye at Zeta. Talk to Zeta, and get ready to make a Big Choice™.

If you sent ROMEO to the armory you can also upgrade his armor with a Computers 9 (+110SP) to the Goliath XT model, 14/13/12 with a built-in shield with 80HP, very nice.

You can:

1. Tell Zeta to kick sand, your Habitat faction, and faction companion will be happy, and everyone will leave peacefully, for now. There may be consequences later on.

2. Tell Zeta you're turning the machine over to the monks, there will at this point be a disagreement vis a vis proper ownership of the machine.

If your Habitat faction companion is alive, and you can pass a series of Streetwise 7/Persuasion 7 and Streetwise 8/Persuasion 8 checks, modified by your faction reputation (+??? formula?) you can convince the faction crew to depart peacefully, otherwise you're going to get into a scuffle.

Convincing them to leave, or murdering them, will impact your reputation with that faction by -10. Remember you also lose -10 reputation if a Habitat companion dies.

If your Habitat faction companion is dead then you will be able to either let the faction crew leave peacefully without any skill checks, or you can pick a fight with them.

The forces at play for each of the three Habitat factions are essentially equivalent beyond some minor cosmetic gear changes and the Habitat companion (Garett, Mathias, Cobra) present.

Your Habitation companion, if alive, will get a special set of gear before the fight starts and they will return equipment you've lent them back to you.

If you do choose to fight, then Zeta Four will fight with you and she is a great little murder machine for a diplomatic envoy, it makes you wonder what kind of tricks Azrael is going to pull out in the endgame.

You can also activate ROMEO for the fight at the cost of 10% of his battery, assuming you sent him from Mission Control to the Armory.

If you sided with the Habitat faction you'll get access to an upgraded weapons store back at the Habitat, same shop location but you get the good stuff. Imagine they push a button when you walk in and all the walls flip over to reveal an assortment of delicious firepower.
Armory - Matter Converter Fight - Church




Armory - Matter Converter Fight - Church
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Mathias
60
116%
42%
31
50%
80%
55%
Subdermal Armor, Bionic Eye, Synthetic Heart, Exo-Spine, Energy Shield, Jackhammer, Enforcer Helmet (Visor), Tactical Vest, Ranger Coat (White), Ranger Armguards, Trooper Leg Armor
(Cpt) (Squad) Church Captain
59
128%
59%
30
75%
70%
50%
Subdermal Armor, Squad Leader, Distortion Field, Regen, Combat Knife, Colt Classic, Recon Helmet, Security Goggles, Pilot Mask, Tactical Vest, Explorer Coat (White), Ranger Armguards, Trooper Leg Armor
Bladed Soldier
50
143%
81%
34
50%
40%
105%
Subdermal Armor, Synthetic Heart, Exo-Spine, Distortion Field, Regen, Aggro, Tomahawk, Enforcer Helmet, The Frankestein, Tactical Vest, Explorer Coat (White), Tactical Armguards, Trooper Leg Armor
Rifle Soldier
49
154%
62%
70
85%
70%
70%
Bionic Eye, Motor Cortex, Energy Shield, Regen, Combat Knife, Outrider, Security Forces Helmet, Reinforced Tactical Vest, Officer Jacket, Ranger Armguards, Enforcer Leg Armor
Shotgun Soldier
79
162%
48%
37
75%
70%
95%
Subdermal Armor, Bionic Eye, Synthetic Heart, Flashbang (high-grade), Energy Shield, Regen, Aggro, Combat Knife, Doomsayer, Combat Helmet, Riot Armor, Riot Armguards, Trooper Leg Armor
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56

Armory - Matter Converter Fight - Allies
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(C. Squad) Zeta Four
80
80
126%
78%
76
160%
145%
170%
Auger, Viper, Security Forces Helmet, Energy Armor, Combat Armguards, Trooper Leg Armor


Armory - Matter Converter Fight - Brotherhood


Armory - Matter Converter Fight - Brotherhood
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Garret
50
150%
52%
41
50%
50%
25%
Bionic Eye, Synthetic Heart, Motor Cortex, Distortion Field, Marshall, Marshall, Enforcer Helmet (Visor), Reinforced Guard Armor, Infiltrator Jacket, Ranger Armguards, Diver Leg Armor
(Cpt) (Squad) Brotherhood Captain
59
128%
63%
34
75%
70%
50%
Subdermal Armor, Squad Leader, Distortion Field, Regen, Combat Knife, Colt Classic, Pilot Helmet, Security Goggles, Pilot Mask, Tactical Vest, Explorer Coat (Blue), Ranger Armguards, Trooper Leg Armor
Bladed Soldier
50
143%
81%
34
50%
40%
105%
Subdermal Armor, Synthetic Heart, Exo-Spine, Distortion Field, Regen, Aggro, Tomahawk, Enforcer Helmet, The Frankestein, Tactical Vest, Granger Coat, Tactical Armguards, Trooper Leg Armor
Rifle Soldier
49
154%
62%
70
85%
70%
70%
Bionic Eye, Motor Cortex, Energy Shield, Regen, Combat Knife, Outrider, Security Forces Helmet, Reinforced Tactical Vest, Officer Jacket, Ranger Armguards, Enforcer Leg Armor
Shotgun Soldier
79
162%
50%
39
75%
70%
95%
Subdermal Armor, Bionic Eye, Synthetic Heart, Flashbang (high-grade), Energy Shield, Regen, Aggro, Combat Knife, Doomsayer, Combat Helmet, Riot Officer Armor, Riot Armguards, Trooper Leg Armor
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56

Armory - Matter Converter Fight - Allies
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(C. Squad) Zeta Four
80
80
126%
78%
76
160%
145%
170%
Auger, Viper, Security Forces Helmet, Energy Armor, Combat Armguards, Trooper Leg Armor
Armory - Matter Converter Fight - Protectors


Armory - Matter Converter Fight - Protector
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Cobra
50
118%
83%
82
50%
50%
0%
Subdermal Armor, Bionic Eye, Motor Cortex, Distortion Field, Combat Knife, Queen Cobra, Queen Cobra, Enforcer Helmet (Visor), Reinforced Guard Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
(Cpt) (Squad) Protector Captain
59
128%
59%
30
75%
70%
50%
Subdermal Armor, Squad Leader, Distortion Field, Regen, Combat Knife, Colt Classic, Recon Helmet, Security Goggles, Pilot Mask, Tactical Vest, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
Bladed Soldier
50
143%
81%
34
50%
40%
105%
Subdermal Armor, Synthetic Heart, Exo-Spine, Distortion Field, Regen, Aggro, Tomahawk, Enforcer Helmet, The Frankestein, Tactical Vest, Explorer Coat (Red), Tactical Armguards, Trooper Leg Armor
Rifle Soldier
49
154%
62%
70
85%
70%
70%
Bionic Eye, Motor Cortex, Energy Shield, Regen, Combat Knife, Outrider, Security Forces Helmet, Reinforced Tactical Vest, Officer Jacket, Ranger Armguards, Enforcer Leg Armor
Shotgun Soldier
79
162%
48%
37
75%
70%
95%
Subdermal Armor, Bionic Eye, Synthetic Heart, Flashbang (high-grade), Energy Shield, Regen, Aggro, Combat Knife, Doomsayer, Combat Helmet, Riot Armor, Riot Armguards, Trooper Leg Armor
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56
Turret (Mid)
60
50%
0%
80
50%
Immune
Immune
50x 5.56

Armory - Matter Converter Fight - Allies
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(C. Squad) Zeta Four
80
80
126%
78%
76
160%
145%
170%
Auger, Viper, Security Forces Helmet, Energy Armor, Combat Armguards, Trooper Leg Armor
Hydroponics Alliance
Once the issue of ownership is settled, it’s time to install the matter converter we worked so hard to get.

+60XP for finishing quest Into The Wild.

Afterwards your faction representative, if you did not side with the monks, will let you know that the weapon's store in the Habitat now has some premium items for sale. We suggest heading back there to upgrade your weaponry. With a faction reputation of five or more you'll receive a 10% discount, a faction reputation of 20 or more will give you a 20% discount.

Now that the machine is almost fully operational, we need to arrange delivery through the old rail system. Your next step is helping to setup a Hydro Alliance and we’ll need to talk to our old buddy Carlos about clearing the way.

Return to Camp Reid and talk to Carlos. He’s happy to let the machine pass through Hydroponics, but he needs you to bring in some additional security forces. Once you’re done talking to Carlos you can go talk to the various purveyors of armed and armored men, or in one case frogs, or in another case, cyborgs, variety is the spice of life!

If you’ve agreed to turn the machine over to the monks you can speak to Ava in ECLSS, she’ll happily agree to lend you some additional security forces to ensure safe delivery of the machine.

If Jonas rules the Pit at the end of Chapter 3 you can count on the Sons of Liberty to provide security, in exchange for a fair percentage on the newly opened road.

If Stanton rules the Factory, and you cowed or killed Bart and the Detroit Gang, you’ll need to convince Stanton that getting involved is worth the risk.

Persuasion 9 -> Persuasion 10/Streetwise 9
Streetwise 9 -> Persuasion 9 / Streetwise 10

+90 XP and +40 to Speech skills if you are successful. +1 Disposition bonus if King Stanton rules alone, i.e. Bart is dead instead of cowed, -1 Disposition bonus if you let Smiles die, you monster.

If Stanton rules the Factory, but Bart stole Fort Stanton while he was away then Stanton will readily agree to send help, though his minions will be less effective than if Stanton rules without opposition.

Lastly, you can talk to Lemuel in Hydroponic Yellow’s Control Room and you can tell him to fire up the old broadcast network and get some frogs and creepers on standby. Will there be consequences to letting dangerous predators out of Hydroponics while relying on an ancient and unstable control system to reign them in? Nah.

IMPORTANT YOU ARE ABOUT TO GET RAILROADED
After you talk to Carlos the Habitat will go on lock down and you're going to get railroaded a bit in the next section, so go finish up any quests and/or shopping you want to do before talking to Carlos again.
IMPORTANT YOU ARE ABOUT TO GET RAILROADED

Once you’ve finished speaking with everyone, and finished any other unfinished business, return to Carlos and let him know who you’ve decided to go with.

The forces that you ally with here will have a material impact on your upcoming fight with Azrael, if you aren't allied with the Monks. The below table represents the starting HP % for the enemy combatants based on your alliance choice.

Alliance
Azrael HP %
Delta Nine HP %
Tau Six HP %
Frogs and Creepers/Lemuel
71
31
29
Jonas
55
21
19
Stanton, without Fort Stanton
49
17
15
King Stanton (rules the Factory)
45
14
11

Armory Invasion
Surprise! It looks like the Habitat factions have decided to stop playing nice. Tanner rushes in to tell you that the Armory is under siege, and you better come back right away! Time to start Out For Delivery.

If you originally allied with the Protectors, then the Brotherhood will invade. Otherwise, the Protectors will invade.

If you allied with the monks, then you’ll be able to talk your way out of this predicament.

Persuasion 8 - > Persuasion 9 / Streetwise 8
Streetwise 8 -> Persuasion 8 / Streetwise 9

+90XP, +145 SP to all speech skills for successful talky-talky, also -5 Reputation because you did prevent them from taking the machine.

If you decided not to hand the machine over to the monks, then speechifying is not an option.

But good news! You can betray your original Habitat faction and choose to side with the invaders! If you do so, you’ll witness the aftermath of the slaughter of the defenders. You’ll gain +9 Reputation with the invaders and lose -15 Reputation with the betrayed faction and another -10 if the Habitat companion for the faction just died, which is quite a bit, I think they might be mad at you. The other downside is that you won't be able to loot the bodies of the betrayed faction, bummer.

The monks cannot be betrayed, you’ll need to fight your way out if you can’t talk your way out. Don’t worry, you’ll get a bit of help from the monks.

If you want to fight you can choose a stand-up fight, with an initiative bonus if you choose to forgo negotiations. If you forgo the initiative bonus you can attempt to negotiate, and also call ROMEO to the fight if he is in the Armory repair bay and has 10% battery or more.

You can also choose to sneak in the side entrance, sneaky sneakers will be able to assassinate some of the enemy forces. If you kill all of the humans from stealth, the robot is immune to takedowns, you'll also have the option of summoning ROMEO for 10% of his battery, assuming he is already in the Armory and has enough charge. A fully upgraded ROMEO will wreck the tin can they sent.

If you’ve sided with the monks, you can enlist the talents of Tau Six and Delta Nine if it comes to a fight. Spoiler alert: They will kill every single ♥♥♥♥♥♥♥♥♥♥♥♥ in the room if you let them.

Note that the Protectors and Brotherhood bring identical forces to the fight except for the Habitat companion leading them (if that companion is still alive). They do have different colored jackets in case you're collecting those, Red for Protectors and Blue for Brotherhood.



Armory Assault - Habitat Companions
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Cobra
50
106%
79%
78
50%
50%
0%
Subdermal Armor, Bionic Eye, Motor Cortex, Distortion Field, Combat Knife, Queen Cobra, Queen Cobra, Enforcer Helmet (Visor),Reinforced Guard Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
OR
Garret
50
138%
48%
37
50%
50%
25%
Bionic Eye, Synthetic Heart, Motor Cortex, Distortion Field, Marshall, Marshall, Enforcer Helmet (Visor), Reinforced Guard Armor, Infiltrator Jacket, Ranger Armguards, Diver Leg Armor

Armory Assault - Habitat Forces
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) (Squad) Brotherhood Captain
50
122%
49%
26
75%
70%
50%
Subdermal Armor, Squad Leader, Distortion Field, Regen, Combat Knife, Colt Classic, Recon Helmet, Security Goggles, Pilot Mask, Tactical Vest, Explorer Coat (Blue), Ranger Armguards, Trooper Leg Armor
Bladed Brotherhood
50
147%
87%
37
50%
40%
80%
Subdermal Armor, Exo-Spine, Distortion Field, Regen, Tomahawk, Enforcer Helmet, The Frankestein, Tactical Vest, Explorer Coat, Tactical Armguards, Trooper Leg Armor
Blunt Brotherhood
70
136%
61%
33
75%
70%
95%
Subdermal Armor, Synthetic Heart, Exo-Spine, Energy Shield, Regen, Aggro, Spiked Mace, Riot Helmet, Riot Officer Armor, Riot Armguards, Riot Leg Armor
Rifle Brotherhood
49
140%
57%
65
30%
15%
30%
Bionic Eye, Energy Shield, Regen, Combat Knife, Outrider, Pilot Helmet, Maintenance HUD, Common Respirator, Reinforced Tactical Vest, Infiltrator Jacket, Ranger Armguards, Enforcer Leg Armor
Shotgun Brotherhood
70
150%
39%
31
75%
70%
95%
Bionic Eye, Synthetic Heart, Energy Shield, Regen, Combat Knife, Doomsayer, Combat Helmet, Combat Armor, Combat Armguards, Combat Leg Armor
Armory Robot
120
60%
4%
52
80%
Immune
Immune
Heavy Power Cell

If you have agreed to turn the machine over to the monks then Tau Six and Delta Nine will be on hand to assist you if you'd like, you can tell them to back off if you'd like the glory of winning all by yourself/want to farm critical strike XP.

Armory Assault - Allies
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Delta Nine
90
197%
56%
81
75%
75%
100%
Energy Shield, Viper, Abbadon, Enforcer Helmet, Combat Armor, Combat Armguards, Combat Leg Armor
Tau Six
80
171%
113%
112
75%
75%
100%
Cloaking Field, Auger, Viper, Recon Helmet, Reinforced Tactical Vest, Officer Jacket, Tactical Armguards, Trooper Leg Armor

+90XP for handling the encounter. If you killed the invading forces you'll have a nice -20 Reputation hit with them, don't count on earning that trust back.

After you’ve persuaded/killed/joined the invaders you’ll be given the glorious twelve-digit elevator code to raise the machine up to Armory Level 1 where it can begin traveling along the old rail line. We don’t have a train, but, it flies? For some reason? The Glorious Founders truly did think of everything. Before you click on the giant flying machine you may want to go shopping if you're low on supplies. If you're not allied with the Monks you'll want to buy every single Pulse grenade you can get your hands on, unfortunately the Habitat is still on lockdown, and you probably murdered your way through the Heart, but maybe the Factory store has some left (if you didn't let Bart take over of course).

You’ll have the option to bring ROMEO with you at the cost of 20% of his battery, if you’re not allied with the monks then this would be an excellent idea.
Out For Delivery - Allied with Monks
Carlos will meet you at the entrance to Hydroponics Green. He’ll give the machine a kick then send you on your way. It should be smooth sailing from here on out! Just in case, there’s a trader standing nearby in case you want to restock on essential goods, like Pulse grenades, a Pulse grenade may be very handy soon.

If you allied with the monks then it will be smooth sailing, unless of course you killed Mathias and the Church forces during the fight for the matter converter. The Church will forgive if you gently persuaded them to go away, but murdering them all demands a response!

Luckily for you the Church’s response is going to get a face full of cyborg death. Realistically you could let Azrael take care of everything for you if you want.



Church Highwaymen
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(Cpt) (Squad) Church Captain
59
128%
59%
30
75%
70%
50%
Subdermal Armor, Squad Leader, Distortion Field, Regen, Combat Knife, Colt Classic, Recon Helmet, Security Goggles, Pilot Mask, Tactical Vest, Explorer Coat (White), Ranger Armguards, Trooper Leg Armor
Bladed Soldier
50
143%
81%
34
50%
40%
105%
Subdermal Armor, Synthetic Heart, Exo-Spine, Distortion Field, Regen, Aggro, Tomahawk, Enforcer Helmet, The Frankestein, Tactical Vest, Explorer Coat (Red), Tactical Armguards, Trooper Leg Armor
Shotgun Soldier
79
162%
48%
37
75%
70%
95%
Subdermal Armor, Bionic Eye, Synthetic Heart, Flashbang (high-grade), Energy Shield, Regen, Aggro, Combat Knife, Doomsayer, Combat Helmet, Riot Armor, Riot Armguards, Trooper Leg Armor
Rifle Soldier
49
154%
62%
70
85%
70%
70%
Bionic Eye, Motor Cortex, Energy Shield, Regen, Combat Knife, Outrider, Security Forces Helmet, Reinforced Tactical Vest, Officer Jacket, Ranger Armguards, Enforcer Leg Armor
Droid #1
120
60%
4%
52
80%
Immune
Immune
Heavy Power Cell
Droid #2
120
60%
4%
52
80%
Immune
Immune
Heavy Power Cell

Church Highwaymen - Allies
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(C. Squad) Azrael
100
0
200%
73%
96
95%
95%
100%
Disruptor, Energy Shield, Warblade, Blackguard, Reinforced Tactical Vest, Officer Jacket (Black), Tactical Armguards, Trooper Leg Armor
(C. Squad) Zeta Four
80
80
134%
86%
84
160%
145%
170%
Auger, Viper, Security Forces Helmet, Energy Armor, Combat Armguards, Trooper Leg Armor

Difficulty: Remember the solo frog fight in Chapter 1? This is slightly more difficult than that assuming you let Azrael do some work.
Tactics: Let Azrael do his thang.

+90 XP for letting cyborgs slaughter some doomed soldiers who were just trying to avenge a martyr.
Out For Delivery - Not Allied With Monks
If you didn’t choose to turn the machines over to the monk then you’re going to have a teeny tiny eensy weensy problem, and his name is Azrael.

Once you are stopped you’ll have the option to send in a wave of forces to weaken the monks. If you want to solve things peacefully, which involves betraying your Habitat faction and letting the monks take the machine, don’t send in the initial forces as it will piss off the monks. You can also choose to not send in the initial forces if you’d rather not lose any of the glory that comes from taking down a full strength Azrael.

You’ll also be able to recruit two more allies with a Persuasion 6 or Streetwise 6 check, this is a straight skill check without disposition modifiers.

Now it’s time to deal with Azrael and his cohort of evil life support repair technicians! Note that one way of dealing with your problem is to tell Azrael that you made a mistake, and would he mind dealing with the evil Habitat faction behind you? If you take this route Azrael and company will slaughter everyone and then escort the machine the rest of the way. +90XP for letting cyborgs slaughter your friends. You will not be able to loot the bodies of your former escorts if you take this option. I'm sure you'll also be hit with a hilariously high reputation penalty.

If you choose not to take his generous offer then you’re in for one hell of a fight, I hope you brought some Pulse grenades.



Azrael
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(C. Squad) Azrael
100
192%
65%
88
95%
95%
100%
Disruptor, Energy Shield, Warblade, Blackguard, Reinforced Tactical Vest, Officer Jacket (Black), Tactical Armguards, Trooper Leg Armor
Delta Nine
90
205%
64%
89
75%
75%
100%
Energy Shield, Viper, Abbadon, Enforcer Helmet, Combat Armor, Combat Armguards, Combat Leg Armor
Tau Six
80
179%
121%
120
75%
75%
100%
Cloaking Field, Auger, Viper, Recon Helmet, Reinforced Tactical Vest, Officer Jacket, Tactical Armguards, Trooper Leg Armor

Due to Steam Guide character limits your ally list is in the next section, it consists of some Habitat troops, your Habitat faction companion, and two more Hydro Alliance troops if you talked them into joining.

Difficulty: Highly variable. Without using your first-wave to soften them up this is the hardest fight in the game. Once though impossible it was overcome by the hero known as Skaudus with the aid of the Holy Pulse Grenades. Using the Frogs & Creepers means the cyborgs start at roughly half health, which is still a very tough fight. Jonas and regular Stanton makes the fight doable, and King Stanton makes the fight comparatively easy, you'll still lose men but you should be able to take them down with a few Pulse grenades even if your team is not combat-oriented.

Tactics: The monks are immune to Gas grenades and are highly resistant to Smoke, Flashbang, and Disruptor grenades. They are however quite vulnerable to Pulse grenades since they have a ton of implants, Stasis grenades also work normally. Other than that they have insane offensive and defensive power, regenerate rapidly and wield some of the best weapons in the game. Oh, and they get stronger when below half health. Good luck!

More Tactics: Hit Azrael with a Stasis grenade, ideally after hitting him and Tau Six with a Pulse grenade. Once Tau’s cloak is down, focus fire on him until he is dead, he’s resistant but not immune to Flashbangs and Disruptors if you need to drop his Evasion down. While you’re doing that, make sure to run someone up next to Delta Nine so they can’t reaction shot you to death. Once Tau is down you can whittle down Delta, re-Stasis Azrael as needed. Ideally you’ll still have about half of your allies left by the time Delta is down and you can focus on Azrael. Azrael gets +4 Natural DR when he drops below 13 HP, at this point use a Pulse Grenade or two to finish him off. By the way, Azrael is a Juggernaut so don’t bother trying to knock him down, it only makes him angry.

Once Azrael falls, +90XP for you good sir!, be sure to loot the bodies for some top-tier items including Azrael’s personal shotgun, Blackguard which is just hilariously good. The glorious cyborg implants are unfortunately not lootable, and even if they were you’re not a cyborg so put such thoughts out of your head. Sadly you will not be able to loot fallen allies, except for the Habitat companion who will now sport a nice energy weapon, but at least you don't need to put effort into making sure they die to maximize loot.
Out For Delivery - Azrael Fight Allies
Your chosen Habitat faction companion will lead the charge, and they've got some nice new energy weapons!

Azrael - Allies - Habitat Companions
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Cobra
50
106%
79%
78
50%
50%
0%
Subdermal Armor, Bionic Eye, Motor Cortex, Distortion Field, Combat Knife, Queen Cobra, Queen Cobra, Enforcer Helmet (Visor), Reinforced Guard Armor, Explorer Coat (Red), Ranger Armguards, Trooper Leg Armor
OR
Garret
50
138%
48%
37
50%
50%
25%
Bionic Eye, Synthetic Heart, Motor Cortex, Distortion Field, Marshall, Marshall, Enforcer Helmet (Visor), Reinforced Guard Armor Infiltrator Jacket, Ranger Armguards, Diver Leg Armor
OR
Mathias
60
104%
38%
27
50%
80%
55%
Subdermal Armor, Bionic Eye, Synthetic Heart, Exo-Spine, Energy Shield, Jackhammer, Enforcer Helmet (Visor), Tactical Vest, Ranger Coat (White), Ranger Armguards, Trooper Leg Armor

Other than the companion leading them the allied forces are identical between the Protectors/Church/Brotherhood.

Azrael - Allies - Habitat
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Sniper Ally
39
142%
56%
64
100%
40%
75%
Bionic Eye, Synthetic Heart, Motor Cortex, Smoke (high-grade), Energy Shield, Regen, Aggro, Combat Knife, Outrider, Recon Helmet, Night Vision Goggles, Pilot Mask, Reinforced Tactical Vest, Officer Jacket (Recon), Ranger Armguards, Enforcer Leg Armor
Bladed Ally
69
124%
81%
29
75%
55%
125%
Subdermal Armor, Synthetic Heart, Motor Cortex, Exo-Spine, Distortion Field, Regen, Aggro, Tomahawk, Recon Helmet, Combat Gas Mask, Tactical Vest, Ranger Coat, Tactical Armguards, Trooper Leg Armor
Blunt Ally
49
116%
78%
53
80%
80%
75%
Subdermal Armor, Synthetic Heart, Motor Cortex, Exo-Spine, Energy Shield, Regen, Aggro, Blackjack, XM5, Recon Helmet, Combat HUD, Pilot Mask, Tactical Vest, Explorer Coat (Black), Tactical Armguards, Trooper Leg Armor
Shotgun Ally
69
140%
46%
32
75%
70%
95%
Subdermal Armor, Bionic Eye, Synthetic Heart, Exo-Spine, Flashbang (high-grade), Energy Shield, Regen, Aggro, Combat Knife, Doomsayer, Riot Helmet, Riot Armor, Riot Armguards, Trooper Leg Armor

If you passed the Speech check earlier you'll have two more disposable allies from the Grangers/Jonas/Stanton.

Azrael - Allies - Alliance
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
SMG Ally
60
106%
58%
32
0%
0%
50%
Regen, Aggro, Combat Knife, XM5, Enforcer Helmet, Hazmat Respirator, Reinforced Guard Armor, Granger Coat, Shield Armguards, Guard Boots
Rifle Ally
50
114%
52%
32
50%
55%
60%
Energy Shield, Toothpick, XM7, Ballistic Helmet, Damaged Riot Officer Armor, Enforcer Armguards, Enforcer Leg Armor
Out For Delivery - Conclusion
Once the Machine is delivered to your chosen faction, or whatever faction you were strong-armed into supporting, there will be more work to do. +120XP for completing Out For Delivery

While the next few bits of gameplay are relatively short there is quite a bit of branching based on your previous actions. At a high level you'll be resolving any outstanding conflicts with the Habitat factions and then you'll help decide the fate of the Pit.
Machine Delivered to Monks
If you delivered the machine to the Monks of ECLSS.

The Monks are very pleased that you made the right choice in the end, whether or not it was at the tip of Azrael’s gun is irrelevant. They can now go about the business of saving the ship, and they’d like to include you, their little helper, to be the Bearer of Bad News. It seems the Monks are done playing nice with the Habitat factions, you’ll need to go speak with the Brotherhood, Protectors, and the Church to let them know who’s running the ship now, I’m sure they’ll gracefully cede power to their mechanical overlords.

You can also stop by Eli's now to peruse his fine selection of top end murder gear.

WARNING! After you complete Bearer of Bad News the Pit will go on lockdown, be sure to complete any outstanding quests there first, resolving the Pit’s CH3 leadership issues will have an impact on its final fate.

Head back to the Habitat Entrance, individual Habitat sections are inaccessible for now, and speak to each of the leaders in turn. Zeta Four is around in case you need moral support. As expected, they’ll tell you to pound sand. Return to Ava in ECLSS and she’ll begin the process of turning down their oxygen supply which is harsh but fair. Hey, you agreed to side with the inhuman metallic killing machines, don’t blame me.

+120XP for the party for delivering bad news to the former rules of the ship.

Next up, triage! Ava has decided that in an effort to conserve limited resources everyone is going to move to the Habitat. So, the Factory, Shuttle Bay, and Pit inhabitants are going to be subjected to some forced relocation, in the name of efficiency. Luckily, you’ll only need to travel to the Pit to handle the Shutdown.

Head on over to the Pit, you’ll arrive at the Outer Gates and should then speak with Zeta who will escort you to whomever the mayor is. Your job is to let everyone know that they have 30 days to leave the only home they’ve ever known and make their way to the Habitat. You can also mention the possibility of becoming, helpers/indentured servants of the new regime. Jonas will go for it; Braxton will make a case for his Regulators to assist the monks, and Mercy won't be interested.

Return to Ava to report your success to complete Shutdown and gain +120XP. Next up you’ll be traipsing back to the Armory where this all began, but this time with a code for the elevator that takes you to Armory Level 3, exciting!
Machine Delivered to Habitat Factions
Having defeated the best fireteam the Monks could muster you have delivered the Machine into the grateful hands of your chosen Habitat faction. You gain +7 Reputation with them.

If you gave the machine to the Brotherhood or the Protectors, and previously tried to make Peace between Silas and Hanson during Matheson, and you didn’t sabotage things by making working with the Church during Traitor, you’ll be offered a chance to continue the path of peace during Kingmaker. If you gave the machine to the Church, and convinced Eden to take the Church's fabricated evidence during Traitor then you'll be able to start Kingmaker otherwise continue onto Hostile Takeover below.

Speak with Silas or Hanson you’ll then be directed to speak with their counterpart. Silas will offer you the chance to undertake an infiltration mission to remove Sheffield from power while a Brotherhood kill team takes out the rest of the Protector’s Executive Committee. If you decline then the quest will resolve without reward and you’ll move onto assisting your faction with their Hostile Takeover of the Pit.

Once you enter Mission Security you can choose to either sneak through or go in guns blazing, sneaking in, getting caught and then murdering everyone is also a possibility. If you're coming on behalf of the Church you can also simply request and audience to speak with Sheffield, you will bypass all combat but automatically side with Sheffield against Silas.



Habitat - Sheffield's Guards
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Sheffield Guard #1
50
147%
60%
55
75%
70%
70%
Subdermal Armor, Bionic Eye, Exo-Spine, Energy Shield, Regen, Aggro, Expandable Baton, Riot Helmet, Riot Officer Armor, Riot Armguards, Riot Leg Armor
Sheffield Guard #2
49
146%
70%
56
80%
80%
75%
Subdermal Armor, Synthetic Heart, Motor Cortex, Exo-Spine, Energy Shield, Regen, Aggro, Blackjack, XM7, Recon Helmet, Combat HUD, Pilot Mask, Tactical Vest, Explorer Coat (Red), Tactical Armguards, Trooper Leg Armor
Sheffield Guard #3
49
116%
78%
53
80%
80%
75%
Subdermal Armor, Synthetic Heart, Motor Cortex, Exo-Spine, Energy Shield, Regen, Aggro, Blackjack, Lancer, Enforcer Helmet, Combat HUD, Pilot Mask, Tactical Vest, Explorer Coat (Red), Tactical Armguards, Trooper Leg Armor
Sheffield Guard #4
59
128%
69%
64
75%
70%
50%
Subdermal Armor, Distortion Field, Regen, Combat Knife, Colt Classic, Recon Helmet, Security Goggles, Pilot Mask, Tactical Vest, Officer Jacket (Recon), Ranger Armguards, Trooper Leg Armor
Sheffield Guard #5
50
136%
58%
36
75%
70%
70%
Subdermal Armor, Bionic Eye, Exo-Spine, Energy Shield, Regen, Aggro, Expandable Baton, Riot Helmet, Riot Officer Armor, Riot Armguards, Riot Leg Armor

Once you’ve reached Sheffield’s office you’ll be able to chat with the old spymaster, he’ll try to convince you to leave him alive at which point he will deal with Silas.

If you kill Sheffield, Silas will take absolute control over the Protectors while blaming the Brotherhood for the attack on Mission Security, but he says he at least intends to keep working with Hanson. If you spare Sheffield, then he will ensure that Silas dies heroically while defending the Mission, and the peace talks will die. If you gave the machine to the Protectors and sided with Sheffield, then Sheffield will be your new point of contact moving forward and he will instruct you to begin the Hostile Takeover.

After resolving Kingmaker you’ll be sent back to the Pit to assist in the Hostile Takeover.
Pit Chapter 4 - Hostile Takeover
Travel to the Pit, you’ll be met by Elona/Buford/Anders at the Outer Gates, it seems the Pit is under siege and resisting the efforts of the good and noble Church/Protectors/Brotherhood to take them under their wing. Talk to your faction representative to get a sit-rep, then head down the nearby elevator and over to main street to talk to the mayor.

Speak to the Mayor, you’ll get the lay of the land but you’ll need to return to your faction representative to progress. Here’s where it gets complicated!

If Riggs was put into a position of power then he will come to you that evening with a deal, support him as the new mayor of the pit and he’ll turn over the reins to your faction without any further fuss, unless Jonas is in charge and has an alliance with the Shuttle Bay (Nico is present), or Mercy is in charge and Mother is present, in which case Riggs will be killed which will make further negotiations that much more difficult. If you successfully take him up on his offer you’ll successfully complete Hostile Takeover without any further work, return to your faction representative for some congratulations. If you arrest him then you’ll be able to continue negotiations with the mayor with a small disposition bonus and a dialogue option giving a bonus disposition as well.

If Jonas is in power, and Mercy is alive, but Riggs is dead or not in power, then Mercy will try and stage a coup! Falkner will approach you for help, if you choose not to help then Mercy will succeed in her coup, and she will summarily kick you out of the Pit afterwards. If you assist Falkner in repulsing Mercy’s coup then you will be able to negotiate with Jonas with a disposition bonus.

If you’re in a position to negotiate with the mayor then you’ll face a speech challenge with a hilariously long list of potential disposition modifiers. The speech challenge itself is Persuasion 8/Streetwise 8 -> Persuasion 9/Streetwise 9.

TODO: There are a lot of modifiers, this list will be updated as we gain more data

If Jonas is mayor:
  • Arrested Riggs: +1
  • Stopped Mercy’s Coup: +4
  • Falkner present: -1
  • Tried to support Rigg's takeover (stopped by Nico) -2
  • Mercy present: -1
  • Nico present: -2
  • Fought the Brotherhood (In the past): -1 (If on behalf of Brotherhood)
  • The Protectors Saved The Pit (In the past):+1 (If on behalf of Protectors)

If Braxton is mayor:
  • Allied with Protectors: +2
  • Arrested Riggs: +1
  • Mercy present: -1
  • Fought the Brotherhood (In the past): -1 (If on behalf of Brotherhood)
  • Left the Church (In the past): -1 (If on behalf of Church)

If Mercy is mayor:
  • Allied with Church: +2
  • Mother present: -2
  • Solomon present: -1
  • Nico being present does nothing since he never solidified an alliance with the Church

If you succeed in convincing the Pit to join you then return to your faction representative for accolades. If you don’t succeed, then return to your faction representative for a disgusted sigh as they order yet another invasion of the Pit, -7 Reputation for you.

If, and this is a damn rare case, Jonas is in charge of the Pit, and he has an alliance with the Shuttle Bay, and you have 20 reputation with your chosen faction, then and only then can you choose to call off the attack, preserving the independence of the Pit, at least for a little while. You still lose -7 Reputation with your faction with this outcome.

Return to your faction leader for some experience, and +7 Reputation if you managed to convince the Pit to join peacefully. Thus endeth the Hostile Takeover of the Pit.

Next stop is back to the ECLSS to pick up a molecular synthesizer, I’m sure the Monks will be eager to assist now that they’ve been rendered defenseless.
The Molecular Synthesizer
If you delivered the Machine to the monks then you won't need to worry about asking them for the synthesizer, they've already got one you see. Skip to the Armory Level 3 section.

If you didn't deliver the Machine to the monks, then your faction leader will ask you to pop on over for a quick chat with them vis a vis a certain molecular synthesizer they have that the Machine needs.

The Monks, having lost their primary protectors are now in a cooperative mood and are happy to gift you one of their four remaining molecular synthesizers in exchange for helping them with a small task. You see they have the code to the third level of the Armory and they're very interested to know what's going on down there, don't worry. Zeta Four will accompany you and keep you out of trouble.
Preparing for Armory Level 3
You’re about to go meet Zeta Four in Depot A2 of the Armory, and from there you will be heading quickly into the end of the game, so if there’s anything you’ve put off doing, now is the time.

Of note, if you happen to have a Bridge Officer’s Implant (either from the Church Sarcophagus during the Eye Heist, or from the corpse in the Mission Control Lander) you’ll want to install that now, it can be on the PC or a companion, either one is fine but you need to install it before you head down to the third level of the Armory.

If ROMEO is still at Mission Control make sure to send him to the Armory so he can accompany you, traipsing through hallways is 100% better with a giant robot following you like a puppy.

So go do all that, go make whatever purchases you want to make, and get ready for the final drop of the rollercoaster.
Armory Level 3
Meet Zeta at Depot A2, get the code from Zeta, get speculation about there existing an alternate entrance to the Bridge down there, head down to the third level of the Armory. Walk through some hallways, walk through some fungus infested hallways, walk through some noisy hallways. This is called building anticipation.

Finally we reach the fourth and most interesting set of hallways, with a conveniently located recharge bay for ROMEO. While there are no new options for ROMEO to install he can get a quick recharge if needed.

You’ll be presented with several options once you open the door. If you’re in the mood to talk you will be able to, for the first time, try to bluff a robot. If you’re inclined to be technical then head down the ladder and see if you can fool some ancient security systems. If you’re a true Murderhobo then you’re obviously taking the [Initiative Bonus] here along with the chance to turn some overengineered hardware into scrap.

If you’re the talking type then you should be very excited to talk to the robot, the turrets will follow the robots lead and not voice their opinions. Given that you’re talking to a robot your Initial Disposition will have no power here, good luck high Charisma unskilled talkers.

Persuasion 8 -> Impersonate 6 / Streetwise 8
Impersonate 6 -> Streetwise 8
[Bridge Officer Implant] Persuasion 6 -> Streetwise 6

Success means the robot stands down, failure means you get to fight a robot, it’s a win either way.

If you went down the ladder then you can open the door with a Computers 7 (+40SP, but do you really need anymore SP at this point?) or Lockpick 8 (+40SP). With Computers 8 (+200SP, which is literally worthless as the only possible remaining Computers check is Computers 8) you can have the turrets blow up the robot and then shut themselves down, clearing your way to the Bridge.

If you’re trying to get that last [Initiative Bonus] so you can unlock Ask Questions Later III, then go get ‘em!



Bridge - Robot and Turrets
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Bridge Robot
120
80
60%
12%
10
0%
0%
0%
Heavy Power Cell
Energy Turret
70
0
75%
0%
30
50%
Immune
Immune
Energy Turret
70
0
75%
0%
30
50%
Immune
Immune

Bridge - Robot and Turrets - Allies
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
(C. Squad) Zeta Four
80
80
126%
78%
76
160%
145%
170%
Auger, Viper, Security Forces Helmet, Energy Armor, Combat Armguards, Trooper Leg Armor

+90 XP for getting past the robot, now onto the Bridge!
The Bridge (of the Ship!)
The Bridge

You’ve finally arrived, at the Bridge that is, and look the ship has arrived at Proxima Centauri, neat that. Your companions will all have something to say but Zeta Four will be struck mute by the beauty and grandeur of the planet before her.

Head over to the Bridge Computer and fire it up. Now you’ve got some choice to make, if you’ve got the Bridge Officer Implant that is! Otherwise your choice is to leave. If you’ve got the Bridge Officer implant you have a few more options.

Bridge Officer options:

Leave, return to the Monks / your Habitat faction
If you unlocked the Lander in Mission Control you can authorize it to launch with Computers 8 (+40SP) and +90XP. This option will let you and your party land on the surface of the planet, the first Shipborn to breathe planetary air.
Turn off the engines and prepare for planetfall. After leaving the Bridge you’ll need to head to the Heart to turn off the engines manually, but this will prepare the ship to land.
Decide you don’t like the look of Proxima Centauri and point the ship back to Earth to begin an extremely long journey home. I’m going to spoil things a bit and say that this option will let you fight the hardest fight in the game and is therefore the correct one.

If you’ve selected options 1-3 then you’ll need to leave the Bridge, at which point you’ll have a peaceful conversation with Ava who will reveal her sinister master plan, and then let you go do whatever it is you were going to do.

If you pick option 4 then Ava will be quite cross about the fact that you’ve likely doomed the entire ship to a slow and agonizing death, making everything she ever worked or sacrificed for meaningless, so she's gonna have to kill you.
Endgame
Now you'll either:

1. Keep the Ship in Orbit - Deliver the synthesizer / do nothing while allied with the Monks
2. Land the Ship - Return to the Heart to negotiate with the Great Mother, then fight Monks
3. Land the Lander - Head to Mission Control and get off this glorified cargo hauler
4. Turn the Ship Around - Doom the ship, but get to fight the Monks one last time
Ship Remains In Orbit Ending
If you delivered the Machine to a Habitat faction you can deliver the promised molecular synthesizer to them, receive a pat on the head, and watch the ending slides.

If you delivered the Machine to the Monks and you left the Bridge without taking any of the fun options, then they’ll have one more task for you, convince the Habitat leaders to give up power and rule peacefully beneath the banner of the new Pilgrims of Terra.

You can talk to the leaders in any order, if you’ve convinced two of the leaders already you’ll get a free pass on the first skill check for the third leader.

Your reputation with the Factions will be heavily weighted into initial disposition, as will each Faction’s relationship with the monks, if for example you promised the Machine to someone and then said someone had their personnel slaughtered by the Monks when they seized the Machine, well, they have a right to be pissed.

Persuasion 7 / Streetwise 7 -> Persuasion 8 / Streetwise 8 -> Persuasion 9 / Streetwise 9

If you manage to convince all three leaders to bend the knee then Ava will look upon you with great favor and you will be permitted to join the ranks of the cyber monks, Sigma level whatever that means, as well as the honor of joining the first landing party to Proxima Centauri. If not then it’s really of no consequence, the Habitat will bend the knee eventually, there will just be a few more cases of hypoxia along the way.
Land the Ship Ending
If the original Great Mother is still in charge, which is the case if you didn’t murder her, then you’re out of luck, she has not interest in your foolish scheme to land the ship. If the former First Daughter now Great Mother is in charge then you have a chance to get her to go along with your foolish scheme.

Your Covenant reputation, which is likely low since you murdered the former Great Mother, will come into play.

Persuasion 8 -> Persuasion 9 / Streetwise 8
Streetwise 8 -> Persuasion 8 / Streetwise 9

+90XP and some unknowable amount of Speech SP for succeeding at the last possible skill check in the game.

Success means the Great Mother will distract Ava and the monks, enabling you to get back onto the Bridge to complete the landing sequence. When you return to the Bridge the Monks guarding the Bridge will take umbrage with your trespassing, you will need to murderize them to proceed.



Bridge - Two Monks
Name
HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Monk Guard #1
90
197%
56%
81
75%
75%
100%
Energy Shield, Viper, Abbadon, Recon Helmet, Combat Armor, Combat Armguards, Combat Leg Armor
Monk Guard #2
80
150%
104%
112
75%
75%
100%
Distortion Field, Viper, XM5 Delta, Recon Helmet, Reinforced Tactical Vest, Officer Jacket (Recon), Tactical Armguards, Trooper Leg Armor

Two monks is not as good a fight as five monks, but I guess it will have to do. Once the Monks are down proceed to the Bridge and bring the Ship down.
Take the Lander Ending
If you unlocked the Lander control in the Bridge you'll be able to take the Lander down to the surface along with your chosen party, and look! It seems the rest of the ship has decided to follow you!
Turn The Ship Around Ending
Some men will never know the joy of a simple Monk knife fight. But you're not most men.

Option 4 - Monk Fight!

Some of your companions, Harbinger, Garret, Cobra, and Matthias are cowards and will not help you during the glorious final conflict with the Monks. Knurl and the three amigos from the Pit are all about suicidal last stands and will ride with you to the end. ROMEO, if he accompanied you to the Bridge, will also back you up.

If you delivered the Machine to the Monks, and Azrael is alive, then he will show up to the fight, which gives you the opportunity, nay, the privilege, of fighting five cyber monks at once. A Murderhobo could ask for nothing more.



Bridge - Four to Five Monks
Name
HP
Shield HP
ACC
EVA
INIT
Thermal
R.Optical
R.Toxic
Gear
Ava
70
0
184%
98%
93
75%
75%
100%
Distortion Field, Officer's Pistol, Viper, Hauser 74
(C. Squad) Zeta Four
80
80
134%
86%
84
160%
145%
170%
Auger, Viper, Security Forces Helmet, Energy Armor, Combat Armguards, Trooper Leg Armor
Monk Guard #1
90
0
213%
72%
97
75%
75%
100%
Energy Shield, Viper, Abbadon, Recon Helmet, Combat Armor, Combat Armguards, Combat Leg Armor
Monk Guard #2
80
0
166%
120%
128
75%
75%
100%
Distortion Field, Viper, XM5 Delta, Recon Helmet, Reinforced Tactical Vest, Officer Jacket (Recon), Tactical Armguards, Trooper Leg Armor
(C. Squad) Azrael
100
0
200%
73%
96
95%
95%
100%
Disruptor, Energy Shield, Warblade, Blackguard, Reinforced Tactical Vest, Officer Jacket (Black), Tactical Armguards, Trooper Leg Armor


After a glorious Monk fight you’ll walk out of Armory Level 3 having doomed the remaining Shipborn to an agonizing death as the life support systems slowly fail, perhaps hundreds of years from now the people of Earth will be fortunate enough to discover a ship full of fungus and frogs, a parting gift from a generous forgotten scav.
The End
The End

And that’s all she wrote folks nothing to do now but watch the ending slides and watch the credits roll, before firing up New Game of course. Here’s hoping we’ll be seeing each other again soon for the sequel, Colony Ship 2 : Froggo Boogaloo.



The Endings

Ship remains in orbit:

Ship lands:

Lander lands:

Ship returns to Earth:

The Habitat:

The Pit:

The Monks:

Companions:
Chapter 1 - Training Opportunities
Steal
  • Training - From Jia at the start of Pickpocket, 100SP

Lockpick
  • Training - From Xavier outside home apartment, 100SP

Biotech
  • Training - From Sarah in Medbay, 100SP

Computers
  • Training - Maryam after turning in Psyker's Brains for Head Hunter, 100SP
    Chapter 1 Skill Checks - The Pit
    Steal
    • Steal 2 - Abe’s store 9mm, 40SP
    • Steal 2 - Abe’s store .45, 40SP
    • Steal 2 - Abe’s store Maintenance HUD, 40SP
    • Steal 2 - Hit & Kill shells, 40SP
    • Steal 3 - Hit & Kill Gas, 40SP
    • Steal 3 - From Samson at Engine Fuel bar, 40SP
    • Steal 3 - Medbay Medkits, 40SP
    • Steal 4 - Medbay Aggro, 40SP
    • Steal 4 - Sleeping Regulator at Regulator HQ, 40SP
    • Steal 5 - Boone's Moonshine Customer, 40SP
    • Steal 5 - Promised Land Customer, 40SP
    • Steal 5 - Whiskey Jack Customer, 40SP
    • Steal 6 - Spike and Dozer Plaza Customer, 50SP

    Lockpick
    • Lockpick 2 - Locked chest near home apartment, 20SP
    • Lockpick 2 - Locked chest near Spike and Dozer, 20SP
    • Lockpick 2 - Jia’s door near Church, 20SP
    • Lockpick 2 - Storage container in front of Old Earth Emporium, 20SP
    • Lockpick 2 - Door during Mysterious Stranger quest, 20SP
    • Lockpick 2 - Locked door during Lamb Among Wolves, 20SP
    • Lockpick 2 - Unlock box containing cores during Ace Up Your Sleeves, 20SP
    • Lockpick 2 - Unlock electronic module storage above Outer Gate, 20SP
    • Lockpick 2 - Unlock Braxton's storage door, 20SP
    • Lockpick 2 - Unlock door to balcony in Mercy's Fortress, 20SP
    • Lockpick 2 - Outskirts shipping container door, 20SP
    • Lockpick 3 - Medkit on wall in Regulator HQ, 20SP
    • Lockpick 3 - Unlock Braxton's storage case at Regulator HQ, 20SP
    • Lockpick 3 - Equipment case in Mercy’s fortress, 20SP
    • Lockpick 3 - Ammo trunk during You Shall Not Pass, 20SP
    • Lockpick 3 - Back room of Power Station, 20SP
    • Lockpick 3 - Outskirts extending bridge door, 20SP
    • Lockpick 4 - Gun case during Mysterious Stranger quest, 20SP
    • Lockpick 4 - Outskirts shipping container chest, 20SP

    Biotech
    • Removing implants from enemy corpses awards 5 Biotech SP per implant
    • Biotech 2 - Examine heads during Little Shop of Horrors, 20SP

    Computers
    • Computers 2 - Open backroom of Power Station, 20SP
    • Computers 2 - Discussion with Zeke after returning Override Module during Power to the People, 20SP
    • Computers 2 - Extend bridge in Outskirts, 20SP
    • Computers 3 - Initiate decontamination during You Shall Not Pass (Jonas), 20 + 200SP
    • Computers 5 - Lower forcefield in Outskirts past extending bridge, 20SP

    Electronics
    • Electronics 1 - Broken console in back of Power Plant, 20SP
    • Electronics 1 - Broken console near J. Moore Appraiser, 20SP
    • Electronics 1 - Broken console near Camptown Gates, 20SP
    • Electronics 2 - Initial conversation with Zeke in Power Plant, 20SP
    • Electronics 2 - Remove targeting module from broken turret during You Shall Not Pass (Braxton), 20SP
    • Electronics 2 - Fix the door above the Outer Gate in the Pit, 20SP
    • Electronics 3 - Replace faulty module during You Shall Not Pass (Jonas), 20SP
    • Electronics 3 - Discussion with Zeke after returning Override Module, 20SP
    • Electronics 3 - Disable turret trap during Pickpocket, 20SP
    • Electronics 4 - Fix the turret during You Shall Not Pass (Braxton), 20SP

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Critical Strike 2 - Kill Spike near the Food Vendor, 40SP
    • Critical Strike 3 - Kill Isaiah during Ace Up Your Sleeve, 80SP
    • Critical Strike 4 - Kill Mercy’s Gate Guard during Lord’s Mercy (Braxton), 40SP

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Enter the gang hideout via stealth during Mysterious Stranger, 20SP
    • Free the Deacon via stealth during Lamb Among Wolves, 20SP
    • Successfully retrieve the Deacon via stealth during Lamb Among Wolves without alerting the guards, 50SP
    • Steal the cores from the lockbox via stealth during Ace Up Your Sleeve, 20SP
    • Escape using stealth during Ace Up Your Sleeve without alerting Isaiah, 30SP
    • Assassinate Mercy during Lord's Mercy 220SP (-40SP per guard killed)
    • Sneak into Samuel's warehouse during Hired Thug, 20SP
    • Sneak 3 - Steal a Regulator badge from Regulator HQ, 15SP
    Chapter 1 Skill Checks - Armory
    Lockpick
    • Lockpick 2 - Equipment case behind broken door on Level 1 of Armory past frogs, 20SP
    • Lockpick 3 - Unlock crate in Armory supply room, 20SP
    • Lockpick 3 - Lockpick door to training room in Armory, 20SP
    • Lockpick 3 - Lockpick equipment crate in Armory next to generator, 20SP
    • Lockpick 3 - Equipment case in the Armory first floor in the room with the Psyker frog, 20SP
    • Lockpick 4 - Lockpick side door on bottom floor of the Armory, 20SP
    • Lockpick 6 - Lockpick equipment locker in Armory in Supply Room, 20SP
    • Lockpick 9 - Lockpick high-security locker behind forcefield, 60SP

    Biotech
    • Removing implants from enemy corpses awards 5 Biotech SP per implant
    • Biotech 3 - Remove Bionic Eye from the body behind the heavy crate in the Armory Level 1, 45SP
    • Biotech 3 - Remove Neural Uplink from the body in the frog nest Armory Level 1, 45SP
    • Biotech 4 - Remove Motor Cortex from the body in the training room in the Armory, 45SP
    • Biotech 5 - Remove Glareshield from the body near Level 2 Elevator Terminal, 50SP

    Computers
    • Computers 2 - Conversation with Sharp Face in the Armory, 10SP
    • Computers 2 - Unlock training token console from training room in the Armory, 20SP
    • Computers 2 - Use the computer at the Armory train station to move the heavy crate, 20SP
    • Computers 6 - Lower first forcefield in Armory, 30SP
    • Computers 9 - Drop forcefield to high-security locker behind first forcefield, 60SP

    Electronics
    • Electronics 1 - Remove parts from the console in the upper Armory, 10SP
    • Electronics 1 - Remove parts from the console in the lower Armory, 10SP
    • Electronics 2 - Fix the control panel in the lower Armory, 20SP
    • Electronics 2 - Replace the dead module in the Armory’s train station computer, 20SP
    • Electronics 2 - Conversation with Sharp Face in the Armory, 20SP
    • Electronics 2 - Activate the decontamination panel in the Armory, first room with frogs, 120SP
    • Electronics 2 - Fix the control panel past the initial frogs in the Armory, 20SP
    • Electronics 3 - Fix the Level 2 elevator door 20SP, +80SP bonus if the two scavs on Level 1 are alive

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Sneak past the frogs using the electronic alarm to scare them, on the first floor of the Armory, 20SP
    • Sneak past the frogs without using the electronic alarm to scare them, on the first floor of the Armory, 140SP
    • Sneak past the scavs on the first floor of the Armory, 100SP
    • Sneak past Sharp Face and crew on the 2nd floor of the Armory, 220SP (-40SP per guard killed)
    Chapter 1 Skill Checks - Hydroponics
    Biotech
    • Removing implants from enemy corpses awards 5 Biotech SP per implant
    • Biotech 4 - Remove Motor Cortex from the body in Alpha Tower, 45SP
    • Biotech 5 - Remove Advanced Targeting upgrade chip from the body in the psyker frog's nest, 50SP

    Steal
    • Steal 3 - From Maryam after delivering the Psyker Frog brains during Head Hunter, 40SP
    • Steal 3 - From Hydroponics trader Medkits, 40SP
    • Steal 4 - From Hydroponics trader Shells, 40SP
    • Steal 4 - From Hydroponics trader Zen, 40SP
    • Steal 4 - From Hydroponics Barracks sleeper, 40SP
    • Steal 4 - From Hydroponics outside of barracks sleeper, 40SP

    Computers
    • Computers 2 - Move old hydroponics car in Hydroponics, 20SP
    • Computers 3 - Use the computer in Hydroponics tower to call a service car to get to Tower Alpha, 20SP
    • Computers 4 - Access research data on Frog Hunter in Hydroponics, 20SP

    Electronics
    • Electronics 1 - Remove parts from the console in the northwest tower in Hydroponics, 20SP
    • Electronics 1 - Remove air purifier parts from abandoned tower in Hydroponics, 20SP
    • Electronics 2 - Examine frog pacifying machine during Eviction Notice, 20SP
    • Electronics 3 - Override the safety protocols in the northwest tower elevator in Hydroponics, 20SP
    • Electronics 4 - Unlock side door in Delta Tower to access strange machine during Eviction Notice, 20SP
    • Electronics 4 - Repair research console in abandoned tower in Hydroponics to access research data, 20SP

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Disable the frog pacifying machine from stealth during Eviction Notice, 300SP (-40SP per guard killed)
    • Sneak past the frogs in Hydroponics, 140SP
    • Sneak 3 - Steal some medical supplies from Hydroponics Living Quarters, 30SP
    Chapter 1 Skill Checks - Mission Control
    Steal
    • Steal 4 - Pile of modules near the Last Stop - Level 1, 40SP

    Lockpick
    • Lockpick 3 - Unlock trapped door in Mission Control Level 3, 20SP
    • Lockpick 3 - Unlock door to room with grate in Mission Control Level 4, 20SP
    • Lockpick 3 - Equipment crate past forcefield in Mission Control Level 5, 20SP
    • Lockpick 4 - Unlock door to security console room in Mission Control Level 4, 20SP
    • Lockpick 4 - Locked door to retinal scanner locked door in Mission Control Level 5, 20SP
    • Lockpick 5 - Locked door to drug synthesis room in Mission Control Level 3, 20SP
    • Lockpick 5 - Grenade locker near ROMEO in Mission Control Level 5, 20SP
    • Lockpick 6 - Equipment locker past forcefield in Mission Control Level 5, 30SP
    • Lockpick 6 - Locked door after defeating turrets in Mission Control Level 5, 30SP

    Biotech
    • Removing implants from enemy corpses awards 5 Biotech SP per implant
    • Biotech 3 - Heal 'dead' scavenger in Mission Control Level 3, 20SP
    • Biotech 3 - Remove Neural Uplink from corpse near drug synthesis terminal Mission Control Level 3, 45SP
    • Biotech 3 - Remove Bionic Eye from corpse near password console Mission Control Level 4, 45SP
    • Biotech 4 - Synthesize stim at drug synthesis terminal in Mission Control Level 3, 20SP
    • Biotech 4 - Remove Motor Cortex from the body in the med bay in Mission Control Level 5, 45SP
    • Biotech 4 - Remove Machine Gunner upgrade chip from the body in the med bay in Mission Control Level 5, 48SP
    • Biotech 5 - Remove Exo-Spine from the body in the security quarters in Mission Control Level 5, 45SP
    • Biotech 5 - Remove Neural Shield upgrade chip from the body in the security quarters in Mission Control Level 5, 45SP
    • Biotech 5 - Remove Heavy Infantry upgrade chip from the body in the Frog's Lair in Mission Control Level 5, 50SP
    • Biotech 6 - Remove Combat Reflexes upgrade chip from the body near Robot Head in Mission Control Level 3, 62SP

    Computers
    • Computers 1 - Unlock data terminal on Level 2, 20SP
    • Computers 1 - Unlock door terminal on Level 5 near mindworms, 20SP
    • Computers 1 - Unlock door terminal on Level 5 near ROMEO, 20SP
    • Computers 1 - Unlock datapad in shielded room Mission Control Level 4, 20SP
    • Computers 3 - Remove robot head from broken robot in Mission Control Level 3, 20SP
    • Computers 4 - Locked door to drug synthesis room in Mission Control Level 3, 20SP
    • Computers 4 - Use computer to disable generator in Mission Control Level 4, 20SP
    • Computers 6 - Lower forcefield to security equipment stash in Mission Control Level 5, 30SP
    • Computers 6 - Unlock door without activating turrets in Mission Control Level 5, 130SP

    Electronics
    • Electronics 1 - Broken console in biotech synthesis room in Mission Control Level 3, 20SP
    • Electronics 1 - Broken console in server room in Mission Control Level 4, 20SP
    • Electronics 1 - Broken console in terminal room in Mission Control Level 4, 20SP
    • Electronics 3 - Repair training token dispenser in Mission Control Level 5, 20SP
    • Electronics 3 - Remove Gyroscope from broken robot in Mission Control Level 3, 20SP
    • Electronics 3 - Broken door to skill training machine in Mission Control Level 5, 20SP
    • Electronics 3 - Broken door to medbay in Mission Control Level 5, 20SP
    • Electronics 4 - Broken door to security console room in Mission Control Level 4, 20SP
    • Electronics 4 - Use electronics to disable generator in Mission Control Level 4, 20SP
    • Electronics 4 - Hidden door to skill training room in Mission Control Level 5, 20SP
    • Electronics 6 - Locked storage door behind turrets in Mission Control Level 5, 30SP

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Sneak - Sneak past the scavs on Mission Control Level 3, 140SP (-40SP per dead scav) distributed among party members
    • Sneak - Sneak past Hargrave on Mission Control Level 4, 180SP (-40SP per dead combatant) distributed among party members

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike

    Evasion
    • Evasion 4 - Dodge shotgun blast on trapped door in Mission Control Level 3, 0 SP
    Chapter 1 Skill Checks - Speech
    Persuasion
    • Persuasion 2 - Convince thugs in Abe’s shop to walk away during Neighborhood Watch, 120SP
    • Persuasion 2 - Convince Jed to work with you during Debt Collector, 80SP
    • Persuasion 3 - Convince Zeke to give you $200 after returning the override module for Power to the People, 40SP
    • Persuasion 3 - Convince Manny to supply you with mercenaries for the confrontation during Hired Thug, 40SP
    • Persuasion 3 - Convince Carlos to work with the Keepers in the Factory, 20SP
    • Persuasion 4 - Persuade elevator scavs on Mission Control Level 3, 160SP
    • Persuasion 4 - Persuade Hargrave to let you leave in peace on Mission Control Level 4, 200SP
    • See quest list for Speech skill checks

    Streetwise
    • Streetwise 2 - Friendly discussion with Spike and Dozer, 120SP
    • Streetwise 2 - Convince thugs in Abe’s shop to walk away during Neighborhood Watch, 120SP
    • Streetwise 2 - Convince Abe to slide some extra cash your way after saving his shop during Neighborhood Watch, 20SP
    • Streetwise 2 - Convince Jed to work with you during Debt Collector, 80SP
    • Streetwise 3 - Extract an upfront payment of $250 from Braxton after Neighborhood Watch, 40SP
    • Streetwise 3 - Extract a payment of $300 to join Jonas during the Crossroads, 40SP
    • Streetwise 3 - Convince Manny to supply you with mercenaries for the confrontation during Hired Thug, 40SP
    • Streetwise 3 - Persuade elevator scavs on Mission Control Level 3, 160SP
    • See quest list for Speech skill checks

    Impersonate
    • See quest list for Speech skill checks


    Quest Speech Check SPs:

    Lamb Among Wolves
    +10SP per speech check
    +85SP to all speech skills with a successful outcome

    Debt Collector
    +10SP per speech check
    +85SP to all speech skills with a successful outcome

    Mysterious Stranger
    +10SP per speech check
    +70SP to all speech skills with a successful outcome

    Damsel in Distress
    +10SP per speech check
    +85SP to all speech skills with a successful outcome

    Eviction Notice
    +10SP per speech check
    +145SP to all speech skills with a successful outcome
    Over-optimizer note: in order to get the last impersonate check in the conversation you need to have not successfully persuaded him before that point

    The Holy Grail (Discussion with Sharp Face)
    +10SP per speech check
    +115SP to all speech skills with a successful outcome
    Over-optimizer note: make a Reputation:Combat check into Streetwise 4, then back into access card usage to get 4 Speech checks plus Electronics instead of the normal 3 Speech checks

    Ace Up Your Sleeve (Jonas)
    +10SP per speech check
    +85SP to all speech skills with a successful outcome

    Lord’s Mercy (Jonas)
    +10SP per speech check
    +115SP to all speech skills with a successful outcome

    You Shall Not Pass (Jonas)
    +10SP per speech check
    +100SP to all speech skills with a successful outcome

    Hired Thug (Braxton)
    +10SP per speech check
    +55SP to all speech skills with a successful outcome

    Lord’s Mercy (Braxton)
    +10SP per speech check
    +115SP to all speech skills with a successful outcome

    You Shall Not Pass (Braxton)
    +10SP per speech check
    +100SP to all speech skills with a successful outcome
    Chapter 2 - Training Opportunities
    Biotech
    • Training - From Merchant at Habitat Train Station, 150SP

    Electronics
    • Training - From Merchant at Brotherhood Tranquil Terrace, 150SP

    Lockpick
    • Training - From Maintenance Worker on Protector's Residential Deck, 150SP

    Persuasion
    • Training - From Old Man at Church Residential Decks, 150SP
    Chapter 2 Skill Checks - Factory
    Steal
    • Steal 4 - Steal from the merchant at Fort Defiance, 40SP
    • Steal 4 - Steal ammo near Detroit gate, 40SP
    • Steal 4 - Steal from sleeping person in barracks at Fort Stanton, 40SP
    • Steal 5 - Steal a Longslide EX from the Keeper's first fort in Factory, 40SP

    Lockpick
    • Lockpick 2 - Locked chest near Hydroponics Yellow Zone in Factory, 20SP
    • Lockpick 2 - Locked chest near Detroit Gate in Factory, 20SP
    • Lockpick 2 - Locked medical locker in Medbay near Detroit Gate, 20SP
    • Lockpick 2 - Locked medical desk near Fort Defiance, 20SP
    • Lockpick 3 - Door to unscrupulous quartermaster in Factory, 20SP
    • Lockpick 3 - Chest with Night Vision Goggles near Detroit Gate in Factory, 20SP
    • Lockpick 3 - Door to medbay in Factory, 20SP
    • Lockpick 3 - Escape prison cell in Black Hand Fortress in Factory, 20SP
    • Lockpick 4 - Fort Stanton barracks door, 20SP
    • Lockpick 4 - Open Medbay door in Factory, 20SP
    • Lockpick 4 - Locked door to computer console 4th floor Black Hand Fortress in Factory, 20SP
    • Lockpick 4 - Locked door to equipment locker 4th floor Black Hand Fortress in Factory, 20SP
    • Lockpick 5 - Equipment locker 4th floor Black Hand Fortress in Factory, 20SP
    • Lockpick 5 - Fort Stanton barracks cage, 20SP
    • Lockpick 6 - Equipment locker in medbay in Factory, 20SP
    • Lockpick 6 - Fort Stanton barracks locker, 20SP

    Biotech
    • Removing implants from enemy corpses awards 5 Biotech SP per implant
    • Biotech 3 - Heal wounded Keeper in Factory, 50SP
    • Biotech 4 - Recover Machine Gunner upgrade chip from corpse near frogs in Factory, 48SP
    • Biotech 5 - Recover Motor Cortex implant from corpse near turret in Factory, 45SP
    • Biotech 5 - Recover Synthetic Heart implant from corpse near medbay in Factory, 45SP

    Computers
    • Computers 2 - Unlock central elevator in Black Hand Fortress in Factory from Level 3, 20SP
    • Computers 2 - Unlock central elevator in Black Hand Fortress in Factory from Level 4, 20SP
    • Computers 3 - Unlock access to habitat from elevator in Black Hand Fortress in Factory, 20SP
    • Computers 4 - Open Medbay door in Factory, 20SP
    • Computers 4 - Get training authorization code from console in Factory, 20SP
    • Computers 4 - Disable turret near Black Hand Gate in Factory, 80SP
    • Computers 4 - Activate turret in Dumont's office in Factory, 40SP
    • Computers 6 - De-activate turret and forcefield in Dumont's office in Factory, 140SP

    Electronics
    • Electronics 1 - Broken console near Detroit Gate in Factory, 10SP
    • Electronics 1 - Broken console near Black Hand Gate in Factory, 10SP
    • Electronics 2 - Broken door near Detroit Gate in Factory, 20SP
    • Electronics 3 - Broken elevator control panel near Detroit Gate in Factory, 20SP
    • Electronics 3 - Skill token dispenser near Detroit Gate in Factory, 20SP
    • Electronics 3 - Broken door near Black Hand Gate in Factory, 20SP
    • Electronics 3 - Broken door near Hydroponics Yellow Zone in Factory, 20SP

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Critical Strike 4 - Kill Black Hand sniper during dialog in Factory, 16SP
    • Critical Strike 4 - Kill Finlan at Fort Stanton while siding with Detroit Gang in Factory, 40SP

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Sneak - Complete Black Hand finale via Stealth in Factory, 460SP (-40SP per guard killed)

    Rifle
    • Rifle 5 - Shoot back at Black Hand sniper during dialog in Factory, 16SP
    Chapter 2 Skill Checks - Shuttle Bay
    Steal
    • Steal 3 - Steal from Medbay in Shuttle Bay Medkits, 40SP
    • Steal 4 - Steal from Medbay in Shuttle Bay Aggro, 40SP
    • Steal 4 - Steal from Harbin Trader in Shuttle Bay, 40SP

    Lockpick
    • Lockpick 4 - Locked door in maintenance tunnels in Shuttle Bay during The Showdown (Nico), 20SP

    Biotech
    • Removing implants from enemy corpses awards 5 Biotech SP per implant

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    Chapter 2 Skill Checks - Habitat
    Steal
    • Steal 3 - Brotherhood Residential - Damaged Armor Trader, 40SP
    • Steal 4 - Habitat Train Station - bar patron, 40SP
    • Steal 4 - Brotherhood Weapon Store, 40SP
    • Steal 4 - Brotherhood Medbay, 40SP
    • Steal 4 - Brotherhood Admin - sleeping man, 40SP
    • Steal 4 - Brotherhood Residential - sleeping man Tranquil Terrace, 40SP
    • Steal 4 - Protectorate Weapon Store, 40SP
    • Steal 4 - Protectorate Medbay, 40SP
    • Steal 4 - Protectorate sleeping man in apartment, 40SP
    • Steal 4 - Church Weapon Store, 40SP
    • Steal 4 - Church Medbay, 40SP
    • Steal 4 - Protectors barracks pickpocket, 40SP
    • Steal 5 - Protectors Ammo Box near Residential Elevator, 40SP
    • Steal 5 - Protectors Underground Tunnels Keycard, 80SP
    • Steal 5 - Church sleeping couple pickpocket, 25SP
    • Steal 5 - Five Loaves #1, 40SP
    • Steal 5 - Brotherhood Admin - Burning Heart #1, 40SP
    • Steal 5 - Brotherhood Admin - Burning Heart #2, 40SP
    • Steal 5 - Brotherhood Residential - Electronics Trainer, 40SP
    • Steal 5 - Protectors Bulwark #1, 40SP
    • Steal 5 - Protectors Bulwark #2, 40SP
    • Steal 6 - Five Loaves #2, 50SP
    • Steal 6 - Reverend Marvill at Five Loaves,25SP
    • Steal 6 - Brotherhood Burning Heart #3, 50SP
    • Steal 6 - Protectors Bulwark #3, 50SP
    • Steal 6 - Church Residential Decks, 50SP
    • Steal 7 - Brotherhood Burning Heart Hargrave, 40SP

    Lockpick
    • Lockpick 2 - Brotherhood Residential - bunkhouse chest near Tranquil Terrace, 20SP
    • Lockpick 3 - Brotherhood Residential - chest in front of Fair Haven, 20SP
    • Lockpick 3 - Brotherhood Admin - sleeping man's dresser, 20SP
    • Lockpick 3 - Church Admin - sleeping couple wardrobe, 20SP
    • Lockpick 3 - Church Residential - locked dumpster, 20SP
    • Lockpick 3 - Protectors Administrative - locked chest near Civil Defense, 20SP
    • Lockpick 3 - Locked cabinet with Power Cell MK1 during Friend in High Places, 20SP
    • Lockpick 4 - Locked cabinet with Work Goggles during Friend in High Places, 20SP
    • Lockpick 4 - Locked door to air purifier room during Friend in High Places, 20SP
    • Lockpick 4 - Locked door to ECLSS Medbay, 40SP
    • Lockpick 4 - Protectors Administrative - locked door to apartment near barracks, 20SP
    • Lockpick 5 - Locked generator room door during The Coming Storm, 20SP
    • Lockpick 5 - Church elevator maintenance crate, 20SP
    • Lockpick 5 - Church Admin warehouse entrance, 20SP
    • Lockpick 5 - Protectors Admin supply room, 20SP
    • Lockpick 6 - Protectors Admin barracks locker, 20SP
    • Lockpick 7 - Locked cabinet with Energy Pistol during Friend in High Places, 20SP
    • Lockpick 7 - Open locked door to spy room during Spy Hunt, 30SP
    • Lockpick 7 - Protectors Admin locked supply room locker #1, 30SP
    • Lockpick 7 - Protectors Admin locked supply room locker #2, 30SP
    • Lockpick 7 - Brotherhood Admin warehouse locker, 20SP
    • Lockpick 7 - Church Admin warehouse locker, 20SP

    Computer
    • Computers 1 - Unlock datapad near ECLSS Robot, 20SP
    • Computers 4 - Access turret computer system during The Coming Storm, 20SP
    • Computers 4 - Access maintenance computer system during Spy Hunt, 20SP
    • Computers 4 - Deactivate security on left sarcophagus during Land of the Blind, 20SP
    • Computers 4 - Deactivate security on right sarcophagus during Land of the Blind, 20SP
    • Computers 4 - Locked door to ECLSS Medbay, 40SP
    • Computers 5 - Hack access keypad to Spy's room during Spy Hunt, 20SP
    • Computers 5 - Shut down turret during The Coming Storm, 80SP
    • Computers 5 - Deactivate tunnel turrets during Spy Hunt, 100SP
    • Computers 6 - Retarget the turret during The Coming Storm, 170SP
    • Computers 6 - Open hatch during Spy Hunt, 25SP
    • Computers 6 - Retarget tunnel turrets during Spy Hunt, 100SP

    Electronics
    • Electronics 1 - Brotherhood Residential - Console past Tranquil Terrace, 20SP
    • Electronics 1 - Brotherhood Residential - Console near Fair Haven, 20SP
    • Electronics 4 - Activate maintenance routine during Soldier of Fortune, 20SP
    • Electronics 5 - Shut down turret generator during The Coming Storm, 80SP
    • Electronics 6 - Tamper with air purifier during Friend in High Places, 20SP
    • Electronics 6 - Repair access keypad to Spy's room during Spy Hunt, 25SP
    • Electronics 6 - Repair escape hatch during Spy Hunt, 250SP
    • Electronics 6 - Open the supply room in the Maintenance Tunnels, 30SP

    Biotech
    • Biotech 3 - Extract Bridge Officer Implant from right sarcophagus during Land of the Blind, 20SP
    • Biotech 5 - Extract Heavy Infantry upgrade chip from corpse near ECLSS Robot, 50SP

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Sneak 4 - Church sleeping couple room
    • Sneak 6 - Protectors barracks
    • Steal Power Cell from stealth during Friend in High Places, 20SP
    • Steal Work Goggles from stealth during Friend in High Places, 20SP
    • Steal Energy Pistol from stealth during Friend in High Places, 20SP
    • Escape with the Energy Pistol without alerting any guards during Friend in High Places, 140SP
    • Steal All-Seeing Eye of the Synod from central sarcophagus during Land of the Blind, 45SP
    • Steal Officer's Pistol from left sarcophagus during Land of the Blind, 20SP
    • Deactivate security on right sarcophagus during Land of the Blind, 20SP
    • Steal Bridge Officer Implant from right sarcophagus during Land of the Blind, 20SP
    • Escape with the Eye without alerting any guards during Land of the Blind, 420SP
    • Sneak 5 - Protectors Supply room
    • Open Lockpick 7 locker #1 in Protectors Supply Room - 30SP
    • Open Lockpick 7 locker #2 in Protectors Supply Room - 30SP

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Critical Strike 6 - Assassinate security officer in Brotherhood Plaza investigating broken door, 42SP
    • Critical Strike 6 - Assassinate Warden during Spy Hunt, 30SP
    • Critical Strike 7 - Assassinate guard during Spy Hunt, 30SP
    Chapter 2 Skill Checks - Speech
    Factory

    Persuasion
    • Persuasion 4 - Persuade unscrupulous quartermaster to sell cheap energy cells in Factory, 40SP

    Hostile Negotiations - Bart
    +10SP per speech check
    +160SP to all speech skills with a successful outcome

    Hostile Negotiations - Finlan (Betray Stanton for Detroit)
    +10SP per speech check
    +100SP to all speech skills with a successful outcome

    Frontal Assault
    +10SP per speech check
    +145SP to all speech skills with a successful outcome

    Shuttle Bay

    Kindness to Strangers - Side with Moses, persuade Nazar to leave
    +10SP per speech check
    +85SP to all speech skills with a successful outcome

    Kindness to Strangers - Side with Moses, persuade Mother to leave
    +10SP per speech check
    +130SP to all speech skills with a successful outcome

    The Showdown - Side with Moses, convince Moses to choose a side
    +10SP per speech check
    +40SP to all speech skills with a successful outcome

    Kindness to Strangers - Side with Nico, persuade Nazar to stay and fight
    +10SP per speech check
    +85SP to all speech skills with a successful outcome

    The Showdown - Side with Nico, convince Protectors to leave
    +10SP per speech check
    +100SP to all speech skills with a successful outcome

    Habitat

    Streetwise
    • Streetwise 3 - Brotherhood bored soldiers, +160SP
    • Streetwise 4 - Persuade Menzel’s door guard to let you in +40SP
    • Streetwise 5 - See through Reaper’s enthusiasm, +0 SP

    Persuasion
    • Persuasion 4 - Persuade Menzel’s door guard to let you in, +40SP

    Brotherhood : Golden Sunrise Shakedown
    +40SP per skill check
    No bonus speech SPs for solving things diplomatically

    Brotherhood : N-Tab Profiteering
    +10SP per skill check
    +40SP to all speech skills with a successful outcome

    Brotherhood : The Coming Storm - Rally
    +10SP per skill check
    +100SP to all speech skills with a successful outcome

    Brotherhood : The Coming Storm - Storm
    +10SP per skill check
    +115SP to all speech skills with a successful outcome

    Brotherhood : Menzel
    +10SP per skill check
    +130SP to all speech skills with a successful outcome

    Church : Troublemakers
    +10SP per skill check
    +40SP to all speech skills with a successful outcome

    Church: Deviant Faith
    +10SP per skill check
    +40SP to all speech skills with a successful outcome

    Church: A License for Morgan
    +10SP per skill check
    +40SP to all speech skills with a successful outcome

    Protectors: Spy Hunt - Warden
    +10SP per skill check
    +100SP to all speech skills with a successful outcome

    Protectors: Spy Hunt - Maintenance Workers
    +10SP per skill check
    +55SP to all speech skills with a successful outcome

    Protectors: Spy Hunt - Tunnel Guards
    +10SP per skill check
    +135SP to all speech skills with a successful outcome

    Protectors: Sheffield
    +10SP per skill check
    +40SP to all speech skills with a successful outcome

    Brotherhood: Traitor - Convince Crowe to accept the Church’s aid
    +10SP per skill check
    +40SP to all speech skills with a successful outcome

    Brotherhood: Traitor - Convince Hanson to forgive Crowe
    +10SP per skill check
    +40SP to all speech skills with a successful outcome

    Brotherhood: Traitor - Convince Crowe to kill herself
    +10SP per skill check
    +85SP to all speech skills with a successful outcome

    Maintenance Tunnels
    Streetwise
    • Streetwise 4 - Persuade the Church squad to leave during Warring Kingdoms (Brotherhood) , +200 SP
    • Streetwise 5 - Persuade the Protector squad to leave during Warring Kingdoms (Church) , +160 SP

    Persuasion
    • Persuasion 4 - Persuade the Church squad to leave during Warring Kingdoms (Brotherhood) , +200 SP
    • Persuasion 5 - Persuade the Protector squad to leave during Warring Kingdoms (Church), +160SP
    Chapter 3 - Training Opportunities
    None for now!
    Chapter 3 - Skill Checks - The Heart
    The Heart

    Critical Strike
    • Takedowns from stealth award 20SP for Sneak and Critical Strike

    Sneak
    • Takedowns from stealth award 20SP for Sneak and Critical Strike
    • Grab isotope case from Heart Workshop, 40SP
    • Grab robot parts from Heart Workshop, 60SP
    • Escape Heart Workshop without raising the alarm, 80SP
    • Grab fuel cell from Heart Warehouse, 100SP
    • Escape Heart Warehouse with fuel cell, without raising the alarm, 300SP

    Steal
    • Steal 4 - Heart Medbay, 40SP
    • Steal 5 - The Last Station, 40SP
    • Steal 6 - Catch of the Day, 50SP
    • Steal 7 - Redd's Hardware Store, 50SP
    • Steal 7 - Temple of the Reborn, 50SP
    • Steal 8 - Heart Bridge, 200SP

    Electronics
    • Electronics 5 - Broken Robot in Heart Workshop, 20SP
    • Electronics 6 - Access panel to Heart Warehouse, 20SP

    Computers
    • Computers 5 - Locked door in Heart Warehouse, 20SP

    Lockpick
    • Lockpick 4 - Locked chest in Heart Warehouse Level 2, 20SP
    • Lockpick 6 - Locked door in Heart Warehouse, 20SP
    • Lockpick 7 - Locked locker in Heart Warehouse, 20SP
    Chapter 3 - Skill Checks - Mission Control
    Mission Control Chapter 3

    Sneak
    • Disable poison in danger room on Level 7, 50SP
    • Disable turrets in danger room on Level 7, 25SP
    • Disable robots in danger room on Level 7, 25SP
      Bonus Sneak +20SP for disabling all counter-measures.

    Biotech
      Removing implants from the recently dead is worth 10SP per implant
    • Biotech 4 - Neural Shield upgrade chip, MC Level 6, 48SP
    • Biotech 5* - Disable poison in danger room on Level 7, 50SP
    • Biotech 5 - Glareshield upgrade chip, MC Level 6, 50SP
    • Biotech 6 - Combat Reflexes upgrade chip, MC Level 6, 62SP
    • Biotech 7 - Painkiller upgrade chip, Jimmy's stash, 74SP
    • Biotech 7 - Painkiller upgrade chip, MC Level 6, 74SP
    • Biotech 7 - Assault Trooper upgrade chip, MC Level 6, 74SP
    • Biotech 7 - Assault Trooper upgrade chip, MC Level 7, 74SP
    • Biotech 9 - Energy Absorber upgrade chip, MC Level 5 Vault, 138SP
    • Biotech 9 - Rapid Response upgrade chip, MC Level 7 Vault, 138SP

    Electronics
    • Electronics 4 - Unlock westernmost door on Level 6, 20SP
    • Electronics 4 - Open hatch to Jimmy's 'discovery', 40SP
    • Electronics 5 - Repair door to skill training machine room Level 5, 20SP
    • Electronics 5 - Repair door to bar on Level 6, 20SP
    • Electronics 5 - Salvage robot fuel cell at Jimmy's 'discovery', 20SP
    • Electronics 6 - Repair turret security terminal on Level 6, 50SP
    • Electronics 6 - Repair door to barricade on Level 7, 25SP
    • Electronics 7 - Unlock Machine Hunter feat at vault console, 60SP
    • Electronics 7 - Open danger room door with two or more security measures disabled, 30SP

    Computers
    • Computers 1 - Tablet #1 on MC Level 6, 20SP
    • Computers 1 - Tablet #2 on MC Level 6, 20SP
    • Computers 1 - Tablet #3 on MC Level 6, 20SP
    • Computers 1 - Tablet #4 on MC Level 6, 20SP
    • Computers 1 - Tablet in Lander on MC Level 7, 20SP
    • Computers 6 - Disable turrets for Shadow encounter on MC Level 6, 185SP
    • Computers 6* - Disable turrets in danger room on MC Level 7, 185SP
    • Computers 6* - Disable robots in danger room on MC Level 7, 105SP
    • Computers 7 - Open door to inner vault on MC Level 5, 60SP
    • Computers 8 - Activate turrets for Shadow encounter on MC Level 6, 360SP
    • Computers 8 - Open Vault Antechamber door on MC Level 7, 40SP
    • Computers 9 - Open Lander on MC Level 7, 120SP
    • Computers 10 - Open Vault Door on MC Level 7, 200SP

    Lockpick
    • Lockpick 4 - Open danger room door with no security measures disabled, 20SP
    • Lockpick 4 - Open door to dorm room MC Level 6, 20SP
    • Lockpick 4 - Open door to Medbay MC Level 7, 20SP
    • Lockpick 5 - Open door to House of Prayer MC Level 6, 20SP
    • Lockpick 5 - Open hatch to Jimmy's 'discovery', 40SP
    • Lockpick 6 - Open danger room door with one or more security measures disabled, 30SP
    • Lockpick 7 - Open door to inner vault on MC Level 5, 60SP
    • Lockpick 10 - Open Vault Door on MC Level 7, 200SP

    ROMEO Upgrades

    Mission Control Level 6

    Electronics
    • Electronics 6 - Upgrade targeting to Terminator M5Xi (Rigged), 75SP
    • Electronics 9 - Upgrade targeting to Terminator M5Xi, 110SP

    Computers
    • Computers 7 - Upgrade armor to Bulwark, 80SP
    • Computers 8 - Upgrade armor to Goliath, 90SP

    Mission Control Level 7

    Electronics
    • Electronics 7 - Upgrade combat response to Spearhead SM2 (Rigged), 80SP
    • Electronics 10 - Upgrade combat response to Spearhead SM2, 150SP

    Armory Depot A2
    Computers
    • Computers 9 - Upgrade armor to Goliath XT, 110SP
    Chapter 3 - Skill Checks - Hydroponics Yellow and Red
    Hydroponics Yellow

    Sneak
    • Sneak by Two Creepers, +100SP
    • Sneak by One Creeper Two Frogs, +140SP

    Biotech
    • Biotech 4 - Remove stim control override module, +20SP
    • Biotech 5 - Extract Image Analyzer upgrade chip, +50SP
    • Biotech 7 - Unlock Creeper Hunter research data, +30SP
    • Biotech 8 - Extract Lifesaver chip upgrade chip, +96SP

    Electronics
    • Electronics 1 - Strip broken console for parts ground floor research station, +20SP
    • Electronics 1 - Strip broken console for parts 2nd floor research station, +20SP
    • Electronics 3 - Repair Two Creepers terminal using 3 extra modules, +20SP
    • Electronics 6 - Repair Two Creepers terminal without using extra modules, +25SP
    • Electronics 6 - Repair elevator emergency access hatch, +20SP
    • Electronics 6 - Locked door to specimen room, +20SP

    Computers
    • Computers 1 - Unlock datapads, various +20SP
    • Computers 3 - Unlock elevator access with employee keycard, +20SP
    • Computers 4 - Locked door ground floor research station, +20SP
    • Computers 4 - Locked door 2nd floor research station, +20SP
    • Computers 4 - Use Two Creepers terminal to drive them away, +100SP
    • Computers 6 - Unlock research terminal for Creeper Hunter, +20SP

    Lockpick
    • Lockpick 5 - Locked door ground floor research station, +20SP
    • Lockpick 5 - Locked door 2nd floor research station, +20SP
    • Lockpick 7 - Equipment locker past One Creeper Two Frogs, +20SP

    Hydroponics Red

    Sneak
    • Sneak by Creepers And Frogs, +187SP
    • Sneak by Two Elder Creepers, +105SP

    Biotech
    • Biotech 4 - Produce Ultra Zen stim, +20SP
    • Biotech 5 - Produce Ultra Regen stim, +20SP
    • Biotech 5 - Extract Heavy Infantry upgrade chip, near terraforming engine console, +50SP
    • Biotech 5 - Extract Advanced Targeting chip, near Two Floaters, +50SP
    • Biotech 6 - Produce Ultra Aggro (Melee) stim, +20SP
    • Biotech 6 - Produce Ultra Aggro (Focus) stim, +20SP
    • Biotech 8 - Extract Predictive Analytics upgrade chip, near Fungal Nest, +96SP

    Electronics
    • Electronics 4 - Repair forcefield control panel during One Floater encounter, +80SP
    • Electronics 4 - Fix containment unit during Two Floaters encounter, +100SP
    • Electronics 5 - Locked door to terraforming engine controls, +20SP
    • Electronics 6 - Repair terraforming engine console, +200 SP

    Computers
    • Computers 1 - Unlock datapads, various +20SP
    • Computers 4 - Locked server door ground floor search station, +20SP
    • Computers 4 - Gain server authorization with employee keycard, +20SP
    • Computers 5 - Active terraforming engine broadcaster, +200SP
    • Computers 7 - Gain server authorization, +20SP

    Lockpick
    • Lockpick 3 - Locked office door top floor search station, +20SP
    • Lockpick 4 - Locked medical supply case top floor research station, +20SP
    • Lockpick 4 - Two Elder Creeper fight side door, +20SP
    • Lockpick 5 - Locked server door ground floor search station, +20SP
    • Lockpick 6 - Two Elder Creeper fight locked crate, +20SP
    Chapter 3 - Skill Checks - Speech
    Persuasion
    • See quest list for Speech skill checks

    Streetwise
    • See quest list for Speech skill checks

    Impersonate
    • See quest list for Speech skill checks


    Quest Speech Check SPs:

    Pit Chapter 3

    Mercy - Civil Disturbance
    +10SP per speech check
    +145SP to all speech skills with a successful outcome

    Mercy - Hostile Negotiations
    +10SP per speech check
    +40SP to all speech skills with a successful outcome

    Braxton - Civil Disturbance
    +10SP per speech check
    +140SP to all speech skills with a successful outcome

    Braxton - Hostile Negotiations
    +10SP per speech check
    +40SP to all speech skills with a successful outcome

    Jonas - Sons of Liberty - Change Jonas' mind
    +10SP per speech check
    +40SP to all speech skills with a successful outcome

    Jonas - There Can Be Only One - Persuade Falkner
    +10SP per speech check
    +40SP to all speech skills with a successful outcome

    Jonas - There Can Be Only One - Persuade Riggs
    +10SP per speech check
    +145SP to all speech skills with a successful outcome

    McNeil - There Can Be Only One
    +10SP per speech check
    +100SP to all speech skills with a successful outcome

    Isaiah - Hostile Negotiations / There Can Be Only One
    +10SP per speech check
    +55SP to all speech skills with a successful outcome

    The Heart

    Rival Faith
    +10SP per speech check
    +100SP to all speech skills with a successful outcome

    Righteous Vengeance
    +10SP per speech check
    +85SP to all speech skills by persuading Fifth Daughter to leave
    +260SP Persuasion for Persuasion 7 Check to have Fifth Daughter kill Ismael

    Some Assembly Required - Great Mother
    +10SP per speech check
    +145SP to all speech skills with a successful outcome

    Some Assembly Required - Warehouse Guard
    +10SP per speech check
    +40SP to all speech skills with a successful outcome

    Mission Control
    Shadow
    +10SP per speech check
    +100SP to all speech skills with a successful outcome
    Chapter 1 Quest and Combat XP
    +90XP rewards, "Encounter XP", are divided among your party members, +60XP rewards , "Quest XP" are given to all party members without divisions. There are a few other larger Quest XP rewards at various points in the game which have been marked as Quest XP.

    The Pit

    Deal with thugs in Abe’s shop during Neighborhood Watch. +90XP and then +60XP.

    Deal with Spike and Bulldozer in The Pit: +90XP

    Courthouse Fight One - John Doe: +90XP
    Courthouse Fight Two - Dalton Brothers: +90XP
    Courthouse Fight Three - Hard Ben: +90XP
    Courthouse Fight Four - Black Hand: +90XP
    Courthouse Fight Five - Clayton : +90XP

    Kill Grangers during Easy Money : +90XP
    Complete Easy Money, kill the Grangers or agree to retrieve the module for them: +60XP

    Handle Foley and crew during Damsel In Distress: +90XP
    Complete Damsel in Distress: +60XP

    Optional fight during Little Shop of Horrors: +90XP
    Complete Little Shop of Horrors: +60XP

    Kill or persuade Jed during start of Debt Collector: +90XP
    Kill or persuade Black Will during Debt Collector: +90XP
    (Optional) Kill Jed after dealing with Black Will during Debt Collector: +90XP
    Return to Whiskey Jack to complete Debt Collector: +60XP

    Kill the turret during Pickpocket: +90XP
    Split the money with Jia during Pickpocket: +60XP

    Kill, persuade, or sneak by McNeil during Lamb Among Wolves: +90XP
    Report success to Church during Lamb Among Wolves: +60XP

    Kill or persuade the first two thugs during Mysterious Stranger: +90XP
    Kill gang during Mysterious Stranger: +90XP
    Return to Hank during Mysterious Stranger: +60XP

    Return override module to Zeke during Power To The People: +60XP
    Return air purifier to Zeke during Clean Air Act: +60XP

    Armory

    Kill or sneak by first set of frogs in Armory: +90XP

    Kill Psyker frog group in Armory: +90XP

    Kill or sneak by scavs on top floor of Armory: +90XP

    Kill, sneak by, or persuade Sharpface in the Armory during Holy Grail: +90XP
    Return to Tanner after finding the fusion reactor during Holy Grail: +60XP

    Hydroponics

    Kill or sneak by first set of frogs in Hydroponics: +90XP
    Kill lone frog hiding in greenhouse unit in Hydroponics: +90XP
    Kill Psyker frog group in Hydroponics: +90XP

    Kill the Creeper in Hydroponics: +90XP

    Return bioreactor parts to Carlos during Scavenger: +60XP
    Return algae to Boone during Moonshine: +60XP
    Return Psyker Brains to Maryam during HeadHunter: +60XP

    Kill, sneak by, or persuade scavs during Eviction Notice: +90XP
    Return to Carlos during Eviction Notice: +60XP

    Mission Control

    Kill scavs moving crates on Level 3 of Mission Control, +90XP

    Kill, sneak by, or intimidate the scavs guarding the elevator on Level 3 of Mission Control, +90XP

    Bypass or defeat turrets in Killing Room on Level 5 of Mission Control, +90XP

    Kill Knurl on Level 4 of Mission Control, +90XP

    Kill the mind worms on Level 4 of Mission Control, +90XP

    Kill the mind worms and frogs on Level 5 of Mission Control, +90XP

    Complete Teamwork by gaining access to the security room, +60XP

    Kill Hargrave and his gang, +90XP

    Crossroads

    Side with Jonas or Braxton during Crossroads: +90XP

    Acquire the cores during Ace Up Your Sleeve: +90XP
    Return to Jonas during Ace Up Your Sleeve: +60XP

    Kill or persuade Mercy during Lord’s Mercy: +90XP
    Return to Jonas/Braxton during Lord’s Mercy: +60XP

    Persuade Martinez during You Shall Not Pass (Jonas): +90XP
    Activate decontamination protocol during You Shall Not Pass: +90XP
    Kill Martinez during You Shall Not Pass (Jonas): +90XP
    Return to Jonas during You Shall Not Pass (Jonas): +60XP

    Kill Regulators on ground floor during All In (Jonas): +90XP
    Kill Braxton during All In (Jonas): +90XP
    Return to Jonas during All In (Jonas): +60XP

    Persuade Manny during Hired Thug: +90XP
    Persuade Samuel's thugs to shoot him during Hired Thug: +90XP
    Kill Samuel and/or his thugs during Hired Thug: +90XP (Bug? Can persuade his thugs to shoot him in the back, and can then kill the thugs, both awarding XP)
    Return to Braxton during Hired Thug: +60XP

    Kill or persuade mob during You Shall Not Pass (Braxton): +90XP
    Return to Braxton during You Shall Not Pass (Braxton): +60XP

    Kill Jonas’ exterior guards during All In (Braxton): +90XP
    Kill Jonas during All In (Braxton): +90XP
    (If Mercy is alive) Kill Mercy or Braxton during All In (Braxton): +90XP
    Return to Braxton/Mercy during All In (Braxton): +60XP
    Chapter 2 Quest and Combat XP
    Factory

    Persuade unscrupulous quartermaster to sell cheap energy cells in Factory: +90XP

    Kill thugs at Fort Defiance ambush in Factory: +90XP
    Complete Yellow Brick Road after Fort Defiance ambush in Factory: +60XP

    Kill Six-Banger and scavs in Factory: +90XP

    Destroy turret in Factory: +90XP

    Kill pack of frogs in Factory: +90XP

    Kill or successfully persuade Bart and Detroit Gang during Hostile Negotiations in Factory: +90XP
    Return to Stanton after Hostile Negotiations: +60XP

    Frontal Assault Phase 1 Combat: +90XP
    Frontal Assault Phase 2 Combat: +90XP

    *There is some funkiness going on with XP awards for solving the Black Hand Factory in various ways, correct awards TBD.
    Complete Frontal Assault via combat: +0XP, No additional award currently
    Complete Frontal Assault via diplomacy with Dumont: +90XP
    Complete Frontal Assault by betraying Stanton, then kill the Keepers: +90XP
    Complete Frontal Assault by betraying Stanton, then convince the Keepers to give up: +90XP
    Complete Frontal Assault via jailbreak: +90XP
    *

    Complete the Factory and head to the Habitat: +120XP, note that this is quest XP that does not get divided among the party

    Shuttle Bay

    Kill or persuade Nazar during Kindness to Strangers, +90XP

    Kill or persuade Mother during Kindness to Strangers, +90XP

    Complete Kindness to Strangers, +60XP

    Persuade Moses to join the Protectors or ally with Jonas, +90XP

    Persuade Rowley to leave peacefully with Nico leading the Shuttle Bay, +90XP

    Assassinate Rowley, +90XP

    Kill the Protector hit squad, +90XP

    Complete The Showdown, +60XP

    Habitat

    Brotherhood

    Persuade or kill the shakedown squad to leave the Church propagandist alone, +90XP

    Persuade Whatley to give up his supplier during N-Tab Profiteering, +90XP
    Complete N-Tab Profiteering, +60XP

    Kill or persuade the Brotherhood’s bored soldiers, +90XP

    Kill or persuade the hostile workers during The Coming Storm, +90XP
    Kill or persuade Storm during The Coming Storm, +90XP
    Complete The Coming Storm, +60XP

    Deal with Menzel’s crew during Friend in High Places, +90XP
    Complete Friend in High Places, +60XP

    Church

    Speak to the Church archivist to advance The Holy Grail, +60XP

    Persuade the Troublemakers to fight for the Church, +90XP
    Complete Troublemakers, +60XP
    Persuade Prophet John to rejoin the faithful during Deviant Faith, +90XP
    Complete Deviant Faith, +60XP

    Kill the Church’s militia patrol in the residential decks, +90XP

    Kill “Mad Dog” Thomson and his recruits, +90XP

    Protectors

    Deal with the Warden during Spy Hunt, +90XP
    Persuade the maintenance workers during Spy Hunt (killing the Warden gives you the key without a speech challenge and therefore no exp), +90XP
    Kill the spy during Spy Hunt (mutually exclusive with tunnel guards exp), +90XP
    Kill, persuade, or sneak by the tunnel guards during Spy Hunt (mutually exclusive with kill the spy exp), +90XP
    Complete Spy Hunt, +60XP

    Convince Sheffield to reveal the identity of the Traitor, +90XP
    Convince Eden Crowe to accept the Church’s aid during Traitor, +90XP
    Convince Hanson to forgive Crowe during Traitor, +90XP
    Convince Crowe to kill herself during Traitor, +90XP
    Kill Crowe and her guards during Traitor, +90XP
    Complete Traitor, +90XP

    Kill the anteroom guards at Junction F14 during Soldier of Fortune, +90XP
    Kill the main room guards at Junction F14 during Soldier of Fortune, +90XP
    Complete Soldier of Fortune, +60XP

    Complete To Stop The War!, +60XP

    Maintenance Deck
    Enter the Maintenance Deck +120XP (Quest)

    Maintenance Tunnels
    Defeat the Robot (and his turret buddies), +90XP
    Complete First Law of Robotics for Eli, +60XP

    Complete the heist for Land of the Blind without triggering an alarm, +90XP
    Advance Land of the Blind by stealing the All-Seeing Eye of the Synod, +60XP

    Deal with the Protector squad during Warring Kingdoms (Church), +90XP

    Deal with the Protector squad during Warring Kingdoms (Brotherhood), +90XP
    Deal with the Church squad during Warring Kingdoms (Brotherhood), +90XP

    Deal with the first Brotherhood squad during Warring Kingdoms (Protectors), +90XP
    Deal with the second Brotherhood squad during Warring Kingdoms (Protectors), +90XP

    Complete Warring Kingdoms for your chosen faction, +60XP
    Chapter 3 Quest and Combat XP
    Pit Chapter 3

    Courthouse Fight One: +90XP
    Courthouse Fight Two: +90XP
    Courthouse Fight Three: +90XP

    Kill Nazar and guards (if sent to the Pit from Shuttle Bay and Braxton not in charge): +90XP

    Hired Gun
    Handle mercenaries during Hired Gun: +90XP
    Return to Earl to complete Hired Gun: +60XP

    Mercy - Civil Disturbance
    Deal with Protesters: +90XP
    Complete Civil Disturbance: +60XP

    Mercy - Hostile Negotiations
    Persuade Mercy to share power: +90XP
    Deal with Riggs: +90XP
    Deal with Isaiah (Sneak in backdoor) : +90XP
    Complete Hostile Negotiations: +60XP

    Braxton - Civil Disturbance
    Deal with Protesters: +90XP
    Complete Civil Disturbance: +60XP

    Braxton - Hostile Negotiations
    Persuade Braxton to share power: +90XP
    Deal with Riggs: +90XP
    Deal with Isaiah (Sneak in backdoor) : +90XP
    Complete Hostile Negotiations: +60XP

    Jonas - Sons of Liberty
    Persuade Jonas to change his mind: +90XP
    Complete Sons of Liberty: +60XP

    Jonas - There Can Be Only One
    Deal with Falkner / Riggs: +90XP
    Deal with Isaiah (Sneak in backdoor): +90XP
    Deal with McNeil (If Falkner killed) : +90XP
    Complete There Can Be Only One: +60XP

    The Heart

    Kill Six Banger, +90XP

    Bounty Hunter
    Kill Harbinger, +90XP
    Persuade or Kill Preacher, +90XP
    Complete Bounty Hunter, +60XP

    Rival Faith (during Bounty Hunter)
    Kill or Persuade the Preacher to leave, +90XP
    Complete Rival Faith

    Fixer
    Steal from Heart Workshop without raising alarm, +90XP
    Complete Fixer, +60XP

    Righteous Vengeance
    Convince the Fifth Daughter to abandon Ismael, +90XP
    Kill Ismael or have him killed, +90XP
    Complete Righteous Vengeance, +60XP

    Some Assembly Required
    Kill or Persuade the Great Mother, +90XP
    Persuade the Heart Warehouse Guard, +90XP
    Steal the fuel cell from the Heart Warehouse, +90XP
    Complete Some Assembly Required, +60XP

    Mission Control Level 6
    Activate ROMEO at repair bay, +60XP
    Fight Floaters and Mindworms, +90XP
    Handle Shadow, +60XP
    Fight Ol' Bub, +90XP

    Mission Control Level 7
    Overcome Launch Control Danger Room, +90XP
    Unlock Planetary Lander, +60XP

    Hydroponics Green
    Return Tower Control Module to Carlos, +60XP
    Talk to Gideon to complete Deep Diving, +60XP

    Hydroponics Yellow
    Greenhouse Fight, +90XP
    Sneak or Fight Two Creepers, +90XP
    Sneak or Fight One Creeper Two Frogs, +90XP
    Install the Hydroponics Yellow Tower Control Module, +60XP

    Hydroponics Red
    Fix Terraforming Engine (includes Creeper and Frogs fight) for Jumping Through Hoops, +90XP
    Fight or Circumvent Solo Floater, +90XP
    Fight or Sneak Two Elder Creepers, +90XP
    Fight or Circumvent Two Floaters, +90XP
    Fight Fungal Nest, +90XP
    Get Server Authorization for Jumping Through Hoops, +90XP
    Shut down terraforming experiment for Jumping Through Hoops, +60XP

    Chapter 4 Quest and Combat XP
    Chapter 1 - Quests Quick Walkthrough - The Pit, Hydroponics, Armory
    The Holy Grail
    Main quest line, travel to the Armory and unlock it with the keycard
    1. Go to Whiskey Jack Bar
    2. Travel to the Armory
    3. Travel to level two of the Armory:
      • Use a rope on the southeast elevator shaft to travel to level two
      • Kill the scavs at the top of the working elevator
      • Sneak past the scavs at the top of the working elevator
    4. Get past Sharp Face and crew:
      • Sneak past his crew
      • Fight his crew
      • Persuade Sharp Face to let you pass
    5. Unlock the Armory door with the keycard
      • (Optional) Run for it
    6. Use the control panel near the mysterious machine
    7. Return to Tanner
    8. Find out more about the strange machine, continued in Chapter 2

    Neighborhood Watch
    Optional quest started from The Holy Grail
    1. Talk to Evans at Abe’s Store
    2. Deal with Thugs
      • Kill them
      • Streetwise 2 or Persuasion 2 to resolve peacefully
    3. (Optional) Receive a reward from Abe, Streetwise 2 to increase your reward with Abe
    4. Leave the store and talk to Braxton, Streetwise 3 to gain $ from Braxton

    Clean Air Act
    1. Speak to Zeke at the Power Station
    2. Retrieve parts for the air purifier from Hydroponics
    3. Return to Zeke, leads to Power to the People

    Power to the People
    1. Zeke needs an override module to upgrade the power grid
    2. Retrieve the override module from the locked training room in the Armory
    3. Return to Zeke, Streetwise 3 for $300

    Debt Collector
    Collect a $1,200 debt from Jed Walker for Whiskey Jack
    1. Talk to the bartender at Boone’s Moonshine to find out Jed is near The Drain
    2. Handle Jed
      • Kill him
        • Return to Whiskey Jack, keep the money but get quest XP anyway
      • Persuasion 2 or Reputation Combat(2+) to resolve things peacefully
        • Streetwise 2 if those fail
    3. (If Jed is alive) Deal with Black Will
      • Kill him
      • Persuade him he is being shaken down by agents of the law
    4. Return to Whiskey Jack with the cash ($250, 2x Regen, 1x Aggro)

    Pickpocket
    1. Steal Samson’s key, he is in the Promised Land
    2. Return to Jia
    3. Open the shipping container, kill the turret inside
    4. Agree to split the money ($240 + 60XP) or demand the entirety of the stash ($480 + 0XP)

    Little Shop of Horrors
    1. Starts with Sarah in Medbay, retrieve implants from a corpse dealer in the Pit
    2. Get the implants from Jimmy in Camptown
    3. Take a Neural Uplink or Ocular implant and walk away, OR fight for a Squad Leader and Neural Uplink implant set
    4. Return to Sarah and be able to purchase the relevant implant(s) plus a small reward

    Lamb Among Wolves
    1. Speak to Solomon in the Church, convince the diver McNeil to release the Church’s deacon
    2. Pay McNeil a visit in Camptown
    3. Deal with McNeil
      • Kill McNeil and crew
      • Sneak in through the window
      • Persuade McNeil to work with the Church
    4. If McNeil is dead or you used stealth, then unlock the deacon's door (Lockpick 2)
    5. Return to the Church

    Easy Money
    1. Speak to Earl at the Jobs!!! booth
    2. Talk to Chance in front of Boone’s Moonshine
      • Offer to find the part for the Grangers, leads to "Deep Diving"
      • Fight the Grangers
    3. Return to Earl, $250 if the Grangers are killed and Chance is (surprisingly) alive

    Deep Diving
    1. Decide to work for the Grangers and find a Tower Control Module
    2. Find a Tower Control Module in Mission Control Level 6 (Chapter 3)
    3. Return to Gideon on the Ground Floor of Camp Reid in Hydroponics Green

    Damsel in Distress
    1. Speak to Earl at the Jobs!!! booth after completing the quest Easy Money
    2. Talk to Faythe
    3. Deal with Foley
      • Kill them
      • Distract them with Streetwise 2 so Faythe can kill Foley. Letting Faythe kill Foley will allow her to unlock the Assassin or Thief feats.
        • Walk away without the key (Don't do this!)
        • Kill the remaining thugs for the key
        • Convince the thugs to give up the key
    4. Return to Earl for $600 (if Faythe is alive)

    Moonshine
    1. Speak to Boone at Boone’s Moonshine
    2. Retrieve an algae shipment from Hydroponics, speak to Carlos at Camp Reid in Hydroponics
    3. Carlos needs you to retrieve the parts for a bioreactor from an abandoned Hydroponics tower
    4. Return the parts during “Scavenger”
    5. Return to Boone for either a combat training token or $1000

    Mysterious Stranger
    1. Find Hank being accosted in the outskirts by two thugs
      • Kill the thugs
      • Persuade them to leave
    2. Agree to follow him to the gang hideout
    3. Kill the gang
      • Kick in the front door, then kill them
      • Sneak in the back door, then kill them
    4. Talk to Hank for a Disruptor MK1 (Distortion Field upgrade)
    5. Return to the Church

    Eviction Notice
    1. Speak to Carlos in Hydroponics at Camp Reid
    2. Deal with the Scavs in Delta Tower of Hydroponics
      • Fight the scavs
      • Sneak into the back vents
        • Fight from stealth
        • Electronics 3 to open the side door, disable the machine to kill the scavs
      • If Faythe is in the party the scavs can be persuaded to leave
      • (And/or) If you have a Regulator badge you can bluff them into leaving
    3. Return to Carlos for your rewards

    Scavenger
    1. Break into Tower Alpha to retrieve the bioreactor parts
    2. Get to the second floor of Tower Alpha
      • Electronics 3 - Override the elevator safety protocols
      • Strength 7 or Jed and a rope - Climb the elevator shaft
    3. Get across to the adjacent tower
      • Dex >= 7 to jump the gap on the top floor
      • Computers 3 to call a service car to the tower
    4. Strip the old bioreactor for parts
    5. Return to Carlos

    Head Hunter
    1. Return a frog psyker brain to Maryam on Floor 2 of Camp Reid’s tower
      • Frog Psyker brains can be found in Hydroponics (harder fight), Armory (easier fight), or Mission Control (hardest fight)
    2. (Optional) Receive Computers training from Maryam
    3. Extract 3 more Psyker Brains for Maryam
    4. Return to Maryam for either access to a Mutation line, or 2x Regen 2x Aggro 2x Zen stims

    The Outcast
    1. After beating five fights in the Courthouse you will be approached by the Harbinger who will ask you to find Knurl the Outcast in Mission Control. If Jed is in the party he will add some additional context to the quest.

    Keys to the Future
    1. Talk to Luther and agree to help him recover the history of the mutiny
    2. Mission Control 7 - Open the Lander

    Teamwork
    1. Agree to work with Hargrave to lower the forcefield
    2. Get past the mind worms by killing them or bypassing them via the adjacent room
    3. Return to Hargrave for the password to the console
    4. Use the console to unlock the door to the generator room
    5. Use Electronics 4 or Computers 4 on the machine in the generator room to disable the forcefield
    6. Return to Hargrave, kill him and his gang or talk him down

    The Last Lawman
    1. Retrieve three robotic parts to restore basic functionality to the broken riot droid
    2. Retrieve the Gyroscope
    3. Retrieve the Robot Head
    4. Retrieve the Light Armor Plates
    5. Install the three robotic parts to reactivate the droid
    6. Recover a Heavy Power Cell to restore power to the robot
    7. Activate ROMEO at the repair bay in Mission Control Level 6

    Land of the Blind
    1. Recover an eye belonging to a member of the Synod
    2. Steal the Eye from the Church's crypt in ECLSS
    3. Meet Shadow at the entrance to Mission Control Level 6
    4. Gain access to Mission Control Level 7
    Chapter 1 - Crossroads Quest Quick Walkthrough
    Crossroads
    Branching multi-part quest to determine the fate of The Pit
    Started by leaving Abe's General Store after the confrontation with the thugs

    Side with Jonas
    Streetwise 3 to earn $300 from Jonas
    • Ace Up Your Sleeve
      1. Retrieve Disruption Grenades
      2. Speak to Cole at Cole’s Gadgets
      3. Retrieve the cores from Isaiah
        • Kill Isaiah and his thugs
        • Sneak into the vent around the corner and steal the cores
        • Talk to Isaiah then kill him quietly, Critical Strike 3
        • Convince Isaiah the cores are worthless
      4. Return to Cole
      5. Return to Jonas

    • Lord’s Mercy (Jonas)
      1. Deal with Mercy
        • Kill Mercy
        • Leave and sneak back in to kill Mercy
        • Convince Mercy to join Jonas
      2. Return to Jonas
      3. Continues with "All In (Jonas)" for a straight up fight or "You Shall Not Pass (Jonas)" for an alternative route
    • All In (Jonas)
      1. Deal with Braxton
        • Assault Regulator HQ, Kill Braxton
      2. Return to Jonas

    • You Shall Not Pass (Jonas)
      1. Prevent Regulator reinforcements from joining the attack
        • Kill the reinforcements
        • Close the gate using the control panel
          • Three electronics modules OR Electronics 3 and two electronics modules
            • Computers 3 to decontaminate the entryway driving the reinforcements away
        • Persuade the reinforcements to leave
      2. Return to Jonas

    Side with Braxton
    • Hired Thug
      1. Samuel is one of Jonas’ henchmen, kill him.
      2. Talk to Manny
        • (Optional) Persuasion 3 or Streetwise 3 - Convince Manny to supply additional men for the assault, -$300
      3. Head to warehouse in the Outskirts
        • Kick in the door and kill Samuel
        • Sneak in via the vents and kill them
        • Persuade Samuel’s men to kill him
          • Streetwise 3
            • Persuasion 4 or Streetwise 4
      4. Return to Braxton

    • Lord’s Mercy (Braxton)
      1. Deal with Mercy
        • Sneak into Mercy's fortress and kill her
          • Deal with the gate guard
            • Critical Strike 4
        • Lead an assault squad of 3 of Braxton’s men to kill Mercy
          • Deal with the gate guard
            • Critical Strike 4
            • Wait for the Regulators to distract the guard
        • Convince Mercy to join Braxton
      2. Return to Braxton
      3. Continues with "All In (Braxton)" for a straight up fight or "You Shall Not Pass (Braxton)" for an alternative route

    • All In (Braxton)
      1. Deal with Jonas
      2. Lead a Regulator squad to kill Jonas
        • If Mercy is alive you will have the option of siding with her over Braxton after the fight. Mercy will survive the fight even if she is killed in combat.
      3. Return to Braxton

    • You Shall Not Pass (Braxton)
      1. Defend the entrance to Camptown from reinforcements
      2. Head to Camptown gates
        • (Optional) Repair and reload the turret, Electronics 2 and Electronics 4
        • Persuade the mob to stand down
        • Kill the violent rebellious mob
      3. Return to Braxton
    Chapter 2 - Quests Quick Walkthrough
    Factory

    Road of Yellow Bricks
    1. Talk to greeter
    2. Travel to Fort Stanton
    3. Talk to Stanton
    4. Travel to Fort Defiance
    5. Survive Black Hand ambush OR Leave Smiles to die
    6. Report to Stanton

    Hostile Negotiations
    1. Talk to Stanton to receive your mission
    2. (Optional) Agree with Smiles to kill the Detroit Gang instead of negotiating
    3. Talk to Detroit Gate guard
    4. Take the elevator
    5. Deal with the Detroit Gang
      • Bringing Smiles will automatically start a fight without an initiative bonus
      • Trigger combat without Smiles but with an initiative bonus
      • Fail to persuade Bart and be forced to [Lie] in dialog - this will result in the Detroit Gang seizing Fort Stanton
      • Agree to join Bart and double-cross Stanton - you will avoid combat with the Black Hand
      • Successfully persuade Bart to work with Stanton
    6. Report to Stanton

    Frontal Assault
    1. Travel to Black Hand Fortress
    2. Deal with the Black Hand via diplomacy, combat, or stealth
      • Frontal assault, Smiles will join if she is alive
      • Talk to Dumont before the fighting
        • Provoke Dumont to be thrown into jail immediately and get access to the stealth sequence
          • Escape your cell with Lockpick 3
          • Enable the elevator with Computers 2 and take the elevator to the 4th floor or take the stairs to the 4th floor
          • Access the southwest computer room on the 4th floor and face a series of Computers checks
            • Computers 3 - Unlock the elevator to the Habitat enabling your escape
            • Computers 4 - Activate the turrets in Dumont's office killing Dumont and enabling Brother's Keeper's victory
            • Computers 6 - Then deactivate the forcefield in Dumont's office enabling you to loot some premium items
        • Fail to persuade Dumont and be handed off to Garrett immediately, bringing you to the Habitat, Black Hand defeats the Brother's Keepers.
        • Successfully persuade Dumont, you will be thrown into jail but can not access the stealth sequence. Brother's Keepers defeat the Black Hand.
    3. If the Detroit Gang is alive and unpersuaded they will seize Fort Stanton during the Black Hand fight

    Shuttle Bay

    Kindness to Strangers
    1. Speak with Nico and Moses to learn about the Shuttle Bay's refugee situation
      • Side with Moses and try to drive out the refugees to remove the Habitat's Casus Belli
        • Kill Nazar or persuade him to leave
        • Kill Mother or persuade her to leave
      • Side with Nico to depose Moses and defend the Shuttle Bay
        • Meet with Mother and help her depose Moses
        • Kill Nazar or persuade him to stay
    2. Return to Moses/Nico

    The Showdown (Moses)
    1. Speak with Rowley, leader of the Protector army
    2. Persuade Moses to join a side, Protectors, The Pit/Factory, or remain independent
    3. Return to Rowley
    4. Return to Moses

    The Showdown (Nico)
    1. Speak with Rowley, leader of the Protector army
      • Persuade Rowley to take his troops and leave
    2. If Rowley is not persuaded
      • Assassinate Rowley from stealth
      • Defend Mother against a Protector hit squad
    3. Return to Nico
    Chapter 2 - Habitat - Quests Quick Walkthrough
    Brotherhood

    N-Tab Profiteering
    1. Talk to Travis in the Residential Deck
    2. Head to the Tranquil Terrace building
    3. Persuade Whatley to give up his supplier
    4. Return to Travis

    Friend in High Places
    1. Visit Menzel’s apartment in the Administrative District
    2. Kill, persuade, or burgle Menzel

    The Coming Storm
    1. Speak to Political Officer Anders in the Administrative District
    2. Deal with the hostile workers
    3. Speak to Reaper
    4. Return to Anders
    5. Return to Reaper
    6. (Optional) Disable Storm’s turrets
    7. Deal with Storm
    8. Return to Anders
    9. (Optional) Return to Buford if you convinced Storm to side with the Protectors

    Traitor
    1. Speak to William Hanson in Brotherhood HQ
    2. Speak to Sheffield in the Protector District to learn that Eden Crowe is the traitor
    3. (Optional) Get exculpating evidence from Chaplain-General Abraham, convince Crowe to use it
    4. (Optional) Convince Hanson to forgive Crowe
    5. Deal with Crowe in her apartment

    Church

    Deviant Faith
    1. Speak to Sister Elona in the Church’s Administrative District
    2. Speak with Prophet John in the Residential District and persuade him to rejoin the flock
    3. Return to Sister Elona

    Troublemakers
    1. Speak to Enoch in the Church’s Residential District
    2. Persuade the nearby troublemakers to fight for the Church
    3. Return to Enoch

    Protectors

    Spy Hunt
    1. Speak to Buford at the gate to the Administrative District
    2. Head to the residential decks and pass through the checkpoint
    3. Handle the Warden and his goons
    4. Gain access to the spy’s room
    5. Kill the spy or help him escape
    6. Return to Buford

    Matheson
    1. Speak to Commander Silas Reis of the Protectorate
    2. Speak to Chairman Hanson of the Brotherhood
    3. Return to Commander Reis with Hanson’s proposal
    4. To Be Continued…

    Soldier of Fortune
    1. Speak to Commander Reis
    2. Speak to Buford
    3. Head to Junction F14
    4. Kill the Brotherhood guards in the anteroom
    5. Kill the Brotherhood guards in the main room
    6. Return to Buford

    To Stop The War!
    1. Speak to the passerby in near the Protector's central plaza
    2. Head to the maintenance hatch on the Protector's residential level
    3. Retrieve the access card from the third floor
    4. Upgrade access card level on the fourth floor
    5. Retrieve the data on the second floor
    6. Exit the building on the first floor

    Maintenance

    First Law of Robotics
    1. Buy an implant overclock from Eli
    2. Head to the northwest of the tunnels to sealed door
    3. Defeat the robot and turrets
    4. Retrieve the humidity calibrator from the security checkpoint
    5. Return to Eli

    Warring Kingdoms (Church)
    1. Speak to the Church officer at the elevator to the Maintenance Tunnels
    2. Deal with the Protector squad in the tunnels


    Warring Kingdoms (Brotherhood)
    1. Speak to the Brotherhood officer at the elevator to the Maintenance Tunnels
    2. Deal with the Protector squad in the tunnels
    3. Deal with the Church squad in the tunnels

    Warring Kingdoms (Protectors)
    1. Speak to the Protector officer at the elevator to the Maintenance Tunnels
    2. Deal with the first Brotherhood squad in the tunnels
    3. Deal with the second Brotherhood squad at the top of the elevator

    ECLSS

    House of Ecclesiastes
    1. Offer The Machine to one of the three major factions in the Habitat
    2. Head to the ECLSS
    3. Speak with Ava, CTO of the House of Ecclesiastes
    4. To Be Continued in Chapter 3...
    Chapter 3 - Quests Quick Walkthrough
    Pit Chapter 3

    Hired Gun
    1. Speak to Earl
    2. Travel to Outer Gates
    3. Talk to Zebulon
    4. Handle mercenary traders
    5. Report to Earl

    Mercy - Civil Disturbance
    1. Talk to Mercy
    2. Talk to Father Solomon / Mother
    3. Deal with thugs
    4. Return to Mercy

    Mercy - Hostile Negotiations
    1. Talk to Mercy
    2. Talk to Riggs
    3. Convince Mercy to share power or Kill Riggs
    4. Return to Mercy

    Braxton- Civil Disturbance
    1. Talk to Braxton
    2. Talk to Regulator in Camptown
    3. Deal with rebels
    4. Return to Braxton

    Braxton- Hostile Negotiations
    1. Talk to Braxton
    2. Talk to Riggs
    3. Convince Braxton to share power or Kill Riggs
    4. Return to Braxton

    Braxton- Civil Disturbance
    1. Talk to Braxton
    2. Talk to Regulator in Camptown
    3. Deal with rebels
    4. Return to Braxton

    Braxton- Hostile Negotiations
    1. Talk to Braxton
    2. Talk to Riggs
    3. Convince Braxton to share power or Kill Riggs
    4. Return to Braxton

    Jonas - Sons of Liberty
    1. Talk to Jonas
    2. Talk to Falkner and Riggs
    3. Return to Jonas
    4. (Optional) Convince Jonas to pick your preferred candidate

    Jonas - There Can Be Only One - Falkner
    1. Talk to Falkner
    2. Persuade or kill Riggs
    3. Return to Falkner
    4. Return to Jonas

    Jonas - There Can Be Only One - Riggs
    1. Talk to Riggs
    2. Persuade or kill Falkner
    3. Return to Riggs
    4. (If McNeil is Alive) Persuade or kill McNeil
    5. Return to Jonas

    The Heart

    Fixer
    1. Talk to Oakes near the Train Station
    2. Steal the isotopes from the workshop near the Trading Quarters
    3. Return to Oakes

    Bounty Hunter
    1. Talk to Knurl in Mission Control, (Optional) Kill Knurl
    2. Talk to Harbinger near the Train Station
    3. Kill Harbinger or Persuade the Consecrator to drop the death sentence
      • If working with the Consecrator, kill or persuade the Preacher for Rival Faith
    4. Return to Harbinger/Knurl

    Righteous Vengeance
    1. Bring Jed to the Heart
    2. Go to Ismael's warehouse near the Trading Quarter
    3. Kill Ismael, or Persuade the Fifth Daughter to do it for you

    Some Assembly Required
    1. Visit the Heart
    2. Speak to the Great Mother
      • Kill the Great Mother OR
      • Persuade the Great Mother OR
      • Steal the fuel cell from the Heart Warehouse
    3. Return the fuel cell to the Armory

    Mission Control Level 6 + 7

    Hydroponics Yellow/Red
    Into The Wild
    1. Talk to Carlos at Camp Reid in Hydroponics Green
    2. Retrieve the Tower Control Module from Mission Control Level 6
    3. Return to Carlos
    4. Head to Hydroponics Yellow via the entrance near the Alpha Tower in Hydroponics Green
    5. Reach the Control Tower in Hydroponics Yellow and insert the Tower Control Module
    6. Use the control terminal in the Control Tower of Hydroponics Red
    7. Allow for the retrieval of the Matter Converter by completing Jumping Through Hoops
    8. Retrieve the Matter Converter from Hydroponics Red Control Tower
    9. Return to the Armory, Depot A2 and insert the Matter Converter into the life support machine

    Jumping Through Hoops
    • Fix the Engine - On the ground floor of Hydroponics Red Research Station, activate the terraforming console engine by killing or sneaking by the Two Creepers Two Frogs, or using the remote terminal and technical skills
    • Obtain Server Authorization - On the ground floor of Hydroponics Red Research Station activate the main server
    • Obtain Fungus Sample - Retrieve the fungal sample from the small bloom right before the Hydroponics Red Fungal Nest and return the sample to the Hydroponics Red Control Tower
    Weapons - Blunt
    Blunt
    Name
    Damage
    AP
    Value
    Acc
    Aim
    Graze
    Crit
    React
    ArmPen
    Stagger
    Ammo
    Clip
    Truncheon
    10-12
    6
    20
    5
    40
    Utility Bar
    7-9
    5
    20
    20
    Clawhammer
    8-10
    5
    100
    2
    4
    10
    30
    Blackjack
    9-11
    5
    100
    6
    6
    6
    5
    45
    Gear Mace
    11-12
    6
    180
    2
    10
    45
    Warhammer
    12-15
    7
    200
    -12
    12
    10
    50
    Expandable Baton
    9-12
    5
    200
    8
    8
    6
    5
    40
    Sledge Hammer
    13-16
    7
    300
    -12
    16
    15
    55
    War Club
    11-13
    6
    300
    2
    4
    15
    35
    Kinetic Hammer
    14-17
    7
    400
    -6
    16
    20
    60
    Energizer
    13-15
    5
    400
    6
    10
    50
    Cells x3
    12
    Spiked Mace
    12-13
    6
    400
    4
    6
    25
    35
    Power Mace
    14-16
    5
    800
    6
    12
    20
    100
    Cells x3
    12
    Weapons - Bladed
    Bladed
    Name
    Damage
    AP
    Value
    Acc
    Aim
    Graze
    Crit
    React
    ArmPen
    Stagger
    Ammo
    Clip
    Rusty Camp Knife
    6-8
    5
    10
    4
    25
    10
    Toothpick
    6-9
    5
    20
    4
    4
    30
    20
    Camp Knife
    7-9
    5
    20
    4
    4
    10
    30
    15
    Slicer
    9-11
    6
    50
    6
    10
    Machete
    9-11
    6
    50
    4
    10
    25
    5
    Combat Knife
    8-10
    5
    100
    6
    8
    10
    35
    20
    Tactical Dagger
    9-10
    5
    150
    6
    8
    10
    35
    20
    Chopper
    10-12
    6
    180
    4
    16
    25
    10
    Bowie
    9-11
    6
    180
    4
    2
    8
    25
    20
    Johnny Reb
    8-11
    5
    180
    6
    8
    30
    25
    Last Rites
    8-11
    5
    250
    6
    8
    30
    30
    Viper
    10-12
    5
    300
    6
    12
    10
    35
    20
    Tomahawk
    10-13
    6
    300
    4
    6
    15
    Warblade
    10-12
    5
    300
    6
    12
    10
    35
    25
    Power Saw
    15-17
    6
    400
    -6
    8
    12
    25
    15
    Cells x3
    12
    Crow
    10-12
    6
    400
    2
    4
    30
    Survival Axe
    12-13
    6
    400
    6
    6
    20
    Ripper
    11-12
    6
    400
    6
    12
    8
    25
    20
    Fiery Sword of Eden
    14-16
    5
    400
    4
    4
    4
    10
    20
    Cells x3
    12
    Auger
    14-16
    5
    800
    6
    12
    6
    10
    30
    Cells x3
    12
    Weapons - Pistol
    Pistol
    Name
    Damage
    AP
    Range
    Value
    Acc
    Aim
    Graze
    Crit
    React
    ArmPen
    Stagger
    Ammo
    Clip
    Rounder
    8-12
    4
    5
    20
    2
    10
    9mm
    6
    Suicide Special
    9-13
    5
    6
    20
    9mm
    1
    Bulldog
    10-12
    4
    4
    50
    5
    5
    9mm
    6
    Springer
    11-13
    5
    7
    80
    6
    4
    2
    9mm
    1
    Bulldog II
    11-14
    4
    5
    80
    10
    5
    .45
    6
    Pepperbox
    10-12
    4
    2
    80
    10
    5
    5
    9mm
    6
    Webler
    11-13
    4
    6
    80
    4
    15
    5
    .45
    6
    Piper Jack
    11-13
    5
    3
    80
    4
    2
    5
    10
    9mm
    4
    Longslide
    12-13
    5
    6
    80
    4
    2
    5
    10
    9mm
    3
    Longslide EX
    13-15
    5
    7
    180
    4
    6
    15
    15
    .45
    3
    Webler MK2
    11-14
    4
    6
    180
    6
    10
    10
    .45
    6
    Blunderbuss
    13-16
    5
    3
    180
    2
    4
    4
    15
    15
    .45
    4
    Grim Reaper
    13-15
    4
    4
    180
    4
    10
    15
    20
    .45
    6
    Hauser 67
    12-14
    5
    8
    180
    6
    4
    2
    10
    9mm
    10
    Old Ranger
    12-15
    4
    4
    180
    2
    10
    10
    5
    .45
    6
    Pepperbox MK2
    12-15
    4
    2
    180
    2
    12
    10
    10
    10
    9mm
    6
    Ranger
    13-15
    4
    5
    300
    4
    4
    10
    15
    5
    6
    Handcannon
    14-16
    5
    4
    300
    4
    4
    8
    20
    25
    .45
    4
    Redeemer
    12-14
    4
    7
    300
    8
    2
    25
    15
    .45
    6
    Colt Classic
    13-15
    5
    7
    300
    4
    6
    10
    20
    15
    .45
    7
    Five-Shooter
    13-16
    4
    3
    300
    2
    14
    10
    15
    20
    9mm
    5
    Hauser 74
    12-15
    5
    9
    300
    12
    8
    6
    15
    9mm
    10
    Damaged Energy Pistol
    16-18
    5
    10
    500
    6
    15
    Cells x3
    12
    Heater
    14-16
    4
    8
    500
    6
    10
    10
    Cells x2
    12
    Five-Shooter DLX
    13-16
    4
    3
    800
    4
    16
    2
    15
    20
    25
    .45
    5
    High Roller
    15-18
    5
    4
    800
    6
    4
    8
    25
    30
    4
    Hardballer
    14-16
    5
    8
    800
    8
    8
    10
    20
    20
    7
    Old Glory
    12-15
    4
    8
    800
    10
    4
    20
    20
    6
    Marshall
    13-16
    4
    5
    800
    6
    6
    10
    20
    20
    6
    Heater Mk II
    14-16
    4
    8
    800
    6
    12
    10
    20
    35
    Cells x2
    12
    Hauser Special
    13-16
    5
    10
    800
    12
    8
    8
    15
    10
    Energy Pistol
    17-19
    5
    10
    1000
    8
    15
    Cells x3
    12
    Officer's Pistol
    18-20
    5
    10
    1200
    12
    6
    15
    Cells x3
    12
    Heavy Energy Pistol
    20-22
    5
    4
    1200
    10
    20
    35
    Cells x4
    16
    Weapons - SMG
    SMG
    Name
    Damage
    AP
    Range
    Value
    Acc
    Aim
    Graze
    Crit
    React
    ArmPen
    Stagger
    Ammo
    Clip
    Flyapart
    9-11
    3
    20
    12
    9mm
    20
    Tommy Gun
    10-14
    5
    4
    80
    2
    2
    5
    9mm
    20
    Plugger
    10-13
    5
    3
    80
    2
    4
    9mm
    20
    Old Cobra
    10-13
    3
    3
    120
    8
    10
    10
    5.56
    20
    Grinder
    10-12
    3
    2
    120
    12
    15
    5
    9mm
    20
    Old Stanley
    11-14
    5
    3
    120
    2
    8
    10
    5
    9mm
    20
    Rusty XM5
    11-14
    5
    5
    120
    2
    2
    4
    10
    5.56
    20
    Cobra
    11-14
    3
    3
    300
    4
    12
    10
    15
    5.56
    20
    XM5
    13-15
    5
    5
    300
    2
    4
    4
    15
    20
    Raider
    12-14
    5
    4
    300
    4
    8
    4
    15
    15
    9mm
    25
    Spitfire
    11-13
    3
    2
    300
    16
    25
    15
    9mm
    25
    Marauder
    12-16
    5
    5
    400
    6
    12
    6
    15
    15
    25
    Spitfire DLX
    12-15
    3
    2
    400
    4
    16
    25
    15
    25
    XM5 Delta
    13-16
    5
    6
    800
    6
    8
    8
    15
    20
    Queen Cobra
    12-15
    3
    3
    800
    6
    12
    15
    15
    5.56
    20
    Annihilator
    14-16
    5
    8
    1000
    10
    20
    Cells x2
    12
    Annihilator Mk II
    15-17
    5
    8
    1200
    6
    10
    20
    12
    Weapons - Shotgun
    Shotgun
    Name
    Damage
    AP
    Range
    Value
    Acc
    Aim
    Graze
    Crit
    React
    ArmPen
    Stagger
    Ammo
    Clip
    Boomstick
    10-12
    4
    2
    20
    4
    5
    Shells
    1
    Street Sweeper
    12-14
    5
    5
    80
    4
    4
    4
    5
    10
    Shells
    4
    Double Trouble
    11-14
    4
    2
    80
    8
    2
    10
    25
    Shells
    2
    Maverick
    11-13
    4
    3
    80
    2
    2
    4
    10
    10
    Shells
    5
    Gatling Gun
    12-14
    5
    3
    80
    10
    5
    20
    Shells
    5
    Scrapper
    13-15
    4
    4
    180
    6
    4
    6
    15
    10
    5
    Old 'Hammer
    13-15
    6
    4
    180
    6
    4
    15
    30
    Shells
    8
    Spartan
    12-15
    4
    3
    180
    6
    2
    6
    15
    10
    Shells
    5
    Worn Shredder
    12-16
    5
    3
    180
    4
    10
    10
    25
    Shells
    6
    Judgement
    13-15
    4
    4
    180
    6
    4
    6
    20
    10
    Shells
    5
    Desperado
    13-16
    4
    2
    200
    4
    12
    6
    15
    30
    Shells
    2
    Shredder
    13-17
    5
    4
    300
    4
    12
    15
    30
    Shells
    6
    Rusty Doomsayer
    13-16
    5
    5
    300
    6
    6
    4
    15
    10
    Shells
    8
    Jackhammer
    14-17
    6
    6
    300
    4
    6
    6
    20
    40
    Shells
    8
    Reaver
    13-16
    4
    3
    300
    4
    12
    6
    20
    30
    Shells
    2
    Doomsayer
    14-16
    5
    7
    400
    8
    8
    6
    4
    20
    15
    Shells
    8
    Rattlesnake
    17-19
    4
    6
    500
    10
    10
    15
    20
    Cells x3
    12
    Ravager
    14-16
    4
    4
    800
    8
    8
    2
    20
    20
    Shells
    5
    Blackguard
    15-18
    4
    3
    800
    4
    12
    6
    25
    35
    Shells
    4
    Assault Shotgun
    15-17
    6
    6
    800
    6
    8
    6
    25
    30
    8
    Absolution
    14-15
    4
    4
    800
    6
    4
    8
    20
    15
    5
    Defender
    20-22
    5
    6
    1000
    10
    10
    15
    20
    Cells x4
    12
    Defender Mk II
    22-24
    5
    3
    1200
    10
    10
    20
    20
    20
    Weapons - Rifle
    Rifle
    Name
    Damage
    AP
    Range
    Value
    Acc
    Aim
    Graze
    Crit
    React
    ArmPen
    Stagger
    Ammo
    Clip
    Bolter
    11-14
    7
    9
    20
    4
    5
    5.56
    1
    Old Betsy
    13-15
    7
    10
    80
    4
    2
    10
    5
    .45
    5
    Howler
    10-13
    6
    5
    80
    8
    5
    5
    9mm
    20
    M16
    12-16
    7
    11
    150
    4
    10
    15
    5.56
    15
    Long Arm of the Law
    14-17
    7
    9
    180
    2
    4
    20
    20
    .45
    6
    Scoped Old Betsy
    13-16
    7
    12
    180
    8
    6
    8
    15
    10
    .45
    5
    Pipe Dream
    12-16
    6
    6
    180
    2
    8
    25
    10
    15
    5.56
    20
    M16A
    12-17
    7
    11
    180
    4
    12
    2
    15
    5.56
    15
    Rebuilt Lancer
    13-16
    6
    5
    200
    4
    2
    15
    20
    5.56
    30
    Battered XM7
    12-16
    6
    8
    200
    4
    4
    4
    10
    5
    5.56
    20
    Pipe Dream LX
    13-17
    6
    7
    300
    2
    12
    25
    15
    15
    5.56
    25
    Outrider
    14-17
    7
    13
    300
    10
    6
    8
    20
    10
    5.56
    5
    Hauser 92
    13-17
    7
    12
    300
    4
    2
    12
    4
    20
    5.56
    15
    XM7
    13-16
    6
    9
    300
    6
    6
    6
    6
    15
    10
    5.56
    20
    Lancer
    14-16
    6
    7
    400
    2
    8
    20
    20
    5.56
    30
    Exterminator
    14-17
    7
    12
    800
    8
    4
    8
    6
    25
    5.56
    12
    XM7 Sentinel
    13-17
    6
    9
    800
    6
    8
    8
    6
    20
    10
    5.56
    20
    Long John
    16-18
    7
    12
    800
    6
    4
    8
    25
    30
    6
    Abbadon
    15-18
    7
    14
    800
    12
    8
    10
    25
    10
    5.56
    6
    Energy Rifle
    21-23
    7
    14
    1000
    8
    4
    15
    Cells x4
    12
    Scoped Energy Rifle
    21-23
    6
    16
    1200
    16
    12
    15
    12
    Heavy Energy Rifle
    23-25
    7
    7
    1200
    10
    20
    20
    Repeater
    20-22
    7
    13
    1200
    20
    15
    24
    Armor - Torso
    Vest
    Name
    DR Projectile
    DR Melee
    DR Energy
    Value
    Armor Penalty
    Sneak Penalty
    AP
    Ballistic Vest
    3
    2
    2
    20
    -1
    Protective Vest
    2
    2
    1
    20
    Studded Vest
    2
    3
    1
    30
    Damaged Heavy Ballistic Vest
    8
    6
    5
    50
    -6
    -10
    Damaged Assault Armor
    6
    8
    5
    50
    -6
    -10
    Reinforced Ballistic Vest
    3
    3
    2
    60
    -2
    Old Enforcer Armor
    4
    3
    4
    70
    -4
    Old Scav Armor
    3
    4
    4
    70
    -4
    Fancy Ballistic Vest
    3
    4
    3
    100
    -1
    Custom Ballistic Vest
    3
    2
    3
    100
    Scav Armor
    4
    5
    5
    120
    -5
    Trooper Armor
    5
    6
    5
    120
    -6
    Trooper Armor
    5
    6
    5
    120
    -6
    Enforcer Armor
    5
    4
    5
    120
    -5
    Infiltrator Armor
    5
    6
    5
    120
    -6
    Assault Armor
    8
    9
    8
    140
    -8
    -10
    Heavy Ballistic Vest
    9
    8
    8
    140
    -8
    -10
    Damaged Riot Officer Armor
    9
    10
    9
    150
    -10
    -10
    -1
    High Quality Heavy Ballistic Vest
    9
    9
    9
    180
    -8
    -10
    Tactical Vest
    5
    5
    5
    180
    -5
    Reinforced Guard Armor
    6
    5
    5
    200
    -6
    Improved Assault Armor (Trooper)
    9
    9
    8
    200
    -8
    -10
    Custom Assault Armor
    9
    9
    9
    210
    -8
    -10
    Reinforced Tactical Vest
    6
    6
    6
    210
    -6
    Damaged Riot Armor
    9
    12
    9
    250
    -12
    -20
    -1
    Damaged Combat Armor
    11
    9
    9
    250
    -12
    -20
    -1
    Riot Officer Armor
    10
    10
    10
    400
    -10
    -10
    -1
    Riot Armor
    10
    13
    10
    500
    -12
    -20
    -1
    Combat Armor
    12
    11
    10
    500
    -12
    -20
    -1
    Upgraded Riot Armor
    12
    13
    11
    750
    -12
    -20
    -1
    Combat Armor MKII
    12
    12
    12
    750
    -12
    -20
    -1

    Energy Armor
    Name
    DR Projectile
    DR Melee
    DR Energy
    Value
    Armor Penalty
    Sneak Penalty
    AP
    Shield HP
    Energy Armor Light
    4
    4
    5
    400
    -4
    -100
    60
    Energy Armor
    9
    9
    10
    700
    -8
    -100
    80
    Energy Armor Heavy
    12
    12
    13
    1000
    -12
    -100
    -1
    100
    Armor - Jacket (Torso and Arms)
    Jacket
    Name
    DR Projectile
    DR Melee
    DR Energy
    Value
    Armor Penalty
    Sneak Penalty
    AP
    Worker Jacket
    1
    1
    10
    Worker Jacket (Black)
    1
    1
    10
    Scav Jacket (Green)
    1
    2
    3
    50
    -1
    Scrapper Coat
    2
    2
    3
    50
    -2
    -5
    Recon Jacket
    3
    2
    3
    50
    -3
    Recon Jacket
    3
    2
    3
    50
    -3
    Scrapper Coat
    2
    2
    3
    50
    -2
    -5
    Ava's Cloak
    1
    1
    1
    50
    -2
    -5
    Gunslinger Jacket
    2
    1
    2
    50
    -1
    Scav Jacket (Yellow)
    1
    2
    3
    50
    -1
    Traveler Coat
    2
    3
    2
    50
    -2
    -5
    Gunslinger Jacket (Yellow)
    2
    1
    2
    50
    -1
    Scrapper Coat (Red)
    2
    2
    3
    50
    -2
    -5
    Scav Jacket
    1
    2
    3
    50
    -1
    Gunslinger Jacket (Green)
    2
    1
    2
    50
    -1
    Gunslinger Jacket (Blue)
    2
    1
    2
    50
    -1
    Gunslinger Jacket (Black)
    2
    1
    2
    50
    -1
    Infiltrator Jacket
    3
    2
    2
    50
    -2
    Explorer Coat
    3
    3
    3
    100
    -3
    -5
    Explorer Coat (Black)
    3
    3
    3
    100
    -3
    -5
    Explorer Coat (Green)
    3
    3
    3
    100
    -3
    -5
    Explorer Coat (Blue)
    3
    3
    3
    100
    -3
    -5
    Jonas' Jacket
    3
    2
    3
    100
    -1
    Explorer Coat (White)
    3
    3
    3
    100
    -3
    -5
    Explorer Coat (Red)
    3
    3
    3
    100
    -3
    -5
    Granger Coat
    3
    3
    4
    150
    -3
    -5
    Officer Jacket (Recon)
    3
    3
    3
    200
    -3
    Officer Jacket
    3
    3
    3
    200
    -3
    Officer Jacket (Black)
    3
    3
    3
    200
    -3
    Ranger Coat
    4
    5
    4
    200
    -4
    -10
    -1
    Fighting Chance
    4
    4
    4
    200
    -3
    -5
    Ranger Coat (White)
    4
    5
    4
    200
    -4
    -10
    -1
    Raider Coat
    5
    4
    4
    200
    -4
    -10
    -1
    Armor - Arms
    Arms
    Name
    DR Projectile
    DR Melee
    DR Energy
    Value
    Armor Penalty
    Sneak Penalty
    AP
    Protective Sleeves
    2
    2
    10
    Shield Armguards
    4
    3
    2
    20
    -1
    Raider Armguards
    3
    4
    3
    20
    -1
    Damaged Scav Armguards
    7
    9
    7
    40
    -5
    Damaged Enforcer Armguards
    9
    6
    7
    40
    -5
    Damaged Tactical Armguards
    5
    5
    6
    60
    -3
    Diver Armguards
    5
    7
    6
    120
    -5
    Enforcer Armguards
    10
    8
    8
    120
    -7
    Scav Armguards
    8
    10
    8
    120
    -7
    Ranger Armguards
    7
    5
    6
    120
    -5
    Tactical Armguards
    8
    7
    7
    150
    -6
    Damaged Riot Armguards
    9
    12
    9
    180
    -11
    -1
    Damaged Combat Armguards
    11
    9
    9
    180
    -11
    -1
    Riot Armguards
    10
    13
    10
    300
    -11
    -1
    Combat Armguards
    12
    11
    10
    300
    -11
    -1
    Upgraded Riot Armguards
    12
    13
    11
    500
    -11
    -1
    Combat Armguards MKII
    12
    12
    12
    500
    -11
    -1
    Armor - Boots
    Boots
    Name
    DR Projectile
    DR Melee
    DR Energy
    Value
    Armor Penalty
    Sneak Penalty
    Boots
    1
    1
    10
    Boots
    1
    1
    10
    Worker Boots
    2
    4
    2
    20
    -1
    Heavy Boots
    3
    3
    2
    20
    -1
    Infiltrator Boots
    8
    7
    6
    70
    -4
    Guard Boots
    7
    5
    4
    70
    -3
    -10
    Scavenger Boots
    6
    6
    4
    70
    -3
    -10
    Raider Boots
    5
    7
    4
    70
    -3
    -10
    Welding Boots
    7
    9
    8
    100
    -5
    -10
    Trooper Leg Armor
    10
    10
    10
    120
    -8
    -10
    Diver Leg Armor
    8
    10
    8
    120
    -6
    -10
    Enforcer Leg Armor
    10
    8
    7
    120
    -6
    -10
    Damaged Combat Leg Armor
    11
    9
    9
    180
    -11
    -20
    Damaged Riot Leg Armor
    9
    12
    9
    180
    -11
    -20
    Riot Leg Armor
    10
    13
    10
    300
    -11
    -20
    Combat Leg Armor
    12
    11
    10
    300
    -11
    -20
    Combat Leg Armor MKII
    12
    12
    12
    500
    -11
    -20
    Upgraded Riot Leg Armor
    12
    13
    11
    500
    -11
    -20
    Armor - Helmet
    Helmet
    Name
    DR Projectile
    DR Melee
    DR Energy
    Value
    Thermal Vision
    Resist Toxic
    Resist Optical
    Resist Neural
    Armor Penalty
    Accuracy
    Bowler Helmet
    3
    4
    2
    25
    -1
    Bucket Helmet
    4
    3
    1
    25
    -1
    Battle Bowler Helmet
    4
    5
    2
    50
    40
    -1
    Old Welding Helmet
    7
    9
    11
    75
    30
    90
    -5
    Unique Bucket Helmet
    5
    4
    2
    75
    -1
    Damaged Enforcer Helmet
    10
    8
    9
    75
    -7
    Scav Helmet
    8
    8
    7
    90
    -4
    Old Firefighter Helmet
    7
    7
    12
    90
    75
    80
    70
    -5
    Diver Helmet
    8
    8
    7
    90
    50
    -4
    Scav Helmet
    8
    8
    7
    90
    -4
    Safety Helmet
    6
    10
    7
    100
    -4
    Pilot Helmet
    7
    10
    8
    100
    -4
    Ballistic Helmet
    10
    8
    9
    120
    50
    60
    55
    -6
    4
    Welding Helmet
    8
    10
    12
    180
    40
    100
    -5
    Damaged Riot Helmet
    9
    12
    9
    180
    50
    50
    55
    10
    -11
    Enforcer Helmet
    11
    10
    11
    180
    -7
    Enforcer Helmet (Visor)
    11
    10
    11
    180
    50
    50
    -7
    4
    Scav Helmet
    10
    9
    9
    180
    -4
    Firefighter Helmet
    8
    8
    12
    180
    100
    100
    70
    -5
    Damaged Combat Helmet
    11
    9
    9
    180
    50
    50
    55
    -11
    4
    Ballistic Helmet
    12
    10
    11
    210
    75
    70
    70
    -6
    4
    Third Daughter Helmet
    11
    11
    11
    210
    85
    75
    75
    25
    -5
    4
    Security Forces Helmet
    10
    10
    10
    210
    85
    70
    70
    20
    -6
    4
    Combat Helmet
    12
    11
    10
    300
    75
    70
    70
    -11
    6
    Riot Helmet
    10
    13
    10
    300
    75
    70
    70
    10
    -11
    Recon Helmet
    12
    11
    12
    300
    -8
    Recon Helmet
    12
    11
    12
    300
    -8
    Recon Helmet
    12
    11
    12
    300
    -8
    Upgraded Riot Helmet
    12
    13
    11
    500
    85
    70
    85
    10
    -11
    Combat Helmet MKII
    12
    12
    12
    500
    85
    70
    85
    -11
    6
    Head Equipment
    Breather
    Name
    Resist Toxic
    Value
    Face Mask (Skull)
    20
    10
    Face Mask
    20
    10
    Half Mask
    40
    40
    Common Respirator
    30
    40
    Hazmat Respirator
    50
    120
    Pilot Mask
    50
    120

    Gasmask
    Name
    Value
    Thermal Vision
    Resist Optical
    Resist Toxic
    Armor Penalty
    Biolab Gas Mask
    150
    80
    -2
    Hazmat Gas Mask
    200
    100
    -3
    The Frankestein
    200
    50
    40
    80
    -3
    Hazmat Suit
    250
    100
    Combat Gas Mask
    250
    75
    55
    100
    -4

    Eyes
    Name
    Value
    Thermal Vision
    Resist Optical
    Accuracy
    Aimed
    Reaction
    Smart Glasses
    20
    15
    30
    Maintenance HUD
    40
    30
    15
    6
    Work Goggles
    60
    30
    70
    4
    Scanner
    60
    50
    40
    4
    Scavenger Goggles
    80
    50
    40
    4
    5
    Braxton's HUD
    100
    50
    20
    8
    10
    Pilot Goggles
    120
    50
    70
    10
    Night Vision Goggles
    200
    100
    40
    4
    -10
    Combat HUD
    250
    80
    80
    4
    4
    Security Goggles
    250
    75
    70
    4
    4
    Gadgets
    Energy Shield - Activates energy shield during combat, adds regenerating shield HP, prevents user from engaging in melee combat but can shoot through
    Part
    Impact
    Emitter
    Shield DR: 2 / 3 / 4 / 5, Shield HP: +0 / +5 / +10 / +15
    Pulse Capacitor
    Shield Recharge Rate: 2 / 4 / 6 / 8
    Power Cell
    Shield HP: 20 / 30 / 40 / 50

    Distortion Field - Reduces enemy ranged accuracy, damages and Zaps (-accuracy) melee attacks
    Part
    Impact
    EM Deflector
    Enemy Ranged Accuracy: -35% / -40% / -45% / -50%
    Disruptor
    Zap Damage with 100% Penetration: 1-3 / 2-3 / 2-4 / 3-4 Energy, Zapped Accuracy: -10% / -15% / -20% / -25%
    Power Cell
    Duration: 2 / 3 / 4 / 5

    Cloaking Field - Cloaks the user in active camouflage setting Stealth to 100 during stealth mode missions and reducing their ability to be detected during combat, countered by Thermal Vision for purposes of detection
    Part
    Impact
    Light Reflector
    Detection per Turn: 35% / 30% / 25% / 20%
    Heat Absorber
    Thermal Defense: 10% / 30% / 50% / 70%
    Power Cell
    Duration: 2 / 3 / 4 / 5
    Grenades
    Item
    Value
    Radius
    Duration
    Effect
    Smoke
    150
    3
    3
    Melee THC Penalty -20, Ranged THC Penalty -80
    Smoke (high-grade)
    400
    3
    4
    Melee THC Penalty -35, Ranged THC Penalty -100
    Flashbang
    150
    2
    1
    Attack THC Penalty -50, AP Penalty -5, Evasion Penalty -50
    Flashbang (high-grade)
    400
    2
    1
    Attack THC Penalty -100, AP Penalty -10, Evasion Penalty -100
    Gas
    150
    2
    4
    Damage 7-7, -3 STR, -3 DEX, -3 PER
    Gas (high-grade)
    400
    2
    4
    Damage 10-10, -4 STR, -4 DEX, -4 PER
    Stasis
    600
    1
    3
    Freezes all characters out of space-time, -8 AP, -20 Accuracy when Stasis ends
    Pulse
    600
    2
    1
    Disables gadgets, Stuns and damages humans and cyborgs based on number of implants (-2AP and 1 damage per implant), knocks down turrets and robots as well as dealing 16 damage to them
    Disruptor
    600
    2
    1
    Targets suffers Panic for 3 turns (-10 AP, -50 Evasion, -50 Reaction, 5 Psi damage/turn) effects reduced by Neural Resistance
    Stims
    Item
    Value
    Effect
    Regen
    100
    Regenerate 7HP immediately and 7HP at the start of the next two turns, -1 to STR, PER, CON, DEX for the rest of combat
    Ultra Regen
    100
    Regenerate 20HP immediately and 15HP at the start of the next 3 turns. -2 to STR, PER, CON, DEX for the rest of combat
    Aggro
    200
    +1-2 Melee Damage, +4 AP, +15% Reaction, +10% Accuracy for 2 turns. Upon expiry of effect, -2 to STR, PER, CON, DEX for the rest of combat
    Ultra Aggro (Melee)
    200
    +4 Melee Damage, +4 AP, for 2 turns. Upon expiry of effect, -3 to STR, PER, CON, DEX for the rest of combat
    Ultra Aggro (Focus)
    200
    +4 AP, +35% Reaction, +25% Accuracy for 2 turns. Upon expiry of effect, -3 to STR, PER, CON, DEX for the rest of combat
    Zen
    250
    +40 Neural Resistance for 3 turns, -2 to PER
    Ultra Zen
    250
    +70 Neural Resistance for 4 turns, -3 to PER
    Training Tokens
    Training tokens provide +200SP to all the skills associated with the token. Tokens may be redeemed at skill training machines, one such machine can be found at the Old Earth Emporium.

    Item
    Location
    Skills
    Combat Training Token
    Moonshine quest alternate reward
    Critical Strike, Evasion, Armor
    Armory Training Token
    Armory Depot A2
    See below for options
    • Urban Pacification
    Rifle, Blade, Evasion
    • Riot Control
    Blunt, Armor, Critical Strike
    • Infiltration
    Sneak, Critical Strike, Lockpick
    • Crisis Intervention
    Persuasion, Streetwise, Impersonate
    Mission Control Level 5 Training Token
    Mission Control Level 5
    See below for options
    • Basic Maintenance
    Electronics, Computers, Lockpick
    • Field Surgeon
    Biotech, Bladed, Critical Strike
    • Security Officer
    Blunt, Computers, Persuasion
    • Combat Training
    Critical Strike, Evasion, Armor
    Factory Training Token
    Factory, elevator near Detroit Gate
    See below for options
    • Breach Team
    Shotgun, Armor, Lockpick
    • Riot Control
    Blunt, Armor, Critical Strike
    • Tactical Response
    SMG, Pistol, Armor
    • Crisis Intervention
    Persuasion, Streetwise, Impersonate
    ECLSS Training Token
    Maintenance, Medbay token dispenser
    See below for options
    • Surveillance
    Sneak, Steal, Computer
    • Basic Maintenance
    Biotech, Computers, Electronics
    • Security Officer
    Critical Strike, Evasion, Armor
    • Field Surgeon
    Biotech, Bladed, Critical Strike
    Mission Control Level 7 Training Token
    MC Level 7, Launch Control "Danger Room"
    See below for options
    • Urban Pacification
    Rifle, Blade, Evasion
    • Tactical Response
    SMG, Pistol, Armor

    • Breach Team
    Shotgun, Armor, Lockpick
    • Undercover Training
    Impersonate, Steal, Streetwise
    Merchants - Chapter 1
    Pit - Abe's General Store
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    Work Goggles
    Common Respirator
    Old Welding Helmet
    Utility Bar
    60
    40
    75
    20
    50x .45 Ammo
    50x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    2
    3
    1
    1
    3x Electronic Module
    2x Rope
    50
    50

    Pit - Cole's Gadgets
    Consumables
    Price
    Misc
    Price
    3x Flashbang (standard)
    3x Gas (standard)
    1x Pulse Grenade
    3x Smoke (standard)
    150
    150
    600
    150
    Bionic Eye
    Distortion Field
    Energy Shield
    200
    350
    350

    Pit - Frank Boswell, Gunsmith
    Equipment
    Price
    Consumables
    Price
    Longslide
    Pipe Dream
    Old Betsy
    Grinder
    Tommy Gun
    Maverick
    Street Sweeper
    80
    180
    80
    120
    80
    80
    80
    150x .45 Ammo
    150x 5.56 Ammo
    200x 9mm Ammo
    200x Shells
    2
    3
    1
    1

    Pit - Fine Clothing and Armor
    Equipment
    Price
    Scavenger Goggles
    Shield Armguards
    Scavenger Boots
    Bucket Helmet
    Traveler Coat
    Gunslinger Jacket
    (Master Trader/Street3) Custom Ballistic Vest
    Studded Vest
    80
    20
    70
    25
    50
    50
    100
    30

    Pit - Hit & Kill
    Equipment
    Price
    Consumables
    Price
    (Master Trader) Security Goggles
    Pepperbox
    Double Trouble
    250
    80
    80
    25x .45 Ammo
    25x 5.56 Ammo
    50x 9mm Ammo
    50x Shells
    3x Flashbang (standard)
    3x Gas (standard)
    3x Smoke (standard)
    2
    3
    1
    1
    150
    150
    150

    Pit - Arena General Store
    Equipment
    Price
    Consumables
    Price
    Damaged Scav Armguards
    Damaged Enforcer Armguards
    Damaged Assault Armor
    Damaged Heavy Ballistic Vest
    Old Scav Armor
    Old Enforcer Armor
    Camp Knife
    Machete
    Toothpick
    Warhammer
    40
    40
    50
    50
    70
    70
    20
    50
    20
    200
    50x .45 Ammo
    50x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    2
    3
    1
    1

    Pit - Medbay
    Consumables
    Price
    200x Medkit
    6x Regen
    4x Aggro
    25
    100
    200

    Pit - Fine Leather Jackets
    Equipment
    Price
    Worker Jacket
    Scrapper Coat (Red)
    Gunslinger Jacket (Blue)
    Gunslinger Jacket (Green)
    Gunslinger Jacket (Yellow)
    Worker Jacket (Black)
    Scav Jacket (Green)
    10
    50
    50
    50
    50
    10
    50

    Pit - Caleb's Bar
    Consumables
    Price
    100x .45 Ammo
    100x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    25x Medkit
    4x Regen
    2x Aggro
    2
    3
    1
    1
    25
    100
    200

    Hydroponics - Camp Reid Store
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    Scavenger Goggles
    Hazmat Respirator
    (Master Trader) Granger Respirator
    Damaged Enforcer Armguards
    Damaged Tactical Armguards
    Welding Boots
    Granger Coat
    80
    120
    200
    40
    60
    100
    150
    25x Medkit
    1x Regen
    1x Aggro
    1x Zen
    25
    100
    200
    250
    2x Electronic Module
    50

    Mission Control - Last Stop
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    Damaged Riot Leg Armor
    180
    25x .45 Ammo
    15x 5.56 Ammo
    30x Shells
    100x Medkit
    3x Regen
    2x Aggro
    2
    3
    1
    25
    100
    200
    Synthetic Heart (Damaged)
    (Master Trader/Pers4) Neural Dampener (Chip)
    3x Electronic Module
    Rope
    100
    300
    50
    50
    Merchants - Chapter 2
    Factory - Fort Stanton Store
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    Scav Armguards
    Guard Boots
    Scav Helmet
    Damaged Enforcer Helmet
    Explorer Coat
    Explorer Coat (Green)
    Enforcer Armor
    Chopper
    Combat Knife
    Clawhammer
    Gear Mace
    Sledge Hammer
    Pepperbox MK2
    Webler
    M16
    Scoped Old Betsy
    Old Cobra
    Old Stanley
    Spartan
    Worn Shredder
    120
    70
    90
    75
    100
    100
    120
    180
    100
    100
    180
    300
    180
    80
    150
    180
    120
    120
    180
    180
    200x .45 Ammo
    200x 5.56 Ammo
    200x 9mm Ammo
    200x Shells
    1x Disruptor
    2x Flashbang (standard)
    2x Gas (standard)
    Pulse Grenade
    2x Smoke (standard)
    100x Medkit
    5x Regen
    3x Aggro
    2
    3
    1
    1
    600
    150
    150
    600
    150
    25
    100
    200
    2x Electronic Module
    50

    Shuttle Bay - General Store
    Equipment
    Price
    Consumables
    Price
    Welding Helmet
    Chopper
    Pepperbox MK2
    Old Ranger
    Old Cobra
    Scrapper
    180
    180
    180
    180
    120
    180
    100x .45 Ammo
    100x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    1x Flashbang (standard)
    1x Gas (standard)
    1x Smoke (standard)
    2
    3
    1
    1
    150
    150
    150

    Shuttle Bay - Medbay
    Consumables
    Price
    50x Medkit
    3x Regen
    2x Aggro
    1x Zen
    25
    100
    200
    250

    Habitat - Train Station Trader
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    Blunderbuss
    Desperado
    180
    200
    .45 Ammo
    5.56 Ammo
    9mm Ammo
    Shells
    Flashbang (standard)
    Gas (standard)
    Smoke (standard)
    Medkit
    Regen
    Aggro
    Zen
    2
    3
    1
    1
    150
    150
    150
    25
    100
    200
    250
    Subdermal Armor (Damaged)
    Exo-Spine (Damaged)
    (Master Trader/Street4) Painkiller (Chip)
    Electronic Module
    100
    100
    300
    300
    50

    Habitat - Train Station Mutant
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    (Master Trader) Scoped Energy Rifle
    1200
    Disruptor
    Pulse Grenade
    Stasis
    600
    600
    600
    EM Deflector MK1
    Pulse Capacitor MK1
    150
    150

    Habitat - Brotherhood Liberty For All
    Equipment
    Price
    Consumables
    Price
    Assault Armor
    War Club
    Sledge Hammer
    Spitfire
    Shredder
    140
    300
    300
    300
    300
    100x .45 Ammo
    100x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    1x Flashbang (standard)
    1x Gas (standard)
    1x Smoke (standard)
    2
    3
    1
    1
    150
    150
    150

    Habitat - Brotherhood Medbay
    Consumables
    Price
    50x Medkit
    3x Regen
    2x Aggro
    1x Zen
    25
    100
    200
    250

    Habitat - Brotherhood Used Armor
    Equipment
    Price
    Damaged Combat Armguards
    Damaged Riot Armguards
    Damaged Combat Leg Armor
    Damaged Riot Leg Armor
    Damaged Combat Helmet
    Damaged Riot Helmet
    Damaged Combat Armor
    Damaged Riot Armor
    180
    180
    180
    180
    180
    180
    250
    250

    Habitat - Church Blessed Arms
    Equipment
    Price
    Consumables
    Price
    Trooper Armor
    Bowie
    Outrider
    120
    180
    300
    100x .45 Ammo
    100x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    1x Flashbang (standard)
    1x Gas (standard)
    1x Smoke (standard)
    2
    3
    1
    1
    150
    150
    150

    Habitat - Church Medbay
    Consumables
    Price
    50x Medkit
    3x Regen
    2x Aggro
    1x Zen
    25
    100
    200
    250

    Habitat - Protector Civil Defense
    Equipment
    Price
    Consumables
    Price
    Heavy Ballistic Vest
    Expandable Baton
    Hauser 67
    140
    200
    180
    100x .45 Ammo
    100x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    1x Flashbang (high-grade)
    1x Gas (high-grade)
    1x Smoke (high-grade)
    2
    3
    1
    1
    400
    400
    400

    Habitat - Protector Medbay
    Consumables
    Price
    50x Medkit
    3x Regen
    2x Aggro
    1x Zen
    25
    100
    200
    250
    Merchants - Chapter 3
    Pit - Cole's Gadgets CH3
    Consumables
    Price
    Flashbang (high-grade)
    Gas (high-grade)
    Smoke (high-grade)
    400
    400
    400

    Pit - Frank Boswell, Gunsmith CH3
    Equipment
    Price
    Consumables
    Price
    Colt Classic
    Ranger
    Lancer
    Raider
    300
    300
    400
    300
    .45 Ammo
    5.56 Ammo
    9mm Ammo
    Shells
    2
    3
    1
    1

    Pit - Fine Clothing and Armor CH3
    Equipment
    Price
    Raider Coat
    Ranger Coat
    200
    200

    Pit - Hit & Kill CH3
    Equipment
    Price
    Consumables
    Price
    Handcannon
    Reaver
    300
    300
    .45 Ammo
    5.56 Ammo
    9mm Ammo
    Shells
    2
    3
    1
    1

    Pit - Arena General Store CH3
    Equipment
    Price
    The Frankestein
    Ripper
    War Club
    Kinetic Hammer
    200
    400
    300
    400

    Pit - Medbay CH3
    Consumables
    Price
    Medkit
    Regen
    Aggro
    Zen
    25
    100
    200
    250

    Heart - Redd's Hardware Store
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    Night Vision Goggles
    Security Goggles
    Security Forces Helmet
    Riot Helmet
    (Master Trader/Street5) Repeater Energy Rifle
    Kinetic Hammer
    Hauser 74
    Hauser 92
    Cobra
    Jackhammer
    200
    250
    210
    300
    1200
    400
    300
    300
    300
    300
    100x .45 Ammo
    100x 5.56 Ammo
    100x 9mm Ammo
    24x Cell
    100x Shells
    2x Disruptor
    2x Pulse Grenade
    2x Stasis
    2
    3
    1
    50
    1
    600
    600
    600
    2x Electronic Module
    Cloaking Field
    50
    350

    Heart - Medbay
    Consumables
    Price
    Misc
    Price
    100x Medkit
    10x Regen
    5x Aggro
    5x Zen
    25
    100
    200
    250
    Subdermal Armor
    Synthetic Heart
    (Master Trader/Street5) Squad Leader
    300
    250
    300
    300

    Heart - Six Banger
    Equipment
    Price
    Consumables
    Price
    Power Saw
    Energizer
    Rattlesnake
    400
    400
    500
    12x Cell
    50
    Merchants - Chapter 4
    Hydroponics - Machine Delivery
    Consumables
    Price
    100x .45 Ammo
    100x 5.56 Ammo
    100x 9mm Ammo
    100x Shells
    Flashbang (high-grade)
    1x Flashbang (standard)
    1x Pulse Grenade
    Smoke (high-grade)
    1x Smoke (standard)
    75x Medkit
    3x Regen
    3x Aggro
    3x Zen
    2
    3
    1
    1
    400
    150
    600
    400
    150
    25
    100
    200
    250

    Habitat - Faction Store CH4
    Equipment
    Price
    Consumables
    Price
    Combat HUD
    Trooper Helmet
    Trooper Jacket
    Soldier Armor
    Warblade
    Spiked Mace
    Hardballer
    Old Glory
    XM7 Sentinel
    Long John
    XM5 Delta
    Assault Shotgun
    250
    300
    50
    200
    300
    400
    800
    800
    800
    800
    800
    800
    Flashbang (high-grade)
    Gas (high-grade)
    Smoke (high-grade)
    400
    400
    400

    Maintenance Deck - Eli - CH4
    Equipment
    Price
    Consumables
    Price
    Misc
    Price
    Warblade
    Kinetic Hammer
    Old Glory
    Abbadon
    XM5 Delta
    Blackguard
    300
    400
    800
    800
    800
    800
    .45 Ammo
    5.56 Ammo
    9mm Ammo
    Shells
    Disruptor
    Pulse Grenade
    Stasis
    2
    3
    1
    1
    600
    600
    600
    Power Cell MK2
    500
    Companions - The Pit
    In Chapter 1 there are three full companions available, all of whom you find in the Pit. Later chapters grant access to more characters for your party. There is also an auxiliary companion, the robot ROMEO who will not join your party but will have some use once he is repaired, recharged, and armed.

    Evans

    Evans is the equivalent of a local farm-boy who gets caught up in the main hero's quest but manages to muddle through long enough to become a trusted member of the party, if he survives.

    He can be found during the quest Neighborhood Watch which is likely one of the first quests you will complete in the game, head to Abe's shop after talking to Tanner to start the quest and recruit Evans.

    Most builds for Evans revolve around tagging Rifle and Critical Strike, his stats make him an excellent sniper and he can become the party's main combatant if he stays focused on combat feats and skills.

    Evan's Starting Character Sheet



    Evan's Starting Equipment Sheet



    Note the unique Studded Vest he has equipped (with generic art currently), his equipment is otherwise terrible and should be upgraded ASAP.

    Companion Quest: During First Law of Robotics when you are about to start the fight with the Robot, if you have Evans with you, you will be able to choose one of two unique feats for him.

    Unique Feats:
    Defender/Sniper - When in cover: Ballistic DR +2, Aimed ranged attacks cost -2 AP
    or
    Desperado - When NOT in cover: AP +2, Initiative +4, Reaction +20

    Valid Implants: Motor Cortex, Bionic Eye, Subdermal Armor, Exo-Spine

    Faythe

    Faythe is the favored waifu of prolific forum poster Pink Eye, at least until Harbinger is playable. She makes an excellent skill monkey with her high intelligence and Educated feat, and a decent ranged combatant if you send her down the Assassin path. Some crazy people build her into a melee murder machine, not recommended but definitely hilarious.

    Faythe's Starting Character Sheet



    Faythe's Starting Inventory



    Her equipment is lackluster, the Flashbang(low) grenade is nice to use during Damsel in Distress.

    Companion Quest: Her companion quest is not currently implemented fully but will involve plumbing the depths of MIssion Control to use the key-fob obtained during Damsel in Distress, if you didn't obtain the key-fob start your playthrough over and have some confidence in yourself.

    Unique Feats: Faythe has access to two unique and mutually exclusive feats. To trigger her acquisition of the feats it is necessary to initially take the semi-diplomatic path during Damsel in Distress which involves distracting Lazarus Foley long enough for Faythe to sneak in and murder him. If you do so you will be able to choose a feat for her when she joins the party for the first time.

    The first feat, Assassin provides +2 Melee Damage, +6% Critical Chance, +10% Armor Penetration, and +15 to the Takedown value used during stealth sequences. This is the clear winner for any combat focused Faythe and the Takedown value is a useful addition to a stealth focused Faythe but her second feat is arguably stronger for pure stealth builds.

    The second feat, Thief provides -1 Noise Generation per tile during stealth sequences as well as +25% SP gains to Sneak, Lockpick, and Steal. The skill bonuses are nice and add up quickly especially if she becomes a Skill Monkey, but you'll still need to use Tags to pass the highest skill checks.

    Valid Implants: Neural Uplink (installed), Bionic Eye, Motor Cortex

    Jed

    Jed is too old for this ♥♥♥♥, he's been around the block, seen things he can't unsee and is currently counting down the days in a ♥♥♥♥♥♥ apartment in the Pit likely reminiscing about better times and drinking moonshine. That being said he is a powerful and experienced combatant, he comes in at level 3, almost level 4, and has a solid stat distribution for melee or ranged combat. His slightly low Constitution limits his number of implants, but his high Strength and Armored Warfare feat enable him to wear the heaviest armor right off the bat which makes him reasonably tanky, add in the extremely valuable Subdermal Armor implant and he is likely your toughest companion in Chapter 1. With only two tags he is not an ideal skill monkey companion, but there is an argument to be made for tagging Biotech if you can't spare the tag on your PC and want to be able to extract all of the juicy implants in Chapter 1. Otherwise tag a primary weapons skill, Shotgun or Blunt, and either Critical Strike for more dakka, or a defensive skill if you want him tanking enemy fire at the front.

    In addition to solid stats and skills Jed is a chatty companion and will sometimes add additional information to encounters, he can explain some of the dynamics of mutant society when you meet the Harbinger in Chapter 1, and will proffer advice in the Factory and Shuttle Bay about resolving the issues you face.

    Jed's Starting Character Sheet



    Jed's Starting Inventory




    Jed's starting equipment is solid, you'll be slowly upgrading to heavier armor over the course of Chapter 1 but you won't have access to a better shotgun for quite a while. I suggest getting him a Warhammer at some point if you're going to focus him on melee.

    Companion Quest: Righteous Vengeance kill Ismael in the Heart.

    Unique Feats: Punisher - +4 Initiative, +1 Natural DR, +12 Recoil Control, +2 Melee Damage

    Valid Implants: Subdermal Armor (installed), Synthetic Heart, Exo-Spine, Motor Cortex
    Companions - Habitat Factions
    Each of the three major Habitat Factions has an associated companion. Whichever faction you offer The Machine to will make their associated companion available to you. If your faction companion dies you'll take a -10 Reputation hit with their faction. All three of these companions are combat monsters and should provide a huge boost to your fighting prowess.

    Each Habitat Faction companion will take any implants except Squad Leader, in Cobra's case she'll need the Bionic perk first.

    Mathias - Church




    Mathias, like all the Habitat companions is geared towards combat. In his case, defensive feats plus a high Strength to enable Controlled Burst makes him a very tanky shotgun user. His weapon, Absolution is top tier right out of the gate, Lone Wolf shotgunners should make it a priority to 'acquire' it.

    Unique Feat: Unwavering Faith - All Resistances +30%, +1 Ballistic and Melee DR, +1 Regen

    Garret - Brotherhood




    Garret makes the case for pistols being a viable build path. With a whopping 8 in his Pistol skill and high Perception he can make insane shots with pistols with a critical strike chance of 72%. Good Dexterity lets him fire repeatedly during the round but his low Strength makes heavy armor a difficult choice.

    Unique Feat: Enforcer - Critical Chance +4%, Critical Damage +15%, Stagger +20%

    Cobra - Protectors




    Cobra is the SMG specialist of the three. She specializes in high Evasion (96 base) which complements a solid 80% Reaction chance giving her a good chance of counter-attacking. Fast Runner means she can reposition away from melee combatants every round giving her additional Reaction shots without provoking any against her, or stand in place for an extra +6 Evasion.

    Unique Feat: Spec Ops - Evasion +20%, Reaction +20%, Penetration +10%.
    Companions - Mutants
    By completing the first five Courthouse fights in Chapter 1, or the second three Courthouse fights in Chapter 3, you'll gain access to the quest Bounty Hunter. Depending on how you resolve the quest you'll be able to recruit either Knurl or Harbinger. Note that neither one will be able to enter the Heart map. Both mutants will take any implants except Squad Leader.

    Knurl




    Knurl has some light Stealth and Science skills but is built to obliterate people with his Energy Pistol. His tags in Pistol and Critical Strike, in conjunction with his feats, means a 40% crit chance with a 1.77x multiple on the damage, when using his Energy Pistol that becomes a 52% chance, monstrous.

    Unique Feat: Outcast - Critical Damage +15%, Evasion +20%, Regen +1

    Harbinger




    Harbinger has a similar build to Knurl, being geared towards ranged combat and energy weapons, but she uses Rifles instead of Pistols. Her high Reaction means she will be able to whittle down enemy combatants running at the squad and she works nicely in full parties thanks to her unique feat granting additional initiative.

    Unique Feat: Third Daughter - XP Bonus +20%, Neural Resistance +30%, Party Initiative +4
    Companions - Cyborgs
    Zeta Four's Starting Equipment



    Zeta Four's Starting Character Sheet

    Unavailable at present time

    Companion Quest: Unknown
    Unique Feat: Special Envoy - Effect unknown, possibly resurrection
    Valid Implants: None, all implant slots are filled with cyborg-grade implants

    Zeta Four is the "Special Envoy" for the Monks of the ECLSS. At present (Hydroponics Yellow/Red update) her presence is limited to the Armory Matter Converter Fight where she is an ally if you choose to turn over the life support machine to the Monks.

    She has insanely high stats as a result of her implants and is otherwise built towards Bladed Melee combat.

    Companions - ROMEO


    While not a true companion, he won't follow you around while you turn in fetch quests, ROMEO can still be a valuable member of the party in specific combat scenarios.

    To reactivate ROMEO you'll need to repair and recharge him. He needs a new gyroscope, head, and armor plates to be repaired, and a Heavy Power Cell to recharge. Once you have the part, bring them to Mission Control Level 5 - Security Quarters to reactivate the robot, you will then be able to full activate him on Mission Control Level 6 when he reaches a functioning repair bay.

    Gyroscope - Mission Control Level 3, requires Electronics 3
    Robot Head - Mission Control Level 3, requires Computers 3
    Light Armor Plates - Mission Control Level 5, "Killing Room" behind Electronics 6 door

    Heavy Power Cells can be found in the following locations, you will not be able to find a Heavy Power Cell before leaving for the Habitat.

    Looted from Robot in ECLSS
    Looted from Robots in Mission Control Level 7
    Heart Trading Quarter Warehouse, requires Electronics 5 to salvage
    Heart Fuel Cell Warehouse, requires Lockpick 7 to open locker
    Mission Control Level 4, Jimmy's stash, requires Electronics 5 to salvage

    Once ROMEO has reached the Mission Control Level 6 repair bay he will be available for certain combats in Mission Control and the Armory. Romeo starts with 14% of his battery remaining, each repair bay he visits can recharge his battery 10%, and each Heavy Power Cell can add another 10%. Each combat he participates in will drain his battery by 10%. Any damage he takes during combat will be repaired automatically, but if he is killed in combat he is gone forever.

    ROMEO can be used in the following combats:

    Mission Control Level 6 - Ol' Bub
    Mission Control Level 6 - Two Floaters Three Mindworms
    Mission Control Level 6 - Shadow
    Mission Control Level 7 - Launch Control "Danged Room"

    If sent to the Armory from Mission Control, a one way trip, he can also be used during:

    Armory - Matter Converter Fight


    ROMEO can be upgraded by bringing him to the appropriate repair bays and passing associated skill checks. His Armor, Targeting, and Combat Response can all be upgraded. He can swap out one of his Energy Cannons for a Smoke Grenade Launcher.

    System
    Stats
    Location
    Skill Required
    Armor
    • Steelcage
    10/9/8
    • Bulwark
    12/11/10
    MC Level 6
    Computers 7
    • Goliath
    14/13/12
    MC Level 7
    Computers 8
    • Goliath XT
    14/13/12 Shield HP: 80
    Armory
    Computers 9
    Targeting
    • Terminator M5Xi (Damaged)
    Accuracy 75, Thermal Vision 85
    • Terminator M5Xi (Rigged)
    Accuracy 95, Thermal Vision 100
    Mission Control Level 6
    Electronics 6
    • Terminator M5Xi
    Accuracy 130, Thermal Vision 100
    Mission Control Level 6
    Electronics 9
    Combat Response
    • Spearhead SM2 (Broken)
    AP 14, Init 40, Reaction 50
    • Spearhead SM2 (Rigged)
    AP 16, Init 50, Reaction 50
    Mission Control Level 7
    Electronics 7
    • Spearhead SM2
    AP 18, Init 50, Reaction 50
    Mission Control Level 7
    Electronics 10






    Bestiary - Frogs
    Bullfrog


    The Bullfrog is a territorial predator originally bred to control pests in Hydroponics. Bullfrogs will use their Leg Bite attack until a target is knocked down at which point they will switch to a Face Bite attack.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    AP
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Bullfrog (Low)
    30
    26
    50
    18
    2
    3
    2
    100
    0
    100
    0
    Bullfrog (Mid)
    35
    28
    62
    18
    2
    3
    2
    100
    0
    100
    0
    Bullfrog (High)
    40
    28
    68
    18
    2
    3
    2
    100
    0
    100
    0
    Desert Bullfrog (Low)
    40
    72
    68
    18
    4
    5
    7
    100
    0
    100
    0
    Desert Bullfrog (Mid)
    45
    70
    60
    18
    4
    5
    7
    100
    0
    100
    0
    Desert Bullfrog (High)
    50
    68
    52
    18
    4
    5
    7
    100
    0
    100
    0

    Attacks
    Name
    AP
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Leg Bite
    7
    5
    80
    +25
    Legs
    Knockdown, unless protected fully by Energy Armor shield
    Face Bite
    7
    1
    95
    +5
    Head
    Only used when target is Knocked Down
    Bleed 4HP / 3 turns

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Bullfrog
    X
    X
    X
    X
    X




    Spitter


    The Spitter frog attacks at range with an Acid Spit attack that will poison and blind opponents. Often found with Bullfrogs.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    AP
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Spitter (Mid)
    25
    37
    57
    18
    1
    2
    0
    100
    0
    100
    0
    Desert Spitter (Mid)
    35
    55
    60
    18
    1
    2
    0
    100
    0
    100
    0

    Attacks
    Name
    AP
    Range
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Acid Spit
    7
    4
    1
    75
    +25
    Head
    6 Acid Damage (no DR resists, possible future helmet?), 6 Poison Damage DOT Str-1 Dex-1 Con-1, 40 Optical Damage (-40 THC, -40 Evasion, -4AP). Acid Spit Grazes are completely deflected by an active Energy Shield.
    ?

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Spitter
    X
    X
    X
    X
    X




    Psyker


    The Psyker frog attacks at range with a psionic Panic attack that cripples opponents and deals Psi damage over time. Typically found with other frog species.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    AP
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Psyker - Level 1
    20 + 10 Shield
    13
    10
    12
    2
    2
    1
    100
    0
    ?
    100
    Psyker - Level 2
    25 + 20 Shield
    33
    42
    16
    2
    2
    1
    100
    0
    ?
    100

    Attacks
    Name
    AP
    Range
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Panic
    10
    20
    N/A
    Always Hits
    N/A
    Head
    Panic: Psi damage 3, applies Panic status effect - Reduces AP by 10, Reaction and Evasion by 50. Does 5 Psi damage per turn. Effects reduced by Neural Resistance. Lasts 3 turns
    N/A

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Psyker
    X
    X
    X
    X
    X

    Bestiary - Abominations
    Creeper


    Creepers generate a defensive gas cloud, then pull their prey in using their Grab attack followed up by repeated Leech attacks to regenerate health. Creepers naturally regenerate +2 HP per turn.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    AP
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Creeper (Low)
    50
    20
    42
    18
    12
    13
    8
    100
    100
    100
    100
    Creeper (Mid)
    55
    20
    39
    18
    12
    13
    8
    100
    100
    100
    100
    Creeper (High)
    55
    26
    45
    18
    13
    14
    9
    100
    100
    100
    100
    Creeper (Elder)
    55
    32
    50
    18
    14
    15
    10
    100
    100
    100
    100
    Creeper (Elder v1)
    60
    32
    44
    18
    14
    15
    10
    100
    100
    100
    100

    Attacks
    Name
    AP
    Crit
    Accuracy
    Graze
    Armor Pen
    Stagger
    Targeted Area
    Effect
    Crit Effect
    Grab
    2
    10
    0
    100%
    N/A
    100%
    Pulls target adjacent to Creeper on hit
    None
    Leech
    7
    5
    20%
    30%
    80%
    100
    Head
    11-13 Leech damage (only Natural DR and Energy Armor shield resists), heals Creeper +6HP on hit/graze, heal negated if Energy Armor shield absorbs all damage.
    Knock Down
    Gas Cloud
    1
    Generates cloud of Toxic 10, -100% THC Smoke, around Creeper

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Creeper
    X
    X
    Bestiary - Abominations 2
    Mind Worm


    Mind worms rely on two psionic attacks to disable and then kill their prey. They are effectively immune to all grenades effects except for Stasis.

    Killing a Mind Worm normal offensive skill points gain, but no defensive skill points.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Mind Worm (Low)
    20
    13
    100
    9
    3
    6
    100
    100
    100
    100
    Mind Worm (Mid)
    30
    13
    100
    9
    3
    6
    100
    100
    100
    100
    Mind Worm (High)
    40
    13
    100
    9
    3
    6
    100
    100
    100
    100

    Attacks
    Name
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Panic
    N/A
    Always Hits
    N/A
    Torso
    Panic: Psi damage 3, applies Panic status effect - Reduces AP by 10, Reaction and Evasion by 50. Does 5 Psi damage per turn. Effects reduced by Neural Resistance. Lasts 3 turns
    N/A
    Mind Rend
    N/A
    Always Hits
    N/A
    Head
    8-10 Psi damage, damage reduced by Neural Resistance, -2 PER (non-stacking)
    N/A

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Mind Worm
    X
    X




    Floater


    Floaters are bullet-resistant psionic floating jellyfish with stinging electrical tendrils, just in case they weren't scary enough already. With their high ballistic DR and built in shock field to dissuade melee attacks citizens are advised to shoot at them with high powered energy weapons from a safe distance. They are also good eating according to the mutants at the Heart.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    AP
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Floater (Low)
    50
    38
    60
    18
    15
    11
    10
    100
    100
    100
    100
    Floater (Mid)
    50
    38
    54
    18
    15
    11
    10
    100
    100
    100
    100

    Attacks
    Name
    AP
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Psionic Pulse
    2
    N/A
    N/A
    N/A
    Radius around Floater ???
    Panic in AOE (Todo: Check radius)
    N/A
    Mind Rend
    7
    N/A
    N/A
    N/A
    N/A
    14-16 Psionic damage
    N/A
    Shock Tendril
    7
    ?
    ?
    +50
    14-16 Energy Damage, Todo: Check status effect
    Torso

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Floater
    X
    X
    X

    TODO: Ol' Bub
    Bestiary - Ol' Bub



    Ol' Bub


    Ol' Bub is a modified Sandstriker that has been haunting Mission Control for decades. He has a massive HP pool, heavy armor, psionic attacks, ranged acid spit, powerful bites, can teleport around the battlefield, regenerates 3 HP per turn, and is always hungry.

    He can be temporarily frozen with Stasis grenades, is immune to Disruptors and Gas Grenades, and is mildly inconvenienced by Flash and Smoke Grenades.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    AP
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Ol' Bub
    180
    62
    65
    18
    16
    15
    13
    100
    80
    70
    100

    Attacks
    Name
    AP
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Psionic Roar
    2
    N/A
    N/A
    N/A
    Infinite
    Panic in AOE
    N/A
    Acid Spit
    6
    5
    132
    0
    0
    14-16, High Poison, High Flash
    ?
    Bite (Head, Legs, Arms, Torso)
    6
    132
    0
    0
    0
    16-18, Bleeding, status effects based on targeting location
    ?

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Ol' Bub
    X
    X
    X
    X
    Bestiary - Mechanical
    Turret


    The Turret is an immobile defense platform commonly used to guard off-limits areas of the ship. It attacks with a three round burst of 9mm ammo and targets the torso. Moderately armored, but very vulnerable to energy weapons, they can be knocked down for a turn with a Pulse Grenade (they will still attack), also dealing 16 unresistable damage to the turret.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Turret
    60
    0
    80
    10
    13
    6
    Immune
    Immune
    50
    Immune

    Attacks
    Name
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Burst x3
    1
    50
    +60
    Torso

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Turret
    X
    X






    Energy Turret


    The energy Turret is the energy based version of the Turret and is significantly more dangerous owing to most armor having lower Energy DR than Ballistic DR. It fires a three shot burst of lasers to attack and targets the torso. While heavily armored they vulnerable to Pulse Grenades which will disable their shields and deal 16 unresistable damage.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Energy Turret
    70 + 30 Shield HP
    0
    80
    10
    12
    8
    Immune
    Immune
    50
    Immune
    Energy Turret (Light)
    50 + 30 Shield HP
    0
    80
    10
    12
    8
    Immune
    Immune
    50
    Immune

    Attacks
    Name
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Burst x3
    1
    75
    +60
    Torso

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Laser Turret
    X
    X




    Robot


    The Robot is a combat drone dating from the age of the Mutiny but still incredibly deadly. When available it will use Disruptor grenade ammunition followed up by shots with its Energy Cannon. Heavily armored (half of their armor is Natural armor which is not affected by Armor Penetration), high HP and accuracy, 100% Reaction, and an inability to feel fear makes it one of the deadlier things on the ship. They can be knocked down (easier to hit and does not trigger reaction shots) for a turn with a Pulse Grenade, also dealing 16 unresistable damage to the robot. Basic attacks from the Robot will add a mini-Stun (-2 AP), critical attacks will knockdown but they are thankfully rare.

    Good luck.

    Fun Fact: The robot has a large but finite ammo supply, when out of ammo it will stand there looking silly while shouting impotent threats.

    Physical Statistics
    Name
    HP
    Evasion
    Initiative
    DR Ranged
    DR Melee
    DR Energy
    Resist Toxic
    Resist Optical
    Thermal Vision
    Neural Resistance
    Robot
    120
    0
    48
    17
    18
    16
    Immune
    Immune
    80
    Immune

    Attacks
    Name
    Crit
    Accuracy
    Graze
    Targeted Area
    Effect
    Crit Effect
    Cannon Shot
    5
    134
    +25
    Torso
    Mini-Stun: -2 AP
    Knockdown

    Note: You can inflict basic Arm and Leg status effects for -Evasion and -Accuracy, but Critical Arm and Leg effects that impact movement cost and attack cost will be ignored.

    Aimed Attack Targeting
    Name
    Head
    Weak Point
    Arms
    Legs
    Bullseye
    Aimed Burst
    Robot
    X
    X
    X
    X
    X
    X


    Atlas
    Map - The Pit : Downtown
    Map - The Pit : Camptown
    Map - The Pit : Outskirts
    Map - Hydroponics : South
    Map - Hydroponics : Middle
    Map - Hydroponics : North
    Map - Armory : Level 1
    Map - Armory : Level 2
    Map - Mission Control : Level 3
    Map - Mission Control : Level 4
    Map - Mission Control : Level 5
    Map - Factory : Fort Stanton
    Map - Factory : To Detroit Gate
    Map - Factory : Medbay
    Map - Factory : Detroit Gate
    Map - Factory : Black Hand Fort
    Map - Factory : Frogs
    Map - Shuttle Bay : North
    Map - Shuttle Bay : South
    Комментариев: 164
    Ultraviolet 12 фев в 20:20 
    Just wanted to say, for the first creeper fight in hydro the energy shield chest armor (from armory?) mitigates 100% of damage taken until its gone and thus mitigates 100% of the creepers lifeleech healing. If you ensure the person who gets grabbed is wearing it this fight is a breeze.
    gphotopoulos 14 дек. 2024 г. в 18:10 
    Found a basement under the Shuttle Deck (from the elevator go south, then E through a door, then down a hatch) with a desk with items and a corpse with a surveillance training token. Shame there's no skill terminal in the habitat to use it on.
    Inner Bloom 22 сен. 2024 г. в 8:38 
    is that real to gain Heavy Power Cell for ROMEO without combat?
    or i have choice Zero Combats / ROMEO quest complete?
    Dimidr0 19 июл. 2024 г. в 4:28 
    Thank you for the amazing guide!
    davea 9 июн. 2024 г. в 11:46 
    The bridge officer implant is apparently also available from a corpse inside the lander.
    https://steamcommunity.com/app/648410/discussions/0/4343239039734494336/#c4343239039737259968
    Salep 18 апр. 2024 г. в 22:44 
    "You’ve interrupted some scavs in their natural habitat" xD
    u have some nice jokes but this one caught me off guard :D
    HuggyBear  [создатель] 4 апр. 2024 г. в 18:55 
    @agris I don't think so but Oscar would be the ultimate authority
    HuggyBear  [создатель] 4 апр. 2024 г. в 18:55 
    @Sirricardo , yes, to get to level 6 in the civic skills during Chapter 1 you need to use a tag either on your main or a companion. Apologies if that wasn't clear enough! You should however be able to progress with zero civic skills by murdering your way through the game, if you're stuck please let me know.
    HuggyBear  [создатель] 4 апр. 2024 г. в 18:54 
    @redfuryau Thanks!
    HuggyBear  [создатель] 4 апр. 2024 г. в 18:53 
    @DeathIsi, thank you so much! I will update the relevant bits after the April patch revisions