The Compound
The Compound | |||||
Location information | |||||
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Music | Compound | ||||
Located in | Upper Underrail | ||||
Areas | Tunnel Outside Entrance Armory Exoskeleton Assembler Lab Fusion Cannon Lab Cave Lab Training Grounds Medical Section 1Upper Passage 1 Damaged Assembler Lab Upper Passage 2 Medical Section 2 Command | ||||
Connections | Dark Territory | ||||
NPCs | Cognator | ||||
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The Compound is a major location added by the Underrail: Heavy Duty expansion. It can be accessed by accepting Trip to North Underrail quest given by Buck Nimble in Upper Underrail.
Description
The Compound, also known as Transregional Joint Research Compound or Oneiros Compound is an old Biocorp's facility located in the Dark Territory between South Upper Underrail and North Upper Underrail. Abandoned for centuries, it is patrolled to this day by Exosoldiers - an army of identical telepathic clones.
The location is regularly patrolled by the exosoldier squads which will attack the player on sight. Each patrol consists of randomly chosen exosoldiers accompanied by a Technomedic, random tactical support bot and sometimes also an Intercessor. The number of patrols is finite, however if player kills all normal exosoldiers, then the patrols will be replaced with squads of elite psionic commandos - Psychophracts. Exosoldiers sometimes also create barricades in the Compound, blocking the way and making moving around the facility more difficult.
Tunnel
- Ladder leads to a maintenance tunnel to the west side of the map with the Exosoldier ambush squad
- Door can be opened with 160 Lockpicking
- There is a bag behind the doors that contains Super Steel Sheet
- Drop down (Agility 1) to reach the side with the Exosoldier ambush squad
- Drop down quietly (Agility 10)
- North exit leads to Outside
- South exit leads to Dark Territory
- West exit leads to Armory
Outside
- There is a pile of batteries in the north, contains 14 Greater Fusion Cells
- There are hidden metal plates behind the fence in NW corner (10 Perception)
- Fence can be climbed over with 8 Agility
- Fence door can be unlocked with 90 Lockpicking
- There is a rift in the NW corner
- West exit and vent leads to Entrance
- South exit leads to Tunnel
Entrance
- Gate controls can be used with Restricted Access Keycard (The Compound) to raise the gates
- Northern stairs lead to the offices
- 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
- 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
- Desk in the central-west office contains Inventory Report oddity and two Root Sodas
- Locked desk in the south-west office can be opened with 100 Lockpicking and contains Waist Pack
- Safe in SE corner contains Crystal Plaque
- South exit leads to Armory office
- East exit and vent leads to Outside
- South exit leads to Armory
- West exit behind the gates leads to Exoskeleton Assembler Laboratory
Armory
- You can raise gate to the west with 18 Strength. If you are accompanied by the Gunslinger, the check is reduced by the value of his strength (5 base)
- Shelf inside has 100-round Ammo Belt and Machine Gun Technical Manuals, by Eugene Gatling
- Vent inside leads to Exoskeleton Assembler Laboratory
- Gate controls in the south can be hacked to open the gate with 110 Hacking
- Southern stairs lead to the office
- Office is randomly unlocked from southern or northern side, the other side requires 120 Hacking
- There is a desk with Large Waist Pack
- Another desk has Restricted Access Keycard (The Compound)
- File cabinet has Inventory Report oddity
- North exit leads to Entrance offices
- West exit leads to Exoskeleton Assembler Laboratory
- North exit leads to Entrance
- East exit leads to Tunnel
Exoskeleton Assembler Lab
- Exoskeleton Assembler can be used to obtain either Combat Exoskeleton, Technomedic Exoskeleton, Intercessor Exoskeleton or Psychophract Exoskeleton
- Can be hacked with 120 Hacking to gain two more exoskeletons
- There is a desk with Blueprint: Plasma Grenade
- Locked desk can be opened with 100 Lockpicking, contains a good quality Energy Edge Emitter
- There is a secret passage behind a computer rack to the north (15 Perception), leads to a box with 3 Shock Bolts Mk III, 2 Plasma Grenades Mk III and a Laser Pistol
- Western stairs up lead to Upper Passage 1
- Western stairs down lead to Fusion Cannon Lab
- West exit leads to Training Grounds
- SE exit leads to Armory
- NE exit leads to Entrance
Training Grounds
- You can interact with the console to summon multiple exosoldier patrols (without tactical bots)
- Exosoldiers here will follow your location even in stealth. Killing them all will unlock the west exit
- West exit leads to Upper Passage 2
- East exit leads to Armory
Fusion Cannon Lab
- There is a hidden Plasma Cell under a table in the south (9 Perception required)
- Shelf in the south has Inventory Report oddity
- Office in the SW corner has a pile of documents containing Nucleus Corporation Envelope oddity
- Safe in the office can be opened with 140 Lockpicking, contains Cigar and a Gold Ring
- Console in the south can be used to lift lockdown from the main control room
- Locked box requires 130 Hacking and contains Energy Pistol Frame and good quality Laser Emitter
- Other locked box requires 130 Hacking and contains Energy Pistol Frame and good quality Plasma Discharger
- Computer console in the main control room unlocks the chamber with Fusion Cannon
- East exit leads to Exoskeleton Assembler Lab
- West exit leads to Cave Lab
Cave Lab
- One of the Psychoprath corpses has Severed Exoskeleton Gauntlet oddity
- You can raise gate to the south-west with 20 Strength. If you are accompanied by the Gunslinger, the check is reduced by the value of his strength (5 base)
- Lake to the south has multiple increasing Agility checks:
- Agility 8: reach a Mindshroom
- Agility 10: reach a waterproof bag with high quality Polarizer and other electronic components
- Agility 14: reach another Mindshroom and a crate with high quality Blast Cloth and other military components
- East exit leads to Fusion Cannon Lab
- NW exit (unlockable from Damaged Assembler Lab) leads to Damaged Assembler Lab
- SW exit (behind the gate) leads to Damaged Assembler Lab
Upper Passage 1
- North exit leads to Medical Section 1
- East exit leads to Exoskeleton Assembler Lab
- West exit leads to Damaged Assembler Lab
Medical Section 1
- File cabinet in the SW room has Base Donors Chart oddity
- One locked freezer in the SW room has some Black Vitreous, requires 100 Lockpicking
- Second locked freezer in the SW room has some Morphine and Taurine, requires 100 Lockpicking
- Desk in the NW corner has Blueprint: Parafibrotic Regeneration Catalyst and two Parafibrotic Regeneration Catalysts
- File cabinet north of the desk is one of the two possible locations of Cognator Medchamber Keycard (The Compound)
- There is a hidden smaller box in the office that contains a vial of Aegis (12 Perception required)
- Locked storage room to the north can be opened with 130 Hacking
- It has a locked freezer that requires 130 Lockpicking and contains few vials of Corrosive Acid
- Vent connects to the storage room. There is Agility 13 check in the vent required to jump over to the other side
- South exit leads to Upper Passage 1
Damaged Assembler Lab
- East stairs lead to Upper Passage 1
- West stairs down leads to Cave Lab
- West stairs up leads to Upper Passage 2
Upper Passage 2
- North exit leads to Medical Section 2
- East exit leads to Damaged Assembler Lab
- West exit leads to Command
Medical Section 2
- Shelf in the NW room has Cryonic Nanocrystals oddity
- One locked freezer in the NW room has some Adrenaline and Unsaturated Psionic Catalysts, requires 100 Lockpicking
- Second locked freezer in the NW room has some Statoliths and Gyromitrin, requires 100 Lockpicking
- Third locked freezer in the NW room has some Black Vitreous, requires 100 Lockpicking
- Desk in the office has Inventory Report oddity
- Locked box in the office can be unlocked with 120 Hacking and contains good quality Regenerative Vest
- There is a hidden Super Health Hypo under a desk to the east, requires 11 Perception to discover
- Desk in the presentation room contains a random Psionic Mentor and is one of the two possible locations of Cognator Medchamber Keycard (The Compound)
- South exit leads to Upper Passage 2
Command
- There is a hidden safe in the NW room, requires 14 Perception to discover and 140 Lockpicking to open, contains 3 Fusion Cells, 3 Shock Bolts Mk III, 4 Shock Bolts Mk II and a high quality Smart Module
- SW room can be unlocked with 100 Hacking
- There is a shelf with some ammo, grenades and two Firecracker Caps
- There is a shelf with Launcher Grenade Strap Belt and some grenade launcher components
- There is a shelf with some high quality firearm parts
- Cognator's medchamber can be unlocked with Cognator Medchamber Keycard (The Compound)
- Cognator can be found here
- Med station contains Stopped Hourglass
- Medical locker contains Hypercerebrix
- Shelves contain some high quality psi headband parts
- East exit leads to Upper Passage 2
Map gallery
- Xphw exobase tun.png
Tunnel
- Xphw exobase ent.png
Entrance
- Xphw exobase arm.png
Armory
- Xphw exobase labu1.png
Exoskeleton Assembler Lab
- Xphw exobase lab1.png
Fusion Cannon Lab
- Xphw exobase lab2.png
Cave Lab
- Xphw exobase trg.png
Training Grounds
- Xphw exobase med1.png
Medical Section 1
- Xphw exobase med2.png
Medical Section 2
- Xphw exobase up1.png
Upper Passage 1
- Xphw exobase up2.png
Upper Passage 2
- Xphw exobase labu2.png
Damaged Assembler Lab
- Xphw exobase com.png
Command
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