![]() ![]() Contains eight Old Money oddities, 2 XP.Can be opened with 50 effective Hacking on the nearby electronic lock, or by using Deacon's Security Keycard (Railcrossing Warehouse).requires 80 Lockpicking, or can be opened with Captain Herve's Private Quarters Key 4 (Rail Crossing).has a desk containing a Strange Comm Device oddity, 1 XP.requires 80 Lockpicking, or can be opened with Myles' Private Quarters Key 2 (Rail Crossing).has a locker containing a Loaded Dice oddity, 1 XP.requires 80 Lockpicking, or can be opened with Doc's Private Quarters Key 3 (Rail Crossing).The house north of the courtyard with chairs:.requires 80 Lockpicking, or can be opened with Travis' Private Quarters Key 1 (Rail Crossing).The house south of the courtyard with chairs:.The Power Box will turn on/off the lights in all the houses. ![]() Dude is in the bar and starts the quest Dude's vision.He's carrying Security Keycard (Railcrossing Warehouse) Deacon is behind the secret door in the NE corner.Captain Herve is carrying Private Quarters Key 4 (Rail Crossing).Doc is carrying Private Quarters Key 3 (Rail Crossing).Myles is carrying Private Quarters Key 2 (Rail Crossing).Travis is carrying Private Quarters Key 1 (Rail Crossing).In Doc's storage room is a locker requiring 80 Lockpicking and containing some medicines.In the locker near Captain Herve is a Tunnel Hatch (Rail Crossing) key.In the barrel at the entrance by the bench is a Protectorate Propaganda oddity, 1 XP.Alternatively after the metro tunnel is cleared you can walk there from South Railroad Outpost after taking the elevator in Junkyard, although you'll encounter two Lurkers right after the outpost, walking across the metro tracks ensures you won't fall victim to the traps across the route. You can also walk there through Lower Underrail, but you need at least one TNT Charge to clear the tunnels leading northwest from SGS. From there, cross the rail and follow the tracks to west and you'll arrive in Rail Crossing. Once you arrive by train, follow the railway tracks south until you come to an intersection. The train won't take you directly to Rail Crossing during the faceless occupation. Rail Crossing is accessible by the metro after the player has delivered the drill parts required to clear the collapsed south metro tunnel. A unique oddity, Old Money, can be found on a huge pile of old money inside an electronically locked warehouse in the Living Quarters area. Deacon's shop can be accessed by becoming "initiated", or passing a perception check (7) to notice its secret door in the alley behind the bar.Ī unique sniper rifle, Dragunov, can be found in the old tunnels below the railway yard. The railway yard on the south side has Buzzer's shop, which is initially under attack by the Faceless. Most of the townsfolk live on the north side of the westbound railway tracks. It is a frequent trading partner with South Gate Station and usually a relatively peaceful place. Rail Crossing is an independent town built inside an old train depot, northwest of South Gate Station. ![]()
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