<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Helix+Mantis</id>
	<title>Underrail Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.stygiansoftware.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Helix+Mantis"/>
	<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Special:Contributions/Helix_Mantis"/>
	<updated>2026-05-03T01:13:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=The_Compound&amp;diff=54490</id>
		<title>The Compound</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=The_Compound&amp;diff=54490"/>
		<updated>2023-11-26T06:13:23Z</updated>

		<summary type="html">&lt;p&gt;Helix Mantis: /* Medical Section 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{Location Infobox&lt;br /&gt;
| name    = The Compound&lt;br /&gt;
| type    = Location&lt;br /&gt;
| control = none&lt;br /&gt;
| image   = Investigate the Compound.png&lt;br /&gt;
| music   = xphw_base.ogg&lt;br /&gt;
| world   = [[Upper Underrail]]&lt;br /&gt;
| areas   = Tunnel&amp;lt;br&amp;gt;Outside&amp;lt;br&amp;gt;Entrance&amp;lt;br&amp;gt;Armory&amp;lt;br&amp;gt;Exoskeleton Assembler Lab&amp;lt;br&amp;gt;Fusion Cannon Lab&amp;lt;br&amp;gt;Cave Lab&amp;lt;br&amp;gt;Training Grounds&amp;lt;br&amp;gt;Medical Section 1Upper Passage 1&amp;lt;br&amp;gt;Damaged Assembler Lab&amp;lt;br&amp;gt;Upper Passage 2&amp;lt;br&amp;gt;Medical Section 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Command&lt;br /&gt;
| exits   = [[Dark Territory]]&lt;br /&gt;
| npcs    = [[Cognator]]&lt;br /&gt;
| mapfile = xphw_exobase_arm, xphw_exobase_com, xphw_exobase_ent, xphw_exobase_lab1, xphw_exobase_lab2, xphw_exobase_labu1, xphw_exobase_labu2, xphw_exobase_med1, xphw_exobase_med2, xphw_exobase_out, xphw_exobase_trg1, xphw_exobase_trg2, xphw_exobase_tun, xphw_exobase_up1, xphw_exobase_up2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Compound''' is a major location added by the [[Underrail: Heavy Duty]] expansion. It can be accessed by accepting [[Trip to North Underrail]] quest given by [[Buck Nimble]] in [[Upper Underrail]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''The Compound''', also known as '''Transregional Joint Research Compound''' or '''Oneiros Compound''' is an old [[Biocorp]]'s facility located in the [[Dark Territory]] between South Upper Underrail and North Upper Underrail. Abandoned for centuries, it is patrolled to this day by [[Exosoldiers]] - an army of identical telepathic clones.&lt;br /&gt;
&lt;br /&gt;
The location is regularly patrolled by the exosoldier squads which will attack the player on sight. Each patrol consists of randomly chosen exosoldiers accompanied by a [[Technomedic]], random tactical support bot and sometimes also an [[Intercessor]]. The number of patrols is finite, however if player kills all normal exosoldiers, then the patrols will be replaced with squads of elite psionic commandos - [[Psychophract]]s. Exosoldiers sometimes also create barricades in the Compound, blocking the way and making moving around the facility more difficult.&lt;br /&gt;
===Tunnel===&lt;br /&gt;
* Ladder leads to a maintenance tunnel to the west side of the map with the Exosoldier ambush squad&lt;br /&gt;
** Door can be opened with 160 [[Lockpicking]]&lt;br /&gt;
** There is a bag behind the doors that contains [[Super Steel Sheet]]&lt;br /&gt;
** Drop down ([[Agility]] 1) to reach the side with the Exosoldier ambush squad&lt;br /&gt;
** Drop down quietly ([[Agility]] 10)&lt;br /&gt;
* North exit leads to '''Outside'''&lt;br /&gt;
* South exit leads to [[Dark Territory]]&lt;br /&gt;
* West exit leads to '''Armory'''&lt;br /&gt;
===Outside===&lt;br /&gt;
* There is a pile of batteries in the north, contains 14 [[Greater Fusion Cell]]s&lt;br /&gt;
* There are hidden metal plates behind the fence in NW corner (10 [[Perception]])&lt;br /&gt;
** Fence can be climbed over with 8 [[Agility]]&lt;br /&gt;
** Fence door can be unlocked with 90 [[Lockpicking]]&lt;br /&gt;
* There is a [[rift]] in the NW corner&lt;br /&gt;
* West exit and vent leads to '''Entrance'''&lt;br /&gt;
* South exit leads to '''Tunnel'''&lt;br /&gt;
===Entrance===&lt;br /&gt;
* Gate controls can be used with [[Restricted Access Keycard (The Compound)]] to raise the gates&lt;br /&gt;
* Northern stairs lead to the offices&lt;br /&gt;
** Hidden vent (14 [[Perception]]) leads to the blocked restroom. There is a medical locker with an [[Adrenaline Shot]] and [[Coagulation Shot]] in a medical locker there&lt;br /&gt;
** There is a hidden safe in the north-west office (12 [[Perception]]), can be opened with 120 [[Lockpicking]], contains around 100 charons and a [[Gold Ring]]&lt;br /&gt;
** Desk in the central-west office contains [[Inventory Report]] oddity and two [[Root Soda]]s&lt;br /&gt;
** Locked desk in the south-west office can be opened with 100 [[Lockpicking]] and contains [[Waist Pack]]&lt;br /&gt;
** Safe in SE corner contains [[Crystal Plaque]]&lt;br /&gt;
** South exit leads to Armory office&lt;br /&gt;
* East exit and vent leads to '''Outside'''&lt;br /&gt;
* South exit leads to '''Armory'''&lt;br /&gt;
* West exit behind the gates leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
===Armory===&lt;br /&gt;
* You can raise gate to the west with 18 [[Strength]]. If you are accompanied by the [[Gunslinger (Heavy Duty)|Gunslinger]], the check is reduced by the value of his strength (5 base)&lt;br /&gt;
** Shelf inside has [[100-round Ammo Belt]] and [[Machine Gun Technical Manuals, by Eugene Gatling]]&lt;br /&gt;
** Vent inside leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
* Gate controls in the south can be hacked to open the gate with 110 [[Hacking]]&lt;br /&gt;
* Southern stairs lead to the office&lt;br /&gt;
** Office is randomly unlocked from southern or northern side, the other side requires 120 [[Hacking]]&lt;br /&gt;
** There is a desk with [[Large Waist Pack]]&lt;br /&gt;
** Another desk has [[Restricted Access Keycard (The Compound)]]&lt;br /&gt;
** File cabinet has [[Inventory Report]] oddity&lt;br /&gt;
** North exit leads to Entrance offices&lt;br /&gt;
* West exit leads to '''Exoskeleton Assembler Laboratory'''&lt;br /&gt;
* North exit leads to '''Entrance'''&lt;br /&gt;
* East exit leads to '''Tunnel'''&lt;br /&gt;
===Exoskeleton Assembler Lab===&lt;br /&gt;
* Exoskeleton Assembler can be used to obtain either [[Combat Exoskeleton]], [[Technomedic Exoskeleton]], [[Intercessor Exoskeleton]] or [[Psychophract Exoskeleton]]&lt;br /&gt;
** Can be hacked with 120 [[Hacking]] to gain two more exoskeletons&lt;br /&gt;
* There is a desk with [[Blueprint: Plasma Grenade]]&lt;br /&gt;
* Locked desk can be opened with 100 [[Lockpicking]], contains a good quality [[Energy Edge Emitter]]&lt;br /&gt;
* There is a secret passage behind a computer rack to the north (15 [[Perception]]), leads to a box with 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 2 [[Plasma Grenade Mk III|Plasma Grenades Mk III]] and a [[Laser Pistol]]&lt;br /&gt;
* Western stairs up lead to '''Upper Passage 1'''&lt;br /&gt;
* Western stairs down lead to '''Fusion Cannon Lab'''&lt;br /&gt;
* West exit leads to '''Training Grounds'''&lt;br /&gt;
* SE exit leads to '''Armory'''&lt;br /&gt;
* NE exit leads to '''Entrance'''&lt;br /&gt;
===Training Grounds===&lt;br /&gt;
* You can interact with the console to summon multiple exosoldier patrols (without tactical bots)&lt;br /&gt;
** Exosoldiers here will follow your location even in [[stealth]]. Killing them all will unlock the west exit&lt;br /&gt;
* West exit leads to '''Upper Passage 2'''&lt;br /&gt;
* East exit leads to '''Armory'''&lt;br /&gt;
===Fusion Cannon Lab===&lt;br /&gt;
* There is a hidden [[Plasma Cell]] under a table in the south (9 [[Perception]] required)&lt;br /&gt;
* Shelf in the south has [[Inventory Report]] oddity&lt;br /&gt;
* Office in the SW corner has a pile of documents containing [[Nucleus Corporation Envelope]] oddity&lt;br /&gt;
* Safe in the office can be opened with 140 [[Lockpicking]], contains [[Cigar]] and a [[Gold Ring]]&lt;br /&gt;
* Console in the south can be used to lift lockdown from the main control room&lt;br /&gt;
* Locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Laser Emitter]]&lt;br /&gt;
* Other locked box requires 130 [[Hacking]] and contains [[Energy Pistol Frame]] and good quality [[Plasma Discharger]]&lt;br /&gt;
* Computer console in the main control room unlocks the chamber with [[Fusion Cannon]]&lt;br /&gt;
* East exit leads to '''Exoskeleton Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Cave Lab'''&lt;br /&gt;
===Cave Lab===&lt;br /&gt;
* One of the Psychoprath corpses has [[Severed Exoskeleton Gauntlet]] oddity&lt;br /&gt;
* You can raise gate to the south-west with 20 [[Strength]]. If you are accompanied by the [[Gunslinger (Heavy Duty)|Gunslinger]], the check is reduced by the value of his strength (5 base)&lt;br /&gt;
* Lake to the south has multiple increasing [[Agility]] checks:&lt;br /&gt;
** Agility 8: reach a [[Mindshroom]]&lt;br /&gt;
** Agility 10: reach a waterproof bag with high quality [[Polarizer]] and other electronic components&lt;br /&gt;
** Agility 14: reach another [[Mindshroom]] and a crate with high quality [[Blast Cloth]] and other military components&lt;br /&gt;
* East exit leads to '''Fusion Cannon Lab'''&lt;br /&gt;
* NW exit (unlockable from '''Damaged Assembler Lab''') leads to '''Damaged Assembler Lab'''&lt;br /&gt;
* SW exit (behind the gate) leads to '''Damaged Assembler Lab'''&lt;br /&gt;
===Upper Passage 1===&lt;br /&gt;
* North exit leads to '''Medical Section 1'''&lt;br /&gt;
* East exit leads to '''Exoskeleton Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Damaged Assembler Lab'''&lt;br /&gt;
===Medical Section 1===&lt;br /&gt;
* File cabinet in the SW room has [[Base Donors Chart]] oddity&lt;br /&gt;
* One locked freezer in the SW room has some [[Black Vitreous]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Second locked freezer in the SW room has some [[Morphine (component)|Morphine]] and [[Taurine]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Desk in the NW corner has [[Blueprint: Parafibrotic Regeneration Catalyst]] and two [[Parafibrotic Regeneration Catalyst]]s&lt;br /&gt;
* File cabinet north of the desk is one of the two possible locations of [[Cognator Medchamber Keycard (The Compound)]]&lt;br /&gt;
* There is a hidden smaller box in the office that contains a vial of [[Aegis (medicine)|Aegis]] (12 [[Perception]] required)&lt;br /&gt;
* Locked storage room to the north can be opened with 130 [[Hacking]]&lt;br /&gt;
** It has a locked freezer that requires 130 [[Lockpicking]] and contains few vials of [[Corrosive Acid]]&lt;br /&gt;
* Vent connects to the storage room. There is [[Agility]] 13 check in the vent required to jump over to the other side&lt;br /&gt;
* South exit leads to '''Upper Passage 1'''&lt;br /&gt;
&lt;br /&gt;
===Damaged Assembler Lab===&lt;br /&gt;
* East stairs lead to '''Upper Passage 1'''&lt;br /&gt;
* West stairs down leads to '''Cave Lab'''&lt;br /&gt;
* West stairs up leads to '''Upper Passage 2'''&lt;br /&gt;
===Upper Passage 2===&lt;br /&gt;
* North exit leads to '''Medical Section 2'''&lt;br /&gt;
* East exit leads to '''Damaged Assembler Lab'''&lt;br /&gt;
* West exit leads to '''Command'''&lt;br /&gt;
===Medical Section 2===&lt;br /&gt;
* Shelf in the NW room has [[Cryonic Nanocrystals]] oddity&lt;br /&gt;
* One locked freezer in the NW room has some [[Adrenaline]] and [[Unsaturated Psionic Catalyst]]s, requires 100 [[Lockpicking]]&lt;br /&gt;
* Second locked freezer in the NW room has some [[Statolith]]s and [[Gyromitrin]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Third locked freezer in the NW room has some [[Black Vitreous]], requires 100 [[Lockpicking]]&lt;br /&gt;
* Desk in the office has [[Inventory Report]] oddity&lt;br /&gt;
* Locked box in the office can be unlocked with 120 [[Hacking]] and contains good quality [[Regenerative Vest (component)|Regenerative Vest]]&lt;br /&gt;
* There is a hidden [[Super Health Hypo]] under a desk to the east, requires 11 [[Perception]] to discover&lt;br /&gt;
* Desk in the presentation room contains a random [[Psionic Mentors|Psionic Mentor]] and is one of the two possible locations of [[Cognator Medchamber Keycard (The Compound)]]&lt;br /&gt;
* South exit leads to '''Upper Passage 2'''&lt;br /&gt;
===Command===&lt;br /&gt;
* There is a hidden safe in the NW room, requires 14 [[Perception]] to discover and 140 [[Lockpicking]] to open, contains 3 [[Fusion Cell]]s, 3 [[Shock Bolt Mk III|Shock Bolts Mk III]], 4 [[Shock Bolt Mk II|Shock Bolts Mk II]] and a high quality [[Smart Module]]&lt;br /&gt;
* SW room can be unlocked with 100 [[Hacking]]&lt;br /&gt;
** There is a shelf with some ammo, grenades and two [[Firecracker Cap]]s&lt;br /&gt;
** There is a shelf with  [[Launcher Grenade Strap Belt]] and some grenade launcher components&lt;br /&gt;
** There is a shelf with some high quality firearm parts&lt;br /&gt;
* Cognator's medchamber can be unlocked with [[Cognator Medchamber Keycard (The Compound)]]&lt;br /&gt;
** [[Cognator]] can be found here&lt;br /&gt;
** Med station contains [[Stopped Hourglass]]&lt;br /&gt;
** Medical locker contains [[Hypercerebrix]]&lt;br /&gt;
** Shelves contain some high quality psi headband parts&lt;br /&gt;
* East exit leads to '''Upper Passage 2'''&lt;br /&gt;
&lt;br /&gt;
== Map gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;190px&amp;quot;&amp;gt;&lt;br /&gt;
xphw_exobase_tun.png   | Tunnel&lt;br /&gt;
xphw_exobase_out.png   | Outside&lt;br /&gt;
xphw_exobase_ent.png   | Entrance&lt;br /&gt;
xphw_exobase_arm.png   | Armory&lt;br /&gt;
xphw_exobase_labu1.png   | Exoskeleton Assembler Lab&lt;br /&gt;
xphw_exobase_lab1.png   | Fusion Cannon Lab&lt;br /&gt;
xphw_exobase_lab2.png   | Cave Lab&lt;br /&gt;
xphw_exobase_trg.png   | Training Grounds&lt;br /&gt;
xphw_exobase_med1.png   | Medical Section 1&lt;br /&gt;
xphw_exobase_med2.png   | Medical Section 2&lt;br /&gt;
xphw_exobase_up1.png   | Upper Passage 1&lt;br /&gt;
xphw_exobase_up2.png   | Upper Passage 2&lt;br /&gt;
xphw_exobase_labu2.png   | Damaged Assembler Lab&lt;br /&gt;
xphw_exobase_com.png   | Command&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locations navbox}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Helix Mantis</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Grenade_Launcher&amp;diff=53895</id>
		<title>Blueprint: Grenade Launcher</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=Blueprint:_Grenade_Launcher&amp;diff=53895"/>
		<updated>2023-11-10T00:59:58Z</updated>

		<summary type="html">&lt;p&gt;Helix Mantis: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heavyduty}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality  = high&lt;br /&gt;
| image        = Blueprint: Grenade Launcher.png&lt;br /&gt;
| name         = Blueprint: Grenade Launcher&lt;br /&gt;
| type         = Blueprint&lt;br /&gt;
| description  = Contains instructions on how to create a hand-held grenade launcher.&lt;br /&gt;
| capabilities = Use: Download blueprint into your wristpad.&lt;br /&gt;
| weight       = 0.05&lt;br /&gt;
| value        = 2200&lt;br /&gt;
| description2 = Grenade launchers can shoot special grenades that damage all targets in the blast radius. The radius itself depends on the type of grenade used.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It can be created from frame and barrel parts. The caliber of the grenades is determined by the frame and the barrel, and can be either 25mm or 40mm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Grenade launcher will also require either a box magazine (25mm frames) or revolver-style magazine (40mm frames). Heavier magazines will make the weapon require more strength from the user.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A number of optional components can also be added to further enhance the weapon.&lt;br /&gt;
| component1   = Grenade Launcher Frame&lt;br /&gt;
| component2   = Barrel&lt;br /&gt;
| component3   = Magazine&lt;br /&gt;
| optional1    = Grenade Launcher Enhancement&lt;br /&gt;
| optional2    = Grenade Launcher Enhancement&lt;br /&gt;
| diffmod1     = &lt;br /&gt;
| datafile     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Produces all types of craftable [[Grenade Launchers]].&lt;br /&gt;
&lt;br /&gt;
== Required skills ==&lt;br /&gt;
* [[Mechanics]] (skill level needed depends on component quality)&lt;br /&gt;
* [[Electronics]] (15, only for optional [[Airburst Scope]])&lt;br /&gt;
&lt;br /&gt;
== Supported parts ==&lt;br /&gt;
; 25mm Frames&lt;br /&gt;
* {{Itemlink|Grenade Launcher Frame: Petard}}&lt;br /&gt;
* {{Itemlink|Grenade Launcher Frame: Tsar}}&lt;br /&gt;
&lt;br /&gt;
; 25mm Barrels&lt;br /&gt;
* {{Itemlink|25mm Grenade Launcher Barrel}} (100% Damage, 10 Range, 6 Optimal range)&lt;br /&gt;
* {{Itemlink|25mm Grenade Launcher Long Barrel}} (85% Damage, 12 Range, 7 Optimal range)&lt;br /&gt;
&lt;br /&gt;
; 25mm Magazines&lt;br /&gt;
* {{Itemlink|Grenade Launcher Capacity 6 Box Magazine}} (5 Strength requirement, 30 AP reload)&lt;br /&gt;
* {{Itemlink|Grenade Launcher Capacity 8 Box Magazine}} (6 Strength requirement, 30 AP reload)&lt;br /&gt;
* {{Itemlink|Grenade Launcher Capacity 10 Box Magazine}} (7 Strength requirement, 30 AP reload)&lt;br /&gt;
* {{Itemlink|Grenade Launcher Capacity 12 Staggered Box Magazine}} (8 Strength requirement, 30 AP reload)&lt;br /&gt;
&lt;br /&gt;
; 40mm Frames&lt;br /&gt;
* {{Itemlink|Grenade Launcher Frame: Mangonel}}&lt;br /&gt;
* {{Itemlink|Grenade Launcher Frame: Onager}}&lt;br /&gt;
&lt;br /&gt;
; 40mm Barrels&lt;br /&gt;
* {{Itemlink|40mm Grenade Launcher Barrel}} (100% Damage, 10 Range, 6 Optimal range)&lt;br /&gt;
* {{Itemlink|40mm Grenade Launcher Long Barrel}} (85% Damage, 12 Range, 7 Optimal range)&lt;br /&gt;
&lt;br /&gt;
; 40mm Magazines&lt;br /&gt;
* {{Itemlink|4-Chamber Grenade Launcher Revolver Cylinder}} (6 Strength requirement, 35 AP reload)&lt;br /&gt;
* {{Itemlink|6-Chamber Grenade Launcher Revolver Cylinder}} (6 Strength requirement, 40 AP reload)&lt;br /&gt;
* {{Itemlink|8-Chamber Grenade Launcher Revolver Cylinder}} (7 Strength requirement, 45 AP reload)&lt;br /&gt;
&lt;br /&gt;
; Grenade Launcher Enhancements (optional)&lt;br /&gt;
* {{Itemlink|Grenade Launcher Ironsights‎}} (+5% Precision)&lt;br /&gt;
* {{Itemlink|Grenade Launcher Scope‎}} (+6% Precision, +3% critical chance, +10% close quarters penalty)&lt;br /&gt;
* {{Itemlink|Airburst Scope}} (+5% Precision, +10% close quarters penalty, grenades now explode when hitting water)&lt;br /&gt;
* {{Itemlink|Rifle Bipod}} (+10% Precision, +2 AP cost, +5% Move and Shoot penalty)&lt;br /&gt;
* {{Itemlink|Forward Grip}} (+3% Precision, -5% Move and Shoot penalty)&lt;br /&gt;
&lt;br /&gt;
== Related feats ==&lt;br /&gt;
* [[Gun Nut]] (+15% upper damage range)&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
* Sold by [[Lucas]] in [[South Gate Station]] after the player has found the [[Armadillo Class Drill Rotor Circuit Board|Armadillo-class rotor circuit board]]&lt;br /&gt;
* Sold by [[Kevin]] in [[Foundry]]&lt;br /&gt;
* Sold by [[Blaine]] (before and after drill parts, no mercantile check needed.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Blueprint navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Blueprints|Grenade Launcher]]&lt;/div&gt;</summary>
		<author><name>Helix Mantis</name></author>
	</entry>
	<entry>
		<id>https://www.stygiansoftware.com/wiki/index.php?title=ACoNR_(Abyssal_Station_Zero)&amp;diff=48154</id>
		<title>ACoNR (Abyssal Station Zero)</title>
		<link rel="alternate" type="text/html" href="https://www.stygiansoftware.com/wiki/index.php?title=ACoNR_(Abyssal_Station_Zero)&amp;diff=48154"/>
		<updated>2022-03-02T13:29:27Z</updated>

		<summary type="html">&lt;p&gt;Helix Mantis: Minor expansion that needed filling out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Expedition}}&lt;br /&gt;
{{infobox item&lt;br /&gt;
| itemquality = artifact&lt;br /&gt;
| image       = ACoNR.png&lt;br /&gt;
| name        = ACoNR (Abyssal Station Zero)&lt;br /&gt;
| type        = Misc.&lt;br /&gt;
| description = ACoNR is written on its top face, just below a white symbol most resembling a diagonally placed egg whose upper half is enclosed by a semicircle with a bent stalk at the very top. It appears to be a container of some kind, one that seems to open horizontally in the middle; you are, however, unable to find the means by which to do so - there are no handles, no locks, no buttons, touchscreens or visible sensors. Additionally, the robust casing easily discourages brute force, at least by more conventional means.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Whatever is inside, it is likely invaluable.&lt;br /&gt;
| weight      = 4.00&lt;br /&gt;
| datafile    = plot\xpbl\acorn.item&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''ACoNR''', also colloquially known as '''Acorn''', is a plot item in [[Underrail: Expedition]]. It is located in Research and Development dome of Abyssal Station Zero. &lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
It is a spherical supercomputer, a living AI controlling billions of nanobots created before the Descent to fulfill a grand design predetermined in the original blueprint for each Acorn, of which there are several in existence across the world. It is a highly adaptive program that is capable of achieving the design almost independently of conditions it finds itself in. Ezra states that although NFT manufactured the devices for themselves and other major supercorporations of the Old World, the technology itself was so advanced that even at the moment of discussion the device seems to have come from future far and distant.&lt;br /&gt;
&lt;br /&gt;
The Acorn is protected by quantum near-field locks, and is impossible to brute force open, as the device is geared for self-destruction in such an event.&lt;br /&gt;
&lt;br /&gt;
== Potential recipients ==&lt;br /&gt;
{{incomplete list}}&lt;br /&gt;
Upon escaping with the ACoNR the player is given the choice of who to give it to, if they desire. Its known recipients include:&lt;br /&gt;
* [[Professor Oldfield]]&lt;br /&gt;
* [[Captain Grim]]&lt;br /&gt;
* [[Aran]]&lt;br /&gt;
* [[Azif]]&lt;br /&gt;
* [[Eidein]]&lt;br /&gt;
* [[Hadrian Tanner]]&lt;br /&gt;
* [[Ezra]]&lt;br /&gt;
* [[Colonel Cathcart]]&lt;br /&gt;
&lt;br /&gt;
=== Professor Oldfield ===&lt;br /&gt;
If the player chooses to hand the Acorn to Professor Oldfield after reporting their findings at [[Abyssal Station Zero]], he will be delighted instead of devastated that the all the effort was for nothing. He states that the Acorn will be brought to the University of [[Dis]] for study.&lt;br /&gt;
&lt;br /&gt;
=== Captain Grim ===&lt;br /&gt;
If the player allied with the Grim Jetters, Cadmus will take the ACoNR off their hands for 1000 charons, or up to 4000 charons with enough mercantile (91 was not enough for 4000, but enough for 3000). Turning it in Grim will allow the player to confront Professor Oldfield with the ACoNR and all the evidence they collected exploring the ruins. This will reveal the ACoNR's purpose, and also trigger the Professor being set free, allegedly to Camp Hathor. The player will also learn about Captain Grim's origins, and his true name.&lt;br /&gt;
&lt;br /&gt;
=== Aran ===&lt;br /&gt;
If the player decides to leave the [[Black Sea]] with the Acorn, they will receive a message from [[Jon the Beautiful]] at the [[Core City]] docks. He directs you to a bar in the residential district, where you meet a man with a distinct red cloak and sword. He states that he's a representative of the [[United Stations]] and knows that you have the device in your possession. If asked, he will explain that the device cannot be opened without a certain quantum frequency, and that it is therefore useless in the South. Primarily however, he bargains for it. With enough mercantile his deal can extend up to 20,000 charons. Alternatively you may ask for his sword, [[Red Dragon]], or give the Acorn away for free.&lt;br /&gt;
&lt;br /&gt;
In the event that the player refuses, however, Aran swears that he won't leave [[South Underrail]] without it. He allows you to leave the bar, though you will encounter him later inside [[Your House]] or at the Core City slums as a hostile opponent. Doing so allows you to acquire both the [[Phantom_Dancer|Phantom Dancer]] and [[Red_Dragon|Red Dragon]], while still giving you the option to give the ACoNR to another recipient.&lt;br /&gt;
&lt;br /&gt;
=== Azif ===&lt;br /&gt;
If the player goes to the {{spoiler | [[Oculites]]}} they can give discuss and give the Acorn to Azif. No exceptional rewards are given for this action besides money, but in exchange he can illuminate the player as to the device's purpose, contents and origin.&lt;br /&gt;
&lt;br /&gt;
=== Eidein ===&lt;br /&gt;
Though he hasn't heard of it before, if the player describes the device's use to Eidein he states that he'll gladly take it to present to [[Tchort]] on his next trip to [[Nucleus]]. Upon seeing it, he will recognize the symbol and proceed to teach the player about trees. He may or may not believe that there are actual acorns inside the box, and thanks the player for their contribution.&lt;br /&gt;
&lt;br /&gt;
=== Hadrian Tanner ===&lt;br /&gt;
If the player brings up the Acorn with Tanner, who happens to be knowledgeable about the device, he'll accept it for the good of [[South Gate Station]]. He may also inform you about the device if asked.&lt;br /&gt;
&lt;br /&gt;
As a reward, the player will receive a large sum of credits, as well as a discount for all purchases at South Gate Station.&lt;br /&gt;
&lt;br /&gt;
=== Ezra ===&lt;br /&gt;
If {{spoiler |Tanner departed the SGS}}, [[Ezra]] will accept the device and thoroughly explain its' purpose.&lt;br /&gt;
&lt;br /&gt;
=== Colonel Cathcart ===&lt;br /&gt;
The colonel has not heard of the device, but after making a call to determine what the protectorate knows about it, provides you with some minor information along with 1200 dollars for your trouble. This increases up to 3600 dollars if you ask to be paid for your efforts and have enough effective mercantile. &lt;br /&gt;
&lt;br /&gt;
=== Others ===&lt;br /&gt;
* If the player attempts to give the Acorn to [[Gunnar Edstrom]], he will tell the player to keep it out of the city as it has the same air as the Faceless' cube device.&lt;br /&gt;
* [[Dude]] will recognize the device, somewhat explain its purpose, but will refuse to keep it.&lt;br /&gt;
* [[Faceless Commander]] provides no additional information, but questions the validity of the players statement about the device. He will refuse to take it, considering it a distraction from their goals.&lt;br /&gt;
&lt;br /&gt;
{{Plotitem navbox}}&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Plot]]&lt;/div&gt;</summary>
		<author><name>Helix Mantis</name></author>
	</entry>
</feed>