recursal/Fanatic-Fandom huggingface dataset:
You Shall Not Pass! (Jonas)

**You Shall Not Pass! (Jonas)** is one of the quests in The Pit if player sides with Jonas.

This is an alternate quest to All In (Jonas). Compared to it, it's easier and can be solved without combat but also provides less loot.

## Description

Stop the Regulators' reinforcements from reaching Braxton.

## Rewards

* 270 Encounter XP
* 60 Quest XP

## Other Effects

* Your bond with Evans grows stronger
* Your bond with Faythe grows weaker

## Quick Walkthrough

1. Intercept the reinforcements
2. Return to Jonas

## Detailed Walkthrough

1. Intercept the reinforcements
	* Wait for the reinforcements
		+ Impersonate:[2]
			- Persuasion:[3] or Streetwise:[3]
				* Impersonate:[4] or Tell them how Braxton recruited you
					+ Persuasion:[5] or Streetwise:[5], +20 LP to all Speech skills if you succeed
		+ Streetwise:[3]
			- Persuasion:[4] or Streetwise:[4]
				* Combat Reputation:[20], if you succeed, Regulators leave regardless of Disposition but you get no XP for dealing with them
				* "There's nothing for you here now..."
					+ Persuasion:[5] or Streetwise:[5], +20 LP to all Speech skills if you succeed
		+ Fight
	* Use the control panel
		+ Gate mechanism can be fixed with Electronics:[3] and two Electronic Modules or if you lack the required skill, with three Electronic Modules
			- Computers:[3], activate the decontamination protocole - resolves the quest without combat
			- Fight
2. Return to Jonas

## Enemies

 Regulator | 50 | 26 | Double Trouble, Camp Knife, Diver Helmet, Smart Glasses, Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots
Jia

**Jia** is a shady character found in a locked apartment, north of The Church in The Pit.

She may also be met again in Church of the Elect depending on player's choices.

## Training

Jia offers a one-time free training in Steal skill to the player worth 100 LP the first time you meet her. After completing Pickpocket quest given by her, she may also teach your other party members for 200 credits per person.
Martinez

**Martinez** is a sergeant of the Regulators.

Depending on whether you side with Braxton or Jonas, Martinez might be your ally or enemy. If player completes All In (Braxton) quest with Martinez surviving the battle, he will later thank you after you return from the Habitat and give you 24 Cells.

## Feats

* Rifleman
* Sarge
* Fast Draw
* Gunfighter
* Sharpshooter

## Gear

Martinez wears Damaged Enforcer Helmet, Work Goggles, Damaged Heavy Ballistic Vest, Damaged Enforcer Armguards, Guard Boots and uses Pipe Dream assault rifle in combat and Camp Knife as a back-up weapon. He also carries one Regen (RCR-3) stim. During the All In (Braxton) quest he wears Heavy Ballistic Vest, Enforcer Armguards (instead of the damaged variants) and also carries one Flashbang (standard).

## Quests

Martinez is involved with these quests:

* All In (Braxton) - Martinez will join the assault on your side
* You Shall Not Pass! (Jonas) - Martinez leads the group of hostile Regulators
Ultra Aggro (Melee)

**Ultra Aggro (Melee)** is a type of ultra stimulant that can be synthesised in Hydroponics (Red) with Biotech:[6].

## Description

Mankind's longest dream - to create super soldiers - has finally become a reality, but this reality turned out to be far less glamorous than the dream. The serum does make soldiers stronger and faster, but the effects wear off fast and the comedown leaves them tired and exhausted.

## Details

* 5-6 Extra Melee Damage, +4 AP for 2 turns.
* Upon expiry, STR, CON, DEX, PER reduced by 3 for the duration of combat.
* Value: 200
Critical Strike

**Critical Strike** is one of the skills in Colony Ship.

Each level increases Critical Strike Chance by 2%, Takedown by +10 and critical damage multiplier by +0.01

## Description

Hit smarter, not harder. One precise strike at a vital organ is worth a half dozen clumsy blows.

## Notable Checks

3 pts
Ace Up Your Sleeve quest - Kill Isaiah quietly
4 pts
Lord's Mercy (Braxton) quest - Kill the gate guard quietly
6 pts
Spy Hunt quest - Kill the warden
7 pts
Spy Hunt quest - Kill the guard commander
Nazar

**Nazar Harrell** was a colonel of Brotherhood of Liberty and took a part in their attack on The Pit less than a year ago before leaving their ranks. He also briefly acted as Dumont's lieutenant, before finally deserting from his gang as well and fleeing to The Shuttle Bay. His military involvement in the Brotherhood, has also led Protectors of the Mission to place a bounty on his head. Player may claim this bounty by killing him and reporting to Yasmin.

He can be encountered during Kindness to Strangers quest and if persuaded to leave for The Pit, he will be found in a secluded apartment in The Outskirts, but if Braxton rules the Pit, he will join Riggs' crew and will be encountered again during Hostile Negotiations (Braxton) quest.

## Feats

* Rifleman
* Sarge
* Artful Dodger
* Big Game Hunter
* Gunfighter

## Gear

Nazar wears Enforcer Helmet, Work Goggles, Enforcer Armor, Explorer Coat, Ranger Armguards, Guard Boots and uses Battered XM7 assault rifle in combat and Combat Knife as a back-up weapon. He also has Distortion Field gadget with Power Cell MK1 upgrade and carries one Regen (RCR-3) stim.

## Implants

Nazar has Subdermal Armor and Synthetic Heart implants.

## Quests

* Kindness to Strangers
* Hostile Negotiations (Braxton) (depending on player's choices)
Sarah

**Sarah** is a doctor in The Pit. She can be found in the Medbay. She can heal the player's party for a price and sells medical equipment. she charges 25 credits for each 10 points of damage healed, fractions thereof are charged at full cost.

## Training

Sarah offers a one-time free training in Biotech skill to the player worth 100 LP. After receiving the training, she may also teach your other party members for 200 credits per person.

## Store

* 6 Regen (RCR-3)
* 4 Aggro (AGR-72)
* 200 Medkit

After you return to The Pit from the Habitat, she will also gain new merchandise:

* 2 Regen (RCR-3)
* 1 Aggro (AGR-72)
* Zen (Z4N2c)
* 100 Medkit

Depending on your choices in Little Shop of Horrors quest, she may also sell Bionic Eye, Neural Uplink or Squad Leader.

## Quests

* Little Shop of Horrors
* Mission Person
Weapons

All **weapons** have three important statistics: Damage, AP cost, and Effective Range. Accuracy of the used weapon is dependant on the corresponding skill.

## Weapons Statistics

* Accuracy - accuracy bonus to all attacks
* Aimed - accuracy bonus applied to aimed attacks
* Critical Chance - critical chance bonus to all attacks
* Graze - increases chance to graze the target if you missed the normal hit
* Penetration - enemy resistances are reduced by this percentage
* Reaction - increases chance to perform reaction attacks
* Stagger - increases chance to stagger (-5 Evasion) the enemy with each attack
Trader (The Factory)

**Trader (The Factory)** is a merchant in The Factory. He sells large assortment of weapons, armor, ammo and meds. Like rest of the Keepers, he will disappear/die if Bartholomew takes over the Fort Stanton. He's also one of the possible enemies if player sides with Bartholomew in Hostile Negotiations (The Factory) quest.

## Combat Information

He has Pistolero and Artful Dodger Feats and wears Scav Armor, Traveler Coat, Shield Armguards, Guard Boots and uses Webler revolver and Toothpick knife as a back-up weapon in combat.

## Store

* Old Stanley
* Old Cobra
* M16
* Scoped Old Betsy
* Worn Shredder
* Spartan
* Webler
* Pepperbox MK2
* Sledgehammer
* Gear Mace
* Clawhammer
* Chopper
* Combat Knife
* 2 Enforcer Armors
* 2 Scav Helmets
* Explorer Coat
* Explorer Coat (Green)
* 2 Guard Boots
* Damaged Enforcer Helmet
* Scav Armguards
* 2 Smoke (standard)
* 2 Gas (standard)
* 2 Flashbang (standard)
* Disruptor
* Pulse Grenade
* Emitter MK1
* 5 Regen (RCR-3)
* 3 Aggro (AGR-72)
* 200 .45 Ammo
* 200 5.56 Ammo
* 200 Shells
* 200 9mm Ammo
* 100 Medkit
* 2 Electronic Modules
Zeta

**Zeta Four** is a character that can be encountered in the ECLSS monastery. Later in the game she might become a conditional companion to the player, helping in combat in certain fights if you give The Machine to the monks.

## Feats

* Cyborg
* Artful Dodger
* Butcher
* Critical Thinker
* Heavy Hitter
* Precise Strike
* True Grit

## Gear

Zeta wears Energy Armor, Recon Helmet, Combat Armguards, Trooper Leg Armor and uses Auger and Viper knife in combat. She also has 36 spare Cells for her weapon and carries one Pulse Grenade.

## Quests

* Into the Wild
* Out for Delivery (Monks)
* Shutdown
* The Greater Good
Ultra Zen

**Ultra Zen** is a type of ultra stimulant that can be synthesised in Hydroponics (Red) with Biotech:[4].

## Description

This LSD-derivative will put your mind in state of 'impervious sanctity', which will make all attempts to alter or control your currently unreachable mind an exercise in futility. Side effects include paranoia, anxiety and disorientation.

## Details

* Increases Neural Resistance by 70 for 4 turns.
* PER reduced by 3 each time is taken for the duration of combat.
* Value: 250
Hired Thug

**Hired Thug** is a quest in The Pit if player sides with Braxton.

## Quick Walkthrough

1. Talk to Braxton
2. Talk to Manny in Camptown
3. Confront Samuel in The Outskirts
4. Return to Braxton

## Detailed Walkthrough

1. Talk to Braxton
2. Talk to Manny in Camptown
	* You can ask him for some additional manpower with Streetwise:[3] or Persuasion:[3] (+40 LP) and he will offer you three weak recruits as your support for 300 credits
3. Confront Samuel in The Outskirts
	* You can sneak through the back and attack him from Stealth
	* You can use Speech to make Samuel's thugs shoot him in the back
		+ Streetwise:[3], "Did you tell them there's a bounty on your head?" - if you bought recruits from Manny, you will gain a small Disposition Bonus
			- Persuasion:[4] or Streetwise:[4]
				* Success: Samuel is killed. You can then either attack thugs or leave peacefully (+70 LP to all Speech skills)
				* Failure: You fight against Samuel and two gun thugs with initiative penalty
			- Attack
	* [Initiative Bonus] Attack
4. Return to Braxton

## Allies (optional)

 Recruit | 50 | 26 | Boomstick, Camp Knife, Bowler Helmet, Worker Jacket
N-Tab Profiteering

**N-Tab Profiteering** is a quest in Brotherhood of Liberty.

## Rewards

* 90 XP, 200 credits and unlocks Friend in High Places quest if you persuaded Whatley
* 60 XP and 100 credits on return to Travis

## Quick Walkthrough

1. Talk to Travis
2. Talk to Whatley in Tranquil Terrace
3. Return to Travis

## Detailed Walkthrough

1. Talk to Travis
2. Talk to Whatley in Tranquil Terrace - if you successfuly convince him to tell you who is behind the business, you'll gain +40 LP to all Speech skills, 200 credits and unlock Friend in High Places quest
	* Impersonate:[4]
		+ Persuasion:[3] or Streetwise:[3]
	* "I can shoot you to refresh your memory..."
		+ Impersonate:[4]
			- Persuasion:[3] or Streetwise:[3]
		+ Streetwise:[3]
			- Persuasion:[4] or Streetwise:[4]
		+ "You'll have to answer for it."
3. Return to Travis
Deep Diving

**Deep Diving** is a quest given by Gideon unlocked by volunteering to find the control module during Easy Money quest.

## Quick Walkthrough

1. Talk to Gideon
2. Find the Control Module in Mission Control
3. Return to Gideon

## Detailed Walkthrough

1. Talk to Gideon
2. Find the Control Module in Mission Control
	* The module can be found in a box in Inner Sanctum (level 6)
3. Return to Gideon
Ismael

**Ismael** is Jed's ex-partner in The Heart.

## Feats

* Sprayer
* Charger
* Controlled Burst
* Fast Draw
* Gunfighter
* True Grit

## Gear

Ismael wears Enforcer Armor, Scav Jacket, Damaged Tactical Armguards, Diver Leg Armor and uses Old Cobra SMG in combat and Utility Bar as a back-up weapon. He also has Distortion Field gadget with all MK1 upgrades and carries one Flashbang (standard) and one Regen (RCR-3) stim.

## Implants

Ismael has Subdermal Armor, Bionic Eye and Motor Cortex implants.

## Quests

* Righteous Vengeance - Jed wants to take revenge on Ismael
Out for Delivery (Monks)

**Out for Delivery** is one of the main quests in Colony Ship: A Post-Earth Roleplaying Game.

*Warning - this point onwards contains spoilers*.

## Rewards

* 90+90 Encounter + 120 Quest XP
* -5 Brotherhood of Liberty/Protectors of the Mission Reputation if you persuade the intruders to leave

## Quick Walkthrough

1. Deal with the unexpected visitors in The Armory
2. Enter the code to activate the elevator
3. Escort The Machine to the Habitat
4. Talk with Ava

## Detailed Walkthrough

1. Deal with the unexpected visitors in The Armory
	* If you sided with the Protectors of the Mission earlier, you will be attacked by the Brotherhood of Liberty forces. Otherwise, Protectors will be the ones attacking
	* Tau Six and Delta Nine will appear and offer support in case of hostilities. If you want you can also refuse their support
	* Enter through main entrance
		+ [Initiative Bonus] Attack
		+ Try to convince them to back off. Your reputation with the faction will be taken into account during this conversation
			- Persuasion:[8]
				* Persuasion:[9] or Streetwise:[8]
					+ If you fail, you can summon Romeo to help you, at the cost of draining 10% of its battery
			- Streetwise:[8]
				* Streetwise:[9] or Persuasion:[8]
					+ If you fail, you can summon Romeo to help you, at the cost of draining 10% of its battery
	* Use side entrance to attack the intruders from Stealth. Keep in mind that Robot cannot be taken down from stealth
2. Enter the code to activate the elevator
	* Interact with the Machine again to continue with your journey. You can take Romeo with you, at the cost of draining 20% of its battery
3. Escort The Machine to the Habitat
	1. At the first stop you can buy some new merchandise from Trader (Hydroponics)
	2. At the second stop you will encounter hostiles ahead
		* If you killed Mathias earlier, you will encounter a hostile squad of Church of the Elect soldiers
		* Otherwise, the Church soldiers will be non-hsotile and offer escort to ECLSS
4. Talk with Ava

## Allies

### Armory Attack

 Delta Nine | 90 | 89 | Energy Shield, Abbadon, Viper, Enforcer Helmet, Combat Armor, Combat Armguards, Combat Leg Armor

### Church Ambush

 Zeta Four | 80 | 76 | Pulse Grenade, Energy Armor, Auger, Viper, Security Forces Helmet, Combat Armguards, Trooper Leg Armor
Machine Gunner (Chip)

**Machine Gunner (Chip)** is a type of module used to upgrade Exo-Spine implant.

## Description

This military kit will turn a new recruit into a semi-competent gunner able to keep the gun on target.

## Locations

* Can be extracted with Biotech:[4] from a mummified body in Mission Control level 5
* Can be extracted with Biotech:[4] from a mummified body in The Factory (frog area)

## Details

* Effect: +4 Recoil Control
* Value: 300 credits
Head

**Head** is a quest item.

## Description

A robot's head filled with enough sensors to see more than a human ever could: from detecting and tracking incoming projectiles to detecting intent and capability of groups and individuals.

## Location

Can be extracted from a broken robot in the third level of Mission Control with Computers:[3]
Faythe

**Faythe Ward** is one of the recruitable Followers.

She can be found above Earl's Office and can join the player party after completing Damsel in Distress quest.

## Character Sheet

Faythe starts at level 1. Her high Intelligence and Educated Feat make her a good candidate for a designated skill specialist or sneaky thief/assassin.

### Starting Stats

* Strength 5
* Constitution 5
* Dexterity 9
* Perception 7
* Intelligence 9
* Charisma 6

### Starting Skills

* Bladed 2
* Pistol 2
* Critical Strike 2
* Evasion 2
* Biotech 2
* Computers 2
* Electronics 2
* Lockpick 2
* Sneak 2

## Starting Gear

Faythe starts with a Studded Vest, Gunslinger Jacket, Shield Armguards, Boots, Toothpick Knife, Springer Pistol and one Regen (RCR-3) stimulant and one Flashbang (standard) grenade.

## Implants

Faythe starts with already installed Neural Uplink and will accept Bionic Eye, Motor Cortex, Exo-Spine and Subdermal Armor.

## Loyalty unique effects

* Engaged - Faythe: Skill Gain +5%, Evasion +6
* Inspired - Faythe: Skill Gain +5%, Evasion +6, Party: Initative +2

## Unique Feats

Immediately after Faythe joins your party, she will be able to gain one of two unique feats, depending on the dialogue option you choose:

* Assassin: Melee Damage +2, Critical Chance +6, Penetration +10, Takedown +15
* Thief: -1 to Noise generation per tile, +25% skill gains in Sneak, Lockpick and Steal

## Gallery

Faythe starting statsFaythe starting equipment
Road of Yellow Bricks

**Road of Yellow Bricks** is one of the main quests in Colony Ship: A Post-Earth Roleplaying Game, triggered by going to The Factory.

## Description

1. Talk to the greeter across the bridge to start your journey.
2. Take the elevator down and cross the bridge to reach Fort Stanton.
3. Talk to Thomas Stanton to travel deeper into the Factory.
4. Talk to Sergeant Smiles to depart. Make sure to stock up on supplies before you leave.
5. Follow the road until you reach Fort Defiance.
6. Let Stanton know what transpired to plan the next step.

## Rewards

* 60 XP
* 90 XP for surviving the ambush

## Quick Walkthrough

1. Travel to The Factory and talk to the greeter
2. Talk with Stanton
3. Talk to Smiles
4. Travel to Fort Defiance
5. Survive the ambush OR Leave Smiles to die
6. Return to Stanton

## Detailed Walkthrough

1. Travel to The Factory and talk to the greeter
	* To gain passage, you will need to first complete The Crossroads questline, with either Braxton, Jonas or Mercy ruling supreme over The Pit
2. Talk with Stanton
3. Talk to Smiles
4. Travel to Fort Defiance
	* On the way to the fort a sniper will shoot one of the Keepers. You can shoot the sniper with Rifle:[5] (+16 LP) or let one of your followers do it for you if they meet the requirement. Hidden Critical Strike:[4] check (+16 LP) will allow to kill the sniper for which the Keeper will award you with M16A rifle. With Biotech:[3] you can also tend the wounds of the keeper (+20 LP), even if you failed the Rifle check
5. Survive the ambush OR Leave Smiles to die
	* Once you arrive at Fort Defiance you will learn that the Black Hand has ambushed the Keepers and killed everyone inside. You can either stay and fight with Smiles or leave her to die and flee to warn Stanton.
6. Return to Stanton
Head Hunter

**Head Hunter** is a quest given by Maryam in Hydroponics (Green).

## Description

This quest can be unlocked by giving Maryam a Psyker's Brain which drops from Psykers

## Rewards

* 60 XP
* one Zen (Z4N2c) stim
* Mutation feat of your choice OR 2 Regen (RCR-3), 2 Aggro (AGR-72) and 2 Zen (Z4N2c) stims

## Quick Walkthrough

1. Give Maryam a Psyker's Brain
2. Find three more brains
3. Return to Maryam

## Detailed Walkthrough

1. Give Maryam a Psyker's Brain
	* With Steal:[3], you can steal a Power Cell MK1 from her (+20 LP)
	* She will give you one Zen (Z4N2c) stim and ask you to get three more Psyker's brains
2. Find three more brains
	* Psykers can be found in these locations: one in The Armory, two in Hydroponics (Green), one in Mission Control and two in The Factory. Keep in mind that once you enter The Factory, you will not be able to come back to Maryam until you finish Chapter 2
3. Return to Maryam
	* You will gain access to one of the Mutations, linked to one of three possible stims, making them more potent when used
	* If you don't want to be a test subject, she will instead offer 2 Regen (RCR-3), 2 Aggro (AGR-72) and 2 Zen (Z4N2c) stims
The Crossroads

**The Crossroads** is one of the quests in The Pit.

## Rewards

* 60 XP
* 300 credits (optional)

## Quick Walkthrough

1. Talk to Jonas in The Promised Land
2. Accept Jonas' offer OR return to Braxton

## Detailed Walkthrough

1. Talk to Jonas in The Promised Land
	1. Depending on chosen dialogue options, you can either side with Jonas, or tell him that Braxton is better fit to rule The Pit
	2. Streetwise:[3], You can also ask Jonas for some payment in advance in exchange for siding with him - If you succeed, you gain 300 credits, +40 Streetwise LP
2. Accept Jonas' offer OR return to Braxton
	* If you side with Jonas, Ace Up Your Sleeve quest starts
	* If you side with Braxton, Hired Thug quest starts
Hostile Negotiations (Braxton)

**Hostile Negotiations (Braxton)** is one of the quests in The Pit in Chapter 3 if player sides with Braxton.

## Rewards

* 90 Encounter XP if you convince Braxton
* 90 Encounter XP for dealing with Isaiah
* 90 Encounter XP for killing Riggs
* 60 Quest XP on quest completion

## Quick Walkthrough

1. Talk to Braxton
2. Go to Trading Plaza in The Outskirts
3. Talk with Riggs
4. Return to Braxton
5. Decide how to deal with Riggs
6. Return to Braxton

## Detailed Walkthrough

1. Talk to Braxton
2. Go to Trading Plaza in The Outskirts
3. Talk with Riggs
	* If you convinced Nazar in Kindness to Strangers quest to leave for the Pit, you will meet him again as a member of Riggs' crew
	* Listen to Riggs' offer
	* [Initiative Bonus] Attack!
4. Return to Braxton
	* If you killed Riggs then quest is completed
	* If you listened to Riggs:
		+ Accept his order and kill Riggs. If you ask if there's another way to his hideout, you will learn about a secret smuggler's path near cargo container E4
		+ Convince him to accept Riggs' offer
			- Persuasion:[6]
				* Persuasion:[7] or Streetwise:[7], +40 LP to all Speech skills if you succeed
5. Deal with Riggs
	* If you convinced Braxton, you can simply inform him and return to Braxton
	* You can attack him (even if you convinced Braxton)
	* Old smuggler's path:
		1. There's a crate with two Electronic Modules
		2. Once you try to open the backdoor, you will be confronted by Isaiah
			+ Streetwise:[3]
				- Impersonate:[3]
					* Persuasion:[4] or Streetwise:[4]
						+ Success: +40 LP to all Speech skills, Isaiah leaves
						+ Failure: Critical Strike:[5] (+40 LP) Kill him
			+ Critical Strike:[5] (+40 LP) Kill him
				- If you fail this check, you will start combat
		3. Sneak inside and kill Riggs
			+ Side door to Riggs' room can be opened with Lockpick:[4]
6. Return to Braxton
Electronics

**Electronics** is one of the skills in Colony Ship.

## Description

The state of electronic systems on the Ship ranges from disrepair to ruin, so you'll never run out of things to fix.

## Notable Checks

3 pts
Mission Control - Remove the Gyroscope quest item from a broken robot
4 pts
Soldier of Fortune quest - Activate the alarm
5 pts
Fixer quest - Remove the Heavy Power Cell quest item from a broken robot
Mission Person quest - Remove the Heavy Power Cell quest item from a broken robot
6 pts
Spy Hunt quest - Fix the escape hatch (also requires Computers:[6])
Friend in High Places quest - Mess with the oxygen generator (also requires Lockpick:[4])
Some Assembly Required quest - Open the hatch in the back of the Warehouse
7 pts
Mission Control, high-security vault - Gain Machine Hunter feat from the computer terminal
Abraham

**Abraham Davis** is the Chaplain-General of the Church of the Elect.

To gain an audience with him, player requires to successfully persuade John in Deviant Faith quest or fail but have at least Church Reputation:[5].

## Quests

* A Traitor in Our Midst - Abraham will be very interested in the information about who betrayed Hanson
* A Deal with the Devil (Mercy) - Mercy wants you to make contact with Abraham and ask for an alliance
* With Friends Like These... - Nico wants you to make contact with Abraham and ask for an alliance
* The Holy Grail - Abraham is one the possible recipients of The Machine
Heavy Power Cell

**Heavy Power Cell** is a quest item that can used to power up Romeo.

## Description

A heavy energy cell that can power up various robotic units.

## Locations

* Can be scavenged from the Robot fought in First Law of Robotics quest
* Can be scavenged with Electronics:[5] from a broken robot in Fixer quest
* Found in a locker (Lockpick:[7] required) in The Heart Warehouse
* Can be scavenged with Electronics:[5] from a broken robot in Mission Person quest
* Can be scavenged from the two Robots guarding the admin center in Mission Control level 7
* Can be scavenged from the Robots during Out for Delivery (Monks) or Out for Delivery (Habitat) quest
GlareShield (Chip)

**GlareShield (Chip)** is a type of module used to upgrade Bionic Eye implant.

## Description

Designed for pilots, this augmentation reduces exposure to sun glare and adds thermal and infrared imaging.

## Locations

* Can be extracted with Biotech:[5] from a mummified body in The Armory Depot A2
* Can be extracted with Biotech:[5] from a body in Mission Control level 6
* Can be extracted with Biotech:[5] from a mummified body in Hydroponics Yellow Zone Research Complex, first floor, eastern room

## Details

* Effect: +20 Thermal Vision, +20 Optical Resistance
* Value: 300 credits
Mysterious Stranger

**Mysterious Stranger** is one of the quests in The Pit.

## Expiry

This quest will become unavalaible once player moves to the The Factory.

## Rewards

* 90+90 Encounter + 60 Quest XP
* Disruptor MK1
* +1 Church of the Elect Reputation

## Quick Walkthrough

1. Find Hank in The Outskirts
2. Defeat rest of the gang
3. Talk with Hank
4. Talk with Solomon

## Detailed Walkthrough

1. Find Hank in The Outskirts
	* He can be found in a house near the entrance to the Outskirts harassed by two thugs
	* [Initiative Bonus] Attack
	* OR Scare the thugs away:
		+ Impersonate:[2]
			- Streetwise:[2]
				* Streetwise:[3]
					+ Success: +70 LP to all Speech skills, if you fail you will start combat with Initiative Penalty
2. Defeat rest of the gang
	* You can either make a frontal assault or sneak through the vent to assassinate thugs from Stealth
	* Door to the front room can be opened with Lockpick:[2]
	* Weapon Case can be opened with Lockpick:[4], it contains fully loaded M16 rifle
3. Talk with Hank
	* He'll give you Disruptor MK1 upgrade for Distortion Field gadget as a reward for killing the thugs
4. Talk with Solomon
	* If you completed Lamb Among Wolves quest earlier and asked him about any other jobs, you will be awarded +1 Church of the Elect Reputation for solving Hank's problems

## Enemies

### Two Thugs

 Thug | 50 | 23 | Maverick, Utility Bar, Worker Jacket, Worker Boots

### Outskirts Gang

 Thug | 50 | 33 | Gatling Gun, Utility Bar, Face Mask (Skull), Protective Sleeves, Worker Boots
Medkit

**Medkit** is an item that can be used in the Party Management screen (P key by default) to heal yourself and your party members outside of combat or automatically after each fight. Amount of healing per medkit depends on the Biotech skill of the designated specialist.

## Details

Heals 10 HP + 2 HP per point of Biotech skill of the medic. Open the Party Management screen to use

Value: 25
Stimulants

**Stimulants** are medicines that can be used during combat to heal a character during combat or grant them temporal boosts. All stimulants also have side-effects for the duration of the combat.

* Regen (RCR-3) - An experimental Rapid Cellular Regeneration compund that accelerates tissue regeneration for a short time, consuming all avalaible body energy in the process.
* Aggro (AGR-72) - Mankind's longest dream - to create super soldiers - has finally become a reality, but this reality turned out to be far less glamorous than the dream. The serum does make soldiers stronger and faster, but the effects wear off fast and the comedown leaves them tired and exhausted.
* Zen (Z4N2c) - This LSD-derivative will put your mind in state of 'impervious sanctity', which will make all attempts to alter or control your currently unreachable mind an exercise in futility. Side effects include paranoia, anxiety and disorientation.

Effects of the stimulants can be improved with Mutations granted by completing Head Hunter quest given by Maryam in Hydroponics (Green).

Player can also create up to three ultra stims of their choice in Hydroponics (Red) with sufficient Biotech skill. There are four types of ultra stims: Ultra Zen, Ultra Regen, Ultra Aggro (Melee) and Ultra Aggro (Focus). They are characterized by stronger effects but also bigger drawbacks.
Storm

**Storm** is a leader of a small group in Brotherhood of Liberty district, disgruntled with its government.

## Feats

* Pistolero
* Sarge
* Fast Draw
* Opportunist

## Gear

Storm wears Enforcer Armor, Gunslinger Jacket (Yellow), Diver Armguards, Guard Boots and uses Webler revolver in combat and Toothpick as a back-up weapon. She also has Energy Shield gadget and carries one Regen (RCR-3) stim.
A Traitor in Our Midst

**A Traitor in Our Midst** is a quest in Brotherhood of Liberty given by Hanson.

## Rewards

* 90 Encounter XP for learning the name from Sheffield
* 90 Encounter XP for persuading Hanson (optional)
* 90 Encounter + 60 Quest XP for dealing with the traitor

## Quick Walkthrough

1. Talk to Hanson
2. Talk with Sheffield
3. Talk with Abraham (optional)
4. Deal with the traitor (Abraham path)
5. Deal with the traitor (Hanson path)

## Detailed Walkthrough

1. Talk to Hanson
2. Talk with Sheffield
	1. You need to first complete Spy Hunt quest. Once you talked with both Hanson and Silas, you will be stopped by guards and taken to him if you go to Protectors of the Mission district
	2. Convince him to reveal the name of traitor. Your Protectors of the Mission Reputation is taken into account during this conversation
		* Persuasion:[5] or Streetwise:[5]
			+ Persuasion:[6] or Streetwise:[6]
				- Success: you gain +20 LP to all Speech skills and learn that the traitor was Eden, Hanson's right-hand
				- If you failed, report back to Hanson to end the quest but for no reward
3. Talk with Abraham (optional)
	1. If you have gained an audience with Abraham earlier, you will have an option to tell him about Eden
	2. He'll give you a forged evidence and tell you to meet with her (she can be met in Brotherhood Admin District in one of the gated government buildings)
4. Deal with the traitor (Abraham path)
	1. Convince Eden to take Abraham's offer
		* Persuasion:[6] or Streetwise:[6]
			+ Persuasion:[7]
				- Success: you gain +40 LP to all Speech skills
				- Failure: Starts combat with Initiative Penalty
	2. Report back to Hanson
	3. Report back to Abraham to complete the quest
5. Deal with the traitor (Hanson path)
	1. Speak with Hanson
		* Persuasion:[6], Convince him to spare Eden
			+ Persuasion:[7] or Streetwise:[7]
				- Success: you gain +40 LP to all Speech skills
		* Agree to kill Eden
	2. Talk with Eden (she can be met in Brotherhood Admin District in one of the gated government buildings)
		* Persuasion:[7] or Streetwise:[7] Convince her to take her own life
			+ Success: you gain +40 LP to all Speech skills
			+ Failure: Starts combat with Initiative Penalty
		* (If you convinced Hanson) Tell her that Hanson will spare her in exchange for loyalty
		* Attack
	3. Report back to Hanson
Ultra Aggro (Focus)

**Ultra Aggro (Focus)** is a type of ultra stimulant that can be synthesised in Hydroponics (Red) with Biotech:[6].

## Description

Mankind's longest dream - to create super soldiers - has finally become a reality, but this reality turned out to be far less glamorous than the dream. The serum does make soldiers stronger and faster, but the effects wear off fast and the comedown leaves them tired and exhausted.

## Details

* +4 AP, +30 Rection, +25 Accuracy for 2 turns.
* Upon expiry, STR, CON, DEX, PER reduced by 3 for the duration of combat.
* Value: 200
Trader (The Church)

**Medic (The Church)** is a merchant in Church of the Elect.

## Store

* Outrider
* Bowie
* Reinforced Guard Armor
* Trooper Armor
* Explorer Coat (White)
* Flashbang (standard)
* Gas (standard)
* Smoke (standard)
* 200 .45 Ammo
* 200 5.56 Ammo
* 200 9mm Ammo
* 200 Shells

If you complete Into the Wild, staying loyal to the Church, you will gain access to his restricted merchandise. Additionally, based on your Church of the Elect Reputation you might get a 10% or 20% discount on the items (5 Reputation and 20 Reputation required respectively):

* XM5 Delta
* XM7 Sentinel
* Long John
* Assault Shotgun
* Old Glory
* Hardballer
* Spiked Mace
* Warblade
* 2 Flashbang (high-grade)
* 2 Gas (high-grade)
* 2 Smoke (high-grade)
* Trooper Jacket
* Trooper Armor
* Trooper Helmet
* Combat HUD
Fixer

**Fixer** is a quest in The Heart given by Oakes.

## Description

Oakes wants you to break into a workshop on the trading plaza and get a special metal case.

## Rewards

* 90 XP for stealing the case without triggering the alarm
* 60 XP on return to Oakes and 250 credits if you give him the case

## Quick Walkthrough

1. Talk to Oakes
2. Break into the workshop in Trading Quarters
3. Return to Oakes

## Detailed Walkthrough

1. Talk to Oakes
2. Break into the workshop in Trading Quarters
	1. Opening the door requires Lockpick:[6]
	2. [Stealth] Steal the metal case inside
		* There is also a broken robot you can scavenge for parts with Electronics:[5], granting you a Heavy Power Cell
		* Stealing the case without raising the alarm will award bonus Sneak LP
3. Return to Oakes
Isaiah

**Isaiah Davis** is a man living in The Pit.

Isaiah can be encountered first during Ace Up Your Sleeve quest if player sides with Jonas. If not killed, player may encounter him later during There Can Be Only One (Falkner) quest if you side with Falkner. He also appears during Hostile Negotiations (Braxton) and Hostile Negotiations (Mercy).

## Combat Information

In the first encounter, Isaiah wears Ballistic Vest, Worker Jacket and uses Boomstick shotgun, with Utility Bar as a back-up weapon. He also has Sharpshooter feat.

During the second encounter, Isaiah wears Ballistic Vest, Worker Jacket, Protective Sleeves, Worker Boots and uses Double Trouble double-barrel shotgun, with Utility Bar as a back-up weapon. He also additionally gains Shotgunner feat.

## Quests

Isaiah is involved with these quests:

* Ace Up Your Sleeve (Jonas questline)
* There Can Be Only One (Falkner) (Jonas questline)
* Hostile Negotiations (Braxton) (Braxton questline)
* Hostile Negotiations (Mercy) (Mercy questline)
Training Token

**Training Tokens** are items providing +200 LP training to three skills associated with the token. Tokens may be redeemed at Skill Training Machines. One such machine can be found at Old Earth Emporium in The Pit

## Variants

* Urban Pacification Training - Rifle/Bladed/Evasion +200 LP
* Riot Control Training - Blunt/Armor/Critical Strike +200 LP
* Infilitration Training - Sneak/Critical Strike/Lockpick +200 LP
* Crisis Intervention Training - Persuasion/Streetwise/Impersonate +200 LP
* Combat Training - Critical Strike/Evasion/Armor +200 LP
* Basic Maintenance Training - Electronics/Computers/Lockpick +200 LP
* Field Surgeon - Biotech/Bladed/Critical Strike +200 LP
* Security Officer Training - Blunt/Persuasion/Computers +200 LP
* Breach Team Training - Shotgun/Armor/Lockpick +200 LP
* Tactical Response Training - SMG/Pistol/Evasion +200 LP
* Surveillance Training - Sneak/Steal/Computers +200 LP
* Lab Technician Training - Biotech/Computers/Electronics +200 LP
* Undercover Training - Impersonate/Steal/Streetwise +200 LP

## Locations

* The Armory Depot A2 has a terminal with four possible token options: Urban Pacification, Riot Control, Infilitration and Crisis Intervention
* Boone for completing Moonshine quest can give you a Combat Training token
* Mission Control Level 5 has a broken terminal with four possible token options: Basic Maintenance, Field Surgeon, Security Officer and Combat Training
* The Factory has a terminal containing code that can be redeemed in a Token machine nearby for one of four possible options: Breach Team, Riot Control, Tactical Response and Crisis Intervention
* Maintenance Deck has a body in a manhole with a code that can be redeemed in a Token machine nearby for one of three possible options: Surveillance, Basic Maintenance, Security Officer and Field Surgeon
* Mission Control Level 7 has a terminal with four possible token options: Urban Pacification, Tactical Response, Breach Team and Undercover Training
* Hydroponics (Yellow) has a corpse with Lab Technician Training token
United We Stand

**United We Stand** is one of the quests if player sides with Jonas.

## Quick Walkthrough

1. Travel to The Shuttle Bay and try to gain alliance with Jackson's Riflemen
2. Return to The Pit and talk with Jonas

## Detailed Walkthrough

1. Travel to The Shuttle Bay and try to gain alliance with Jackson's Riflemen
	* Complete Kindness to Strangers questline by either siding with Moses or Nico
		+ If you side with Moses, complete The Showdown (Moses) quest and persuade him to ally with Jonas
		+ If you side with Nico, he will eagerly accept alliance offer if you complete The Showdown (Nico) quest unless you chose combat solution and Nazar didn't stay to defend in which case Nico will refuse on the basis of losing too many men
2. Return to The Pit and talk with Jonas
	* He will react differently to the alliance with Moses and Nico but as long as you are successful the quest will be marked as completed
	* If you fail to secure an alliance, he will be unhappy but you will still be able to continue his questline
Machinegun Robot

**Machinegun Robots** are a variant of the normal Robot equipped with machine guns, deployed by the Habitat factions. They are overall weaker and do not posses grenade launchers. Knockdown effect and Pulse Grenades can be useful in combat against them, as they are unable to use their burst attacks if their AP is reduced.
Matheson (quest)

**Matheson (quest)** is a quest in Protectors of the Mission given by Silas if player has spared the Spy in Spy Hunt quest and informed Silas about it.

## Quick Walkthrough

1. Talk to Silas
2. Talk with Hanson
3. Return to Silas

## Detailed Walkthrough

1. Talk to Silas
2. Talk with Hanson
	1. To gain an audience with him, you need to complete The Coming Storm quest
	2. To learn what he knows, you need first to complete A Traitor in Our Midst quest
		* If you gave the forged evidence to Hanson, he will cut contact with the Protectors
3. Return to Silas
	* If Hanson cut contact, you will unlock Soldier of Fortune quest
Gas

**Gas** is a type of grenade. On detonation, it creates a cloud of toxic gas which will poison any character that comes into contact with it. Effects of the poison can be mitigated with Toxic Resistance.

## Description

A grenade containing low grade poison gas in liquid form.

## Details

* AP Cost: 3
* Range: 12
* Radius: 2
* Duration: 4
There Can Be Only One (Falkner)

**There Can Be Only One (Falkner)** is one of the quests in The Pit in Chapter 3 if player sides with Jonas and in The Sons of Liberty quest, Jonas has picked Falkner as the leader of his new crew.

## Rewards

* 90 Encounter + 60 Quest XP for dealing with Riggs
* 90 Encounter XP for dealing with Isaiah (optional)

## Quick Walkthrough

1. Talk to Falkner
2. Talk to Riggs
3. Assasinate Riggs (optional)
4. Return to Falkner
5. Return to Jonas

## Detailed Walkthrough

1. Talk to Falkner
2. Talk to Riggs
	* Convince him to surrender his crew, +40 LP to all Speech skills if you succeeded
		+ Persuasion:[6] or Streetwise:[6]
			- Persuasion:[7] or Streetwise:[7]
	* Attack
3. Assasinate Riggs (optional, if you failed to persuade him and didn't kill him earlier)
	* There's a secret smuggler's path near cargo container E4 leading to the back of Riggs hideout
		1. There's a crate with two Electronic Modules
		2. Once you try to open the backdoor, you will be confronted by Isaiah if you didn't kill him in Ace Up Your Sleeve quest
			+ If you stole Disruptor Cores from him:
				- Streetwise:[3]
					* Impersonate:[3]
						+ Persuasion:[4] or Streetwise:[4]
							- Success: +40 LP to all Speech skills, Isaiah leaves
							- Failure: Critical Strike:[5] (+40 LP) Kill him
				- Critical Strike:[5] (+40 LP) Kill him
					* If you fail this check, you will start combat
			+ If you scammed him earlier:
				- Persuasion:[3]
					* Streetwise:[4]
						+ Success: +40 LP to all Speech skills, you pay 1000 credits, Isaiah leaves
						+ Failure:
							- Critical Strike:[5] (+40 LP) Kill him
							- You pay 2000 credits, Isaiah leaves
				- Critical Strike:[5] (+40 LP) Kill him
					* If you fail this check, you will start combat
		3. Sneak inside and kill Riggs
			+ Side door to Riggs' room can be opened with Lockpick:[4]
4. Return to Falkner
5. Return to Jonas
The Shuttle Bay

**The Shuttle Bay** is one of the locations in the game.

## Description

Noah relied on doves to find a landing place, the Ship carried twelve survey shuttles for that same purpose. Even though the Shuttle Bay survived the Mutiny intact, it was looted in the interim, the life support systems and emergency supplies stripped, and the shuttle interiors used by generations of squatters.

## Storage

These storage wings were once filled with containers and the shuttle maintenance pits weren't always filled with refuse and garbage.

* Nico can be found near the entrance to the hangar. Talking to him will start Kindness to Strangers quest and allow to enter the hangar
* Nazar can be found in the west wing
* Mother can be found in the east wing

## Hangar

This old hangar with two dozen shuttles has been turned into a thriving small fort protected by a container wall that would rival that of any medieval castle.

* Moses can be found on the upper floor of the hangar
* Medic (The Shuttle Bay) sells meds
	+ Steal:[4], grab an Aggro (AGR-72) stim nearby
	+ Steal:[3], grab 3 Medkits nearby
* Trader (The Shuttle Bay) sells various military goods here
	+ Steal:[4], grab 36 .45 Ammo nearby
First Law of Robotics

**First Law of Robotics** is one of the quests in Maintenance Deck in given by Eli.

## Description

Monk Eli needs a humidity calibrator. you'll have to get past the sentry robots first.

## Quick Walkthrough

1. Talk to Eli
2. Defeat the robots
3. Return to Eli

## Detailed Walkthrough

1. Talk to Eli
2. Defeat the robots
	1. If Evans is in your party, he will gain one of his two unique feats before the fight
	2. You fight against one Robot and two Energy Turrets (Level 2). Pulse Grenades can be very useful in this fight
	3. After defeating the robots, get the calibrator from the room behind the robots. There is also a body with Defender energy shotgun, Distortion Field, Disruptor MK2, Riot Officer Armor, Riot Armguards, Riot Helmet and Riot Leg Armor. Another corpse has a Heavy Infantry (Chip) upgrade which can be extracted with Biotech:[6]. There is also a datapad that you can unlock to learn some lore and gain +20 Computers LP
3. Return to Eli
Ol' Bub

**Ol' Bub** (short for Beelzebub) is a deadly beast lurking in the depths of Mission Control. Originally dubbed 'Sand Striker' and intended as a protector for the future colony, after the Mutiny it became a terror of the ruins instead, killing a large score of scavengers over a period of many decades.

Ol' Bub is very resilient to all types of attacks, having 6 natural DR and regenerates 3 HP each turn. It can cause panic with its roar to everyone on the battlefield, its worm spit deals poison damage and blinds the target, while bites of Bub's maws can target individual parts of target's body, have 40 penetration and inflict bleeding status effect with each hit.

Ol' Bub will not attack Romeo if it is brought to the battlefield until all other party members are defeated.

Ol' Bub is (unsurprisingly) immune to Aimed Arms and Aimed Legs attacks.

Zillah has placed a bounty on Bub, offering 2000 credits to anyone who manages to slay it and bring her its jaws.

## References

1. ↑ HuggyBear's Colony Ship Walkthrough Steam Guide
Shutdown

**Shutdown** is one of the main quests if players sides with House of Ecclesiastes.

*Warning - this point onwards contains spoilers*.

## Quick Walkthrough

1. Travel to The Pit
2. Talk with the mayor
3. Talk to Ava in ECLSS

## Detailed Walkthrough

1. Travel to The Pit
2. Talk with the mayor
	* If Jonas or Braxton is in charge of the town, you can also optionally convince the mayor to work for the monks (no checks)
3. Talk to Ava in ECLSS
There Can Be Only One (Riggs)

**There Can Be Only One (Riggs)** is one of the quests in The Pit in Chapter 3 if player sides with Jonas and in The Sons of Liberty quest, Jonas has picked Riggs as the leader of his new crew.

## Rewards

* 90 Encounter + 60 Quest XP for dealing with Falkner
* Colt Classic pistol if you convinced Falkner to fight Riggs
* 90 Encounter XP for dealing with McNeil (optional)

## Quick Walkthrough

1. Talk to Riggs
2. Deal with Falkner
3. Return to Riggs
4. Deal with McNeil (optional)
5. Return to Jonas

## Detailed Walkthrough

1. Talk to Riggs
	* He will ask you to either kill Falkner for him in a public Courthouse duel or to persuade him to take Riggs' challenge
2. Deal with Falkner
	* Convince him to fight Riggs:
		+ Persuasion:[6] or Streetwise:[6]
			- Persuasion:[7] or Streetwise:[7]
				* Success: +40 LP to all Speech skills, Riggs will then kill Falkner in a duel and give you Falkner's Colt Classic as a token of gratitude
	* Accept Riggs offer and fight Falkner yourself
		+ You will fight Falkner in the Courthouse. Falkner's party scales with yours so if you are alone, Falkner will also be alone
3. Return to Riggs
4. Deal with McNeil (optional, only if you solved the Lamb Among Wolvesquest without killing him)
	* If you killed Falkner personally, he will attack
	* If you convinced Falkner to duel Riggs, you will have an option to persuade McNeil to let you go:
		+ Persuasion:[5] or Streetwise:[5]
			- Persuasion:[6] or Streetwise:[6]
				* Success: +20 LP to all Speech skills
5. Return to Jonas
Pistols

**Pistols** includes normal pistols, revolvers, multi-barrel pistols, semi-automatic pistols and energy pistols.

## Revolvers

Revolvers have access to Fanning special attack.

## Multi-Barrel Pistols

Multi-Barrel Pistols have access to Double Shot special attack.

## Semi-Automatic Pistols

Semi-Automatic Pistols have access to Triple Shot special attack.

## Energy Pistols

Energy Pistols are unique Pistols that use Cells instead of regular ammo.
Biotech

**Biotech** is one of the skills in Colony Ship.

It is used to extract implants, increases amount of healing per medkit by 2 per level and is checked in dialogues.

## Description

There isn't always time to track down a doctor to extract an implant from a newly minted corpse. Learn the basics and improve both your chances of survival and quality of life.

## Extracting Implants

Biotech level required to extract an implant depends on its type and whether they are "ready to use" or not. "Ready to use" implants can be extracted from long dead mummified bodies found in various locations, while implants from slain enemies are damaged, requiring 1 lower Biotech skill level but also awarding half LP and needing to be repaired first before usage. Failing the check needed to extract damaged implant will ruin it but you can sell it for scraps and gain small amount of LP. Damaged implants can be fixed with the default amount of Biotech skill and some spare Electronic Modules (2 for Bionic Eyes and Neural Uplinks, 4 for Subdermal Armor and 3 for rest of implants).

## Notable Checks

3 pts
Mission Control, Admin Center - Save the life of a wounded scav with Regen (RCR-3)
4 pts
Mission Control, Admin Center - Synthesize a stim of your choice in the computer terminal
Hydroponics (Yellow) - Gain Override Module (Hydroponics) from the terminal in the middle of Gibson Research Station
7 pts
Hydroponics (Yellow) - Gain Creeper Hunter feat from the computer terminal (also requires Computers:[6])