recursal/Fanatic-Fandom huggingface dataset:
All In (Braxton)

**All In (Braxton)** is one of the quests in The Pit if player sides with Braxton.

This is an alternate quest to You Shall Not Pass! (Braxton). Compared to it, it's harder and can be solved only through combat but also provides more loot.

## Rewards

* 270 Encounter XP
* 60 Quest XP
* Regulator Badge (depending on player choices)

## Other Effects

If Braxton becomes the new mayor:

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

If Mercy becomes the new mayor:

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

## Quick Walkthrough

1. Talk to Braxton when ready
2. Storm The Promised Land (Phase 1)
3. Storm The Promised Land (Phase 2)
4. Leave the saloon
5. Talk to the new mayor

## Detailed Walkthrough

1. Talk to Braxton when ready
2. Storm The Promised Land (Phase 1)
	* TIP: Before the fight, in the Party Screen (P key by default) mark Fully Heal Party as you will not have a chance to heal and prepare between phase 1 and phase 2
	* You fight against six guards with Martinez and Melee Regulator on your side as allies. Additionally, for each follower below the party limit you gain one additional Regulator ally
	* You will not be able to loot any of the enemies in this phase
3. Storm The Promised Land (Phase 2)
	* You fight against Jonas, Caleb, Doorman and four guards. Any ally survivors from the previous fight will join you
4. Leave the saloon
	* If you convinced Mercy to betray Jonas in previous quest, she will confront you when you are about to leave
		+ You can ignore her offer
		+ Kill her to prove your loyalty to Braxton - starts combat against Mercy and three guards
		+ Accept her offer and kill Braxton - starts combat against Braxton and five Regulators, with Mercy and her crew fighting on your side as independent allies
5. Talk to the new mayor
	* If Braxton is alive, he will give you Regulator Badge and task you to go to the Habitat and strike an alliance with Protectors of the Mission
	* If Braxton is killed and Mercy is in charge now, she will task you to go to the Habitat and strike an alliance with Church of the Elect

## Allies

 Regulator #3 | 40 | 33 | Street Sweeper, Camp Knife, Ballistic Helmet, Damaged Heavy Ballistic Vest, Scrapper Coat, Damaged Scav Armguards, Welding Boots

## Next Quest in Chain

* A Deal with the Devil (Mercy) (Mercy path)

## References

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

There are three basic types of **reputation** in *Colony Ship*.

## General Reputation

Represents your actions and exploits you may achieve in the course of the story. Depending on your score, you'll be treated accordingly.

### Combat

Represents how many times you have prevailed in a fight and lived to tell the tale. Sometimes rumors of your combat prowess alone can make another person reconsider their position.

### Diplomacy

Represents how many times you have solved problems with Speech.

### Stealth

Represents how many times you have solved problems with Stealth.

### Exploration

Represents how far have you traveled and how many secret areas have you uncovered.

## Faction Standings

Represents your reputation with four major factions of the game. Depending on your score, you'll be treated accordingly. Faction Standing is often checked in dialogue with the respective faction members, potentially making it easier or harder to convince them of your point of view.

* Protectors
* Brotherhood
* Church
* Covenant

## Beliefs

Represent beliefs of your character. It can fluctuate based on your chosen dialogue options and actions.

* Faith: Atheism vs Theism
* Values: Tradition vs Progress
* Control: Liberty vs Authority
* Xeno: Phobia vs Philia
Hostile Negotiations (Mercy)

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

## Rewards

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

## Quick Walkthrough

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

## Detailed Walkthrough

1. Talk to Mercy
2. Go to Trading Plaza in The Outskirts
3. Talk with Riggs
	* Listen to his offer
	* [Initiative Bonus] Attack!
4. Return to Mercy
	* If you killed Riggs then quest is completed
	* If you listened to Riggs:
		+ Accept her 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 her to accept Riggs' offer
			- Persuasion:[6] or Streetwise:[6]
				* Persuasion:[7] or Streetwise:[7], + 40 LP to all Speech skills if you succeed
5. Deal with Riggs
	* If you convinced Mercy, you can simply inform him and return to Mercy
	* You can attack him (even if you convinced Mercy)
	* 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 Mercy
The Coming Storm

**The Coming Storm** is a quest in Brotherhood of Liberty.

## Rewards

* 90+90 Encounter + 60 Quest XP
* +3 Brotherhood of Liberty Reputation if you deal with Storm
* +6 Brotherhood of Liberty Reputation if you persuade Storm to work for Anders
* 24 Cells and +4 Protectors of the Mission Reputation if you make Storm work for Buford
* Unlocks an audience with Hanson

## Quick Walkthrough

1. Talk to Anders in Admin District
2. Go to the Residential Decks
3. Deal with the hostile workers in The Fair Haven
4. Return to Anders
5. Return to Reaper
6. Deal with Storm
7. Return to Anders

## Detailed Walkthrough

1. Talk to Anders in Admin District
2. Go to the Residential Decks
3. Deal with the hostile workers in The Fair Haven
	* Support the speaker
		+ Persuasion:[4]
			- Streetwise:[5], if success, +40 LP to all Speech skills and workers leave
			- Fight
		+ Streetwise:[4]
			- [Hidden Combat Reputation check], if success, workers leave
	* Provoke the worker - starts combat
4. Return to Anders
5. Return to Reaper
	* [Hidden Streetwise:[4] check] You notice that he is too eager
		+ You can go with him to the turret control room
			- Lockpick:[5] Open the door
				* Computers:[4] Hack the terminal
					+ Computers:[6] Hack the turret - starts combat against Storm and one guard
					+ Computers:[5] Disable the turret
				* Electronics:[5] Kill the generator
		+ Meet with Storm
	* Meet with Storm
6. Deal with Storm
	* "That's what I'm here for, sign me up!" - nothing happens
	* "Words are the cheapest commodity..."
		+ Persuasion:[5], then Persuasion:[6] or Streetwise:[5], +100 LP to all Speech skills if you succeed, if you fail, starts combat
		+ Streetwise:[5], then Streetwise:[6] or Persuasion:[5], +100 LP to all Speech skills if you succeed, if you fail, starts combat
			- "Better than throwing you lives away." - Leave peacefully
			- Charisma:[8] - convince her to work for the Brotherhood and set up a shop in the Protectors district (+3 bonus Brotherhood of Liberty Reputation)
			- (if you met Buford) "There's another way. I can put you in touch with friends of mine who care about the freedom in the Brotherhood just as much as you do." - puts her in touch with a mysterious benefactor (The Protectors). If you talk with Buford about this, you will be awarded 24 Cells and gain +4 Protectors of the Mission Reputation
	* "Hate to be the one..." - starts combat
7. Return to Anders
	* You will be then introduced to Hanson, Chairman of the Executive Council of the Brotherhood, unlocking Traitor quest

## Enemies

### Workers

 Worker | 50 | 26 | Warhammer, Safety Helmet, Face Mask, Worker Jacket, Protective Sleeves, Worker Boots
Implants

**Implants** are items that can be installed to a character to upgrade their Stats or grant them unique bonuses. Installing implants is irreversible, so think twice before you choose one. Number of implants character can handle depends on their Constitution. Implants can be further upgraded with modules.

Biotech skill is required to extract implants from dead bodies. Skill amount required depends on the implant type.

## Implants

**Bionic Eye** - Perception +1

**Neural Uplink** - Intelligence +1

**Synthetic Heart** - Toxic Resistance +25, HP Regen +2, when 13HP or less: Stat Regen +1

**Exo-Spine** - Strength +1

**Motor Cortex** - Dexterity +1

**Squad Leader** - Followers: Accuracy +4%, Evasion +4%, Critical Chance +3%, Followers Initiative +4

**Subdermal Armor** - Natural DR +1

## Upgrade Modules

### Bionic Eye

* **Advanced Targeting (Chip)** : +4 Accuracy, +2 Aimed, +2 Critical Chance
* **GlareShield (Chip)** : +20 Thermal Vision, +20 Optical Resistance

### Neural Uplink

* **Neural Shield (Chip)** : +10 Neural Resistance
* **Bridge Officer (Chip)** : +10% Experience Bonus
* **Predictive Analytics (Chip)** : Combat Skills Gains +20% LP

### Synthetic Heart

* **Painkiller (Chip)** : +1 HP Regen
* **Lifesaver (Chip)** : +5 Max HP

### Exo-Spine

* **Machine Gunner (Chip)** : +4 Recoil Control
* **Heavy Infantry (Chip)** : +4 Armor Handling
* **Cage Fighter (Chip)** : +1-1 Melee Damage

### Motor Cortex

* **Combat Reflexes (Chip)** : +3 Evasion
* **Assault Trooper (Chip)** : +2 Movement AP
* **Rapid Response (Chip)** : +6 Initiative

### Squad Leader

* **Neural Dampener (Chip)** : +1 Initial Disposition, +10 Neural Resistance, +10 Followers Neural Resistance

### Subdermal Armor

* **Heat Absorber (Chip)** : +2 Energy DR

## Overclocking

Implants' bonuses can be further increased through overclocking offered by Eli in Maintenance Deck. It does not however impact the effects of modules.

## Cyborg Implants

Cyborg implants are exclusive to the monks and cannot be extracted or obtained by other characters.

**Cybernetic Eye** - Perception +6, Accuracy +4, Aimed +2, Critical Chance +2, Thermal Vision +95, Optical Resistance +95

**Cybernetic Dataport** - Intelligence +6

**Cybernetic Heart** - Constitution +4, HP Regen +6, Max HP +5, Stat Regen +1, Toxic Resistance +100

**Cybernetic Exo-Spine** - Strength +6, Recoil Control +4, Armor Handling +6

**Cybernetic Motor Cortex** - Dexterity +6, Initiative +6, Movement AP +2, Evasion +3

**Cybernetic Broadcaster** - Followers: Accuracy +8%, Evasion +8%, Critical Chance +6%, Followers Initiative +8

**Cybernetic Armor** - Natural DR +4, Energy DR +2
Perception

**Perception** is one of the six attributes that form Stats.

It modifies Initiative, Reaction and base accuracy.

## Related Feats

* Dodge This! (Heroic, Perception 10)
* Critical Thinker (Perception 6)
* Opportunist (Perception 6)
* Precise Strike (Perception 8)
* Big Game Hunter (Perception 8)
* Sharpshooter (Perception 8)
Mercy

**Lord's Mercy** is the daughter of a preacher named Declan who twenty years ago moved to The Pit with the goal of building a cathedral here. She runs the biggest crew in Camptown.

Lord's Mercy was her given name. Though he wasn't a priest, her father had called himself a Man of Scripture, and never tired reminding his only child of God's wrath, His vengeance, His untiring thirst for retribution. If that's what her name meant, Mercy did her best to live up to it.

## Feats

* Sarge
* Sprayer
* Gunfighter
* Fast Draw
* Artful Dodger

## Gear

Mercy wears Old Enforcer Armor, Scav Jacket, Shield Armguards, Guard Boots and uses Old Cobra SMG in combat and Johnny Reb, an unique knife as a back-up weapon. She also has Distortion Field gadget.

## Quests

Mercy can be first encountered in Lord's Mercy (Braxton) or Lord's Mercy (Jonas) quest. Depending on player actions, she may end up ruling The Pit if player first sides with Braxton, then convinces her to betray Jonas and after completing All In (Braxton) quest, accepts her offer to get rid of Braxton.

### Chapter 1

* All In (Braxton) (depending on player choices)
* A Deal with the Devil (Mercy)

### Chapter 3

* Civil Disturbance (Mercy)
* Hostile Negotiations (Mercy)
You Shall Not Pass! (Braxton)

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

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

## Description

Stop Camptown's reinforcements from reaching Jonas.

## Rewards

* 270 Encounter XP
* 60 Quest XP
* Regulator Badge

## Other Effects

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

## Quick Walkthrough

1. Prepare for battle
2. Intercept the reinforcements
3. Talk with Braxton

## Detailed Walkthrough

1. Prepare for battle (optional)
	* There is a chest that can be opened with Lockpick:[3] containing 50 5.56 Ammo
	* There is an inactive turret that can be loaded with 50 rounds of 5.56 ammo and then fixed with targeting control module with Electronics:[4] (picking up the module requires Electronics:[2])
2. Intercept the reinforcements. Successfully persuading Red Beard to leave will award +40 LP to all Speech skills, while failing will lead to combat
	* "I assume you're the new recruits."
		+ Impersonate:[3]
			- Impersonate:[4]
				* Impersonate:[5]
				* Streetwise:[5]
			- Streetwise:[4]
				* (If you fixed the turret) Fire up the turret
				* Persuasion:[5]
				* Streetwise:[5]
		+ "You want to pick a fight..."
			- Persuasion:[4]
				* (If you fixed the turret) Fire up the turret
				* Persuasion:[5]
				* Streetwise:[5]
			- Streetwise:[4]
				* (If you fixed the turret) Fire up the turret
				* Persuasion:[5]
				* Streetwise:[5]
		+ (If you fixed the turret) Fire up the turret
	* "Is there some reason you're all hanging around out there?"
		+ "You want to pick a fight..."
		+ (If you fixed the turret) Fire up the turret
	* (If you fixed the turret) Fire up the turret
		+ "This is an unlawful gathering."
			- [Hidden Combat Reputation:[20] check] Success, you gain some bonus disposition
				* "I don't have all day." - starts combat
				* Persuasion:[3]
			- [Hidden Combat Reputation:[20] check] Failure, starts combat
		+ Streetwise:[4] (Hidden Combat Reputation:[20] check success, you gain some bonus disposition)
			- "I don't have all day." - starts combat
			- Persuasion:[3]
3. Talk with Braxton

## Allies

 Gun Turret (if fixed and loaded) | 60 | 40 | 50 5.56 Ammo
Storekeeper (Camptown)

**Storekeeper (Camptown)** is a merchant in Camptown. He sells shotguns, ammo and grenades.

## Store

* Street Sweeper Multi-Barrel Shotgun
* Maverick Pump-Action Shotgun
* 3 Flashbang (standard)
* 3 Gas (standard)
* 3 Smoke (standard)
* 50 9mm Ammo
* 50 Shells
* 25 .45 Ammo
* 25 5.56 Ammo

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

* Reaver Double-Barrel Shotgun
* Handcannon Multi-Barrel Pistol
* 100 9mm Ammo
* 100 Shells
* 100 .45 Ammo
* 100 5.56 Ammo

## Special Merchandise

He has a Security Goggles which can be bought for 250 credits if you have Master Trader feat.
Enemies

## Types

* **Humans** are most common type of enemies
* **Critters** are mutated Earth species meant to help with colonization of Proxima, now set loose upon the Ship after the Mutiny:
	+ **Frogs** include Bullfrogs, Spitters and Psykers
	+ **Creepers** - dangerous beasts found in the Hydroponics
	+ **Mind Worms** - immobile critters using psionic attacks to ravage mind
	+ **Floaters** - jellyfish like creatures which cause panic and inflict energy damage
	+ **Ol' Bub** - deadly monster lurking in the depths of Mission Control
* **Automatons** are various mechanical enemies programmed to kill you:
	+ **Gun Turrets** - automated defense turrets using burst attacks
	+ **Energy Turrets** - automated defense turrets using energy burst attacks
	+ **Robots** - deadly combat automatons created back on Old Earth
	+ **Machinegun Robots** - variant of the normal Robot equipped with machine guns, deployed by the Habitat factions
Evans

**Evans** is a citizen of The Pit and one of the recruitable Followers.

He can be found in Abe's Store and can join the player party after completing Neighbourhood Watch quest.

Being a gunfighter is a quick and easy way to make a living in the Pit. All you need is a gun and some guts. It's also quick and easy way to wind up dead, but the kind of men drawn to the gun always think they're going to live forever.

Evans learned the realities of his new trade the hard way. The first time, Evans got lucky and killed his man as he fumbled his draw. Riding high, Evans called out an old hand who put three bullets in his chest and left him for dead. Lucky for Evans, a stranger patched him up and he survived. But today he looks like a man whose luck has just about ran out.

## Character Sheet

Evans starts at level 1. His high Perception and decent starting Rifle and Pistol skills make him a good candidate for a sniper or pistol user.

### Starting Stats

* Strength 6
* Constitution 6
* Dexterity 8
* Perception 9
* Intelligence 6
* Charisma 5

### Starting Skills

* Bladed 2
* Pistol 2
* Rifle 2
* Evasion 2
* Armor 2

## Starting Gear

Evans starts with a Studded Vest, Worker Boots, Howler Assault Rifle, Rounder Revolver and one Regen (RCR-3) stimulant.

## Implants

Evans will accept Bionic Eye, Exo-Spine, Motor Cortex and Subdermal Armor.

## Loyalty unique effects

* Engaged - Evans: Skill Gain +5%, Initiative +4
* Inspired - Evans: Skill Gain +5%, Initiative +4, Party: Accuracy +3

## Unique Feats

Evans may gain one of two unique feats during First Law of Robotics quest if he is in your party:

* Sniper - When in cover: Ballistic Resistance +2, ranged aimed attacks -2 AP cost
* Desperado - When not in cover: AP +2, +4 Initiative, +20 Reaction

## Gallery

Evans starting statsEvans starting equipment
The House of Ecclesiastes

**The House of Ecclesiastes** is one of the main quests in Colony Ship: A Post-Earth Roleplaying Game.

*Warning - this point onwards contains spoilers*.

## Rewards

* 120 XP for entering Maintenance Deck
* Garret/Mathias/Cobra will join your party after you leave the monastery

## Quick Walkthrough

1. Travel to Maintenance Deck
2. Talk with Garret/Mathias/Cobra
3. Talk with Ava
4. Leave the monastery
5. Talk with Garret/Mathias/Cobra again

*This is a simple quest and thus requires no detailed walkthrough*
The Greater Good

**The Greater Good** is the final quest of Colony Ship.

*Warning - this point onwards contains spoilers*.

## Rewards

* 90 Encounter XP for dealing with the security
* 300 Quest XP upon reaching Bridge

## Quick Walkthrough

1. Talk to Ava in ECLSS
2. Travel to The Armory
3. Talk to Zeta
4. Travel through the maintenance tunnels
5. Deal with the security
6. Access central computer
7. Return to the maintenance tunnels

## Detailed Walkthrough

1. Talk to Ava in ECLSS
2. Travel to The Armory
3. Talk to Zeta
	* You can take Romeo with you dor the journey at the cost of 10% of its battery
4. Travel through the maintenance tunnels
	* At the end of the tunnel is a station that you can use power up or upgrade Romeo
5. Deal with the security
	* Approach
		+ Convince the Robot to let you pass (Charisma has no effect on this conversation)
			- Persuasion:[8]
				* Impersonate:[6] or Streetwise:[8]
			- Impersonate:[6]
				* Streetwise:[8]
			- Bridge Officer Chip+Persuasion:[6]
				* Streetwise:[6]
	* [Initiative Bonus] Attack
	* Go down the ladder
		+ Lockpick:[8] or Computers:[7] - unlock the doors to the console room
			- Computers:[8]
6. Access central computer
	* If you have Bridge Officer Chip, you can access navigation system of the Ship
		+ Land the Ship - starts Quest for Freedom subquest
		+ Use Emergency Recall - starts Return to Sender subquest
		+ Unlock the planetary lander - starts The Great Escape subquest, requires Computers:[8] and exploring Mission Control fully, unlocking the lander on its lowest level
	* Otherwise you can't do anything besides leaving the Bridge
7. Return to the maintenance tunnels
	* You will be intercepted by Ava who will give you the final part and tell you to return to your faction leader or if you are allied with Monks will ask you to visit all Habitat faction leaders and deliver another ultimatum

## Next Quest in Chain

* Return to Sender
* The Great Escape
Easy Money

**Easy Money** is one of the quests in The Pit given by Earl.

## Description

Chance wants to hire some muscle. He's waiting for you near Boone's Moonshine bar in Camptown.

## Expiry

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

## Rewards

* 90 Encounter + 60 Quest XP
* 250 credits (optional)

## Quick Walkthrough

1. Talk to Earl
2. Talk to Chance near Boone's Moonshine
3. Deal with Grangers
4. Return to Earl

## Detailed Walkthrough

1. Talk to Earl
2. Talk to Chance near Boone's Moonshine
3. Deal with Grangers
	* Offer to find a control module yourself - starts Deep Diving quest
	* Fight - You fight against Gideon and two Grangers with Chance on your side as an ally
4. Return to Earl
	* If you killed Grangers and Chance survived, you will be awarded with 250 credits. Regardless of the outcome, Earl will also offer you another job, starting Damsel in Distress quest

## Next Quest in Chain

* Damsel in Distress
* Deep Diving (optional)
Jonas

**Jonas Redford** is the founder and de-facto mayor of The Pit.

For a scavenger, Jonas Redford was more successful and more ambitious than the most. In order to facilitate more efficient runs into Mission Control ruins, Jonas set up a base camp in Cargo Hold #3, right next to action. Such a good idea couldn't remain a secret for long, and his fellow scavengers soon began pitching their tents nearby. With its increasing popularity, the camp attracted a growing crowd of traders, whores, and other hangers-on, and people began to see it as a rugged alternative to the Habitat, which promised safety, but insisted on submission in exchange.

At some point Jonas realized that more money was waiting to be made right there in the Pit, as it had come to be called, than out in the 'wasteland'. He opened The Promised Land, the finest and only whorehouse in town and settled into role as the de facto mayor of this frontier town.

## Feats

* Pistolero
* Sarge
* Opportunist
* Quick Fingers
* Gunfighter

## Gear

Jonas wears Enforcer Armor, Jonas' Jacket, Guard Boots and uses Webler MK2 revolver in combat and Combat Knife as a back-up weapon. He also has Energy Shield and carries one Regen (RCR-3) stim.

## Quests

Player can side with Jonas and help him get rid of Braxton and his regulators.

### Chapter 1

* The Crossroads
* Ace Up Your Sleeve
* Lord's Mercy (Jonas)
* You Shall Not Pass! (Jonas)
* All In (Jonas)
* United We Stand

### Chapter 3

* The Sons of Liberty
* There Can Be Only One (Falkner)
* There Can Be Only One (Riggs)
The Heart

**The Heart** is one of the major locations in the game.

## Description

A small maintenance town built around the Ship's engines. Only the mutants can endure its hostile, irradiated environment for a prolonged period of time.

## Train Station

A small station marking the last stop of the now defunct train network. The once carefully stored containers form a shanty town sitting outside the Heart's gates.

* Six-Banger Jack can be found in the apartment to the left of the train (if player has not killed him in The Factory
* Harbinger can be found in the secluded apartment right of the train
* Oakes can be found on a small platform near the train, offering Fixer quest
* Steal:[5] pick the pockets, gain 157 credits
* Steal:[6] pick the pockets, gain 188 credits
* Depending on player's actions in the Heart, access to the rest of the Heart will be restricted only to the Train Station

## Trading Quarters

A small trading plaza, offering goods for sale, as well as medical and spiritual services the newcomers would require sooner or later.

* Redd sells various goods here
	+ Steal:[7] grab 12 Cells
* Medic (The Heart) sells meds
	+ Steal:[4] grab 2 Zen (Z4N2c) stims

## Bridge

This overhead bridge was once a part of maintenance machine, long dismantled for much needed parts. Now it's the seat of power from which the Great Mother watches her children and the engines entrusted into their care.

* By talking to the guard you can gain an audience with the Great Mother
* Steal:[8] (+200 LP) take the Heavy Energy Pistol (fully charged with 16 Cells)

## Temple of the Reborn

The mutants believe they were chosen for the grand purpose of saving the Ship and 'reborn' into the bodies that can handle the radiation of the engine room.

* Consecrator can be found inside the temple
* Steal:[7] pick the pockets, gain 233 credits

## Warehouse

A well-guarded warehouse. If the combat robot posted outside is any indication this warehouse holds untold riches waiting to be liberated.
Black Will

**Black Will**, originally named What-God-Will, is a man with a dark reputation who recently moved to The Pit from The Factory after he overstayed his welcome there.

## Feats

* Tough Bastard
* True Grit

## Gear

Black Will wears Fancy Ballistic Vest, Traveler Coat, Shield Armguards, Heavy Boots and uses Piper Jack pistol in combat and Machete as a back-up weapon.

## Quests

* Debt Collector - Black Will has the money that Jed needs
Neural Dampener (Chip)

**Neural Dampener (Chip)** is a type of module used to upgrade Squad Leader implant. Like the implant itself, it can be only installed into the player character.

## Description

This corporate warfare kit was designed to counter the effect of security broadcasters and 'push' people to accomodate your requests.

## Locations

* Sold by Store Vendor (Mission Control) for 300 credits

## Details

* Effect: +1 Initial Disposition, +10 Neural Resistance, +10 Followers Neural Resistance
* Value: 300 credits
Stanton

**Thomas Stanton** is the captain of Thy Brother's Keepers. Originally a mercenary group offering protection services, Stanton saw a great business opportunity and prompty moved their operations to The Factory where the Keepers established what became known as the Toll Road, offering a safe passage to the Habitat for an exorbitant fee.

## Quests

* Road of Yellow Bricks
* Hostile Negotiations (The Factory)
* Frontal Assault
Finlan

**Finlan** is a member of Thy Brother's Keepers. He can be encountered in Fort Stanton. He's been a member of Stanton's crew since the very beginning, back when the Keepers still worked as a hired security in Mission Control.

## Feats

* Sprayer
* Opportunist
* Big Game Hunter

## Gear

Finlan wears Work Goggles, Scav Armor, Traveler Coat, Shield Armguards, Guard Boots and uses Old Stanley SMG in combat and a Toothpick knife as a back-up weapon.

## Quests

* Hostile Negotiations (The Factory) - Finlan will take command over the remaining Keepers if player sides with Bartholomew
Synthetic Heart

**Synthetic Heart** is a type of implant.

Extracting this implant from a dead body requires Biotech 5.

## Effects

Toxic Resistance +25, HP Regen +2, when 13HP or less: Stat Regen +1

## Overclocking

Toxic Resistance further increased by 25, HP regen by 2 and when 13HP or less: Stat Regen increased by 1

## Upgrades

* **Painkiller (Chip)** : +1 HP Regen
* **Lifesaver (Chip)** : +5 Max HP
Lamb Among Wolves

**Lamb Among Wolves** is a quest in The Pit given by Solomon.

## Description

Convince McNeil to release the deacon. You can find him in Camptown in one of the warehouses.

## Expiry

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

## Rewards

* 90 Encounter + 60 Quest XP
* +1/3 Church of the Elect Reputation

## Quick Walkthrough

1. Talk to Solomon in The Church
2. Go to the warehouse A1 near The Drain
3. Find a way to free the deacon
4. Return to Solomon

## Detailed Walkthrough

1. Talk to Solomon in The Church
2. Go to the warehouse A1 near The Drain
3. Find a way to free the deacon
	* Diplomacy - convince McNeil to free the deacon, +40 LP to all Speech Skills if you succeed
		+ "He comes with you, he's good as dead." - convince him to make a deal with the Church
			- Streetwise:[2], "Not if the Church is on your side."
				* Persuasion:[3], "Don't think of it as a shakedown."
				* Streetwise:[4], "The Church's expanding their operations." - this option grants +2 bonus Disposition
		+ "He doesn't want a cut, the Church does."
			- Persuasion:[2], "It doesn't matter who started it."
				* "You know what they say: If you can't beat 'em, join 'em." - convince him to make a deal with the Church
					+ Persuasion:[3], "Don't think of it as a shakedown."
					+ Streetwise:[4], "The Church's expanding their operations." - this option grants +2 bonus Disposition
				* Streetwise:[3], "They need an excuse to roll in."
			- Streetwise:[2], "Don't you think, it was a little bit easy?" - convince him to free the Deacon. This option grants +1 bonus Disposition
				* Streetwise:[3], "They need an excuse to roll in."
		+ "Don't make it any harder than it has to be."
			- Fight
			- Leave (You can rescue deacon through stealth later)
	* Combat - kill McNeil and his men
		+ You fight against McNeil and two Divers
	* Stealth - sneak through the window and free the deacon
		1. Lockpick:[2] is required to open the cell where he's locked
		2. Escort Deacon to the window and leave
4. Return to Solomon
	* You gain +1 Church of the Elect Reputation if you rescued deacon
	* If you convinced McNeil to make a deal with the Church, you gain +3 Church of the Elect Reputation instead

## Enemies

 Diver | 50 | 15 | Aggro (AGR-72), Utility Bar, Common Respirator, Worker Jacket, Worker Boots
Persuasion

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

It is one of the three Speech skills and is frequently checked in dialogues.

## Description

The art of getting people to see your point of view. Includes the potential of a longer lifespan.

## Notable Checks

3 pts
Power to the People quest - Gain 200 credits as a reward from Zeke
4 pts
Mission Control, level 1 - persuade Store Vendor to sell you Neural Dampener (Chip)
Teamwork quest - Persuade Hargrave to let you leave
The Factory - Persuade the quartermaster to sell you some Cells
5 pts
The Heart - persuade Medic (The Heart) to sell you Squad Leader
7 pts
Righteous Vengeance quest - Convince the Fifth Daughter to kill Ismael
Combat Reflexes (Chip)

**Combat Reflexes (Chip)** is a type of module used to upgrade Motor Cortex implant.

## Description

Developed for military police, this module provides real-time threat analysis, anticipating the actions of enemy combatants.

## Locations

* Can be extracted with Biotech:[6] from a mummified body near the high-security vault in Mission Control
* Can be extracted with Biotech:[6] from body in Mission Control level 6

## Details

* Effect: +3 Evasion
* Value: 300 credits
Blunt Weapons

**Blunt Weapons** include Hammers, Two Handed Hammers and Energy Tools.

## Hammers

Hammers have access to Double Strike and Knockdown special attacks.

## Two Handed Hammers

Two Handed Hammers have access to Swing and Knockdown special attacks. Additionally, they can hit targets adjacent diagonally.

## Energy Tools

Energy Tools are unique melee weapons that require Cells to be powered up.
Damsel in Distress

**Damsel in Distress** is one of the quests in The Pit given by Earl.

## Expiry

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

## Rewards

* 90 Encounter + 60 Quest XP
* Faythe offers to join your party
* 600 credits

## Quick Walkthrough

1. Talk to Earl
2. Talk to Faythe
3. Deal with Foley
4. Deal with Foley's crew
5. Return to Earl

## Detailed Walkthrough

1. Talk to Earl
2. Talk to Faythe
3. Deal with Foley and his men
	* "Stop wasting time and kill them already." - starts combat against Foley and three Henchmen
	* "Distract Foley with your witty repartee while Faythe sneaks inside and takes him out"
		+ Streetwise:[2], Distract Foley
			- Success: Faythe kills Foley
			- Failure: [Initiative Penalty] Defend Yourself
4. Deal with Foley's crew (only if Faythe killed Foley)
	* "It's over. Nobody else needs to die."
		+ Demand the key
			- Pay 1000 credits
			- "I don't have that kind of money." - starts combat against three Henchmen with Initiative Penalty
			- Streetwise:[3] (see below)
		+ Streetwise:[3]
			- Impersonate:[3] or Streetwise:[4]
				* Persuasion:[3], +40 LP to all Speech Skills if you succeed
				* Attack
	* [Initiative Bonus] Attack! - starts combat against three Henchmen
5. Return to Earl

## Enemies

 Henchman | 50 | 30 | Rounder, Camp Knife, Shield Armguards, Worker Boots
Streetwise

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

It is one of the three Speech skills and is frequently checked in dialogues.

## Description

A keen eye for other people's hidden desires and weaknessnes will allow you to manipulate both foes and friends.

## Notable Checks

2 pts
Neighbourhood Watch quest - Gain a better reward from Abe
Damsel in Distress quest - Distract Foley
3 pts
The Pit - persuade Armor Trader (The Pit) to sell you Custom Ballistic Vest
The Crossroads quest - Gain some money in advance from Braxton and Jonas for agreeing to help them
Brotherhood of Liberty, The Fair Haven - Persuade the Brotherhood soldiers to let you go
4 pts
The Habitat Entrance - persuade Trader (Habitat Train Station) to sell you Painkiller (Chip)
The Coming Storm quest - Notice that Reaper is too eager
5 pts
The Heart - persuade Redd to sell you Repeater
Charisma

**Charisma** is one of the six attributes that form Stats.

It modifies Neural Resistance, Initial Disposition and number of Followers.

## Related Feats

* Cult Leader (Heroic, Charisma 10)
* Captain (Charisma 9)
* Personal Magnetism (Charisma <8)
* Sarge (Charisma 7-8)
* Master Trader (Charisma 7)

## Notable Checks

8 pts
Spy Hunt quest - Steal the key from the foreman
The Coming Storm quest - Persuade Storm to work for Anders
Caleb

**Caleb** is a bartender in The Promised Land working for Jonas. He originally lived in the Habitat.

If player sides with Jonas, you can unlock his store after completing Lord's Mercy (Jonas) quest. His store will however become unavalaible in Chapter 3. If player sides with Braxton instead, he is one of possible enemies in All In (Braxton) quest.

## Combat Information

Caleb wears Smart Glasses, Gunslinger Jacket and uses Longslide pistol in combat and Toothpick knife as a back-up weapon. He also carries 400 credits. His Feats are Pistolero and Artful Dodger.

## Store

* 4 Regen (RCR-3)
* 2 Aggro (AGR-72)
* 25 Medkit
* 100 9mm Ammo
* 100 Shells
* 100 .45 Ammo
* 100 5.56 Ammo
Psyker

**Psykers** are frogs with psionic powers, capable of shielding themselves and inflicting Panic status effect and dealing Psi damage over time.

Psykers are not targetable with Aimed Arms attack and do not trigger reaction attacks on movement.

## Loot

Psykers drop Psyker's Brain which is used to unlock and complete Head Hunter quest given by Maryam in Hydroponics (Green).

## References

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

**Gadgets** are equipable defensive devices that can be used to increase characters' survivability in combat.

* Energy Shield - An-anti riot energy shield. Once standard kit for Ship Authority security forces, it now serves as a symbol of status and strength.
* Distortion Field - Designed for rapid response operations, a personal Distortion Field Generator makes it difficult for enemies to target its user. Difficult, but not impossible.
* Cloaking Field - Designed for infiltration and surprise parties, this device generates a spectral cloaking field, rendering its wearer briefly invisible to the unaugmented eye.
Trader (The Brotherhood)

**Trader (The Brotherhood)** is a merchant in Brotherhood of Liberty.

## Store

* Spitfire
* Shredder
* Sledge Hammer
* War Club
* Explorer Coat (Blue)
* Improved Assault Armor
* 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 Brotherhood, you will gain access to his restricted merchandise. Additionally, based on your Brotherhood of Liberty 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
Righteous Vengeance

**Righteous Vengeance** is Jed's follower exclusive quest in The Heart.

This quest starts automatically if player enters The Heart with Jed in their party. If player refuses to help him, Jed will permamently leave your party. He'll also leave your party if you try to leave the Heart before completing this quest.

## Description

Ismael, Jed's former partner has a a trading warehouse in the Heart. Jed has some unfinished business with him and he's counting on you to back him up.

## Rewards

* 90 Encounter + 60 Quest XP
* 90 Encounter XP if you convinced Fifth Daughter to leave
* Jed gains Punisher Unique Feat
* -5 Covenant Reputation if you convinced Fifth Daughter to leave Ismael on his own
* -10 Covenant Reputation if you killed Fifth Daughter

## Quick Walkthrough

1. Travel to The Heart with Jed in your aprty
2. Go to the warehouse in the northern part of Trading Quarters
3. Deal with Ismael

## Detailed Walkthrough

1. Travel to The Heart with Jed in your aprty
2. Go to the warehouse in the northern part of Trading Quarters
3. Deal with Ismael
	* Let Jed handle it
		+ Persuasion:[5] - Your Covenant Reputation is taken into account during this conversation
			- Persuasion:[6] or Streetwise:[6]
				* Persuasion:[7] or Streetwise:[7]
					+ Success: +40 LP to all Speech skills
						- (binary check) Persuasion:[7] Convince Fifth Daughter to kill Ismael for you
							* Success: +40 Persuasion LP, Ismael is killed
							* Failure: Fifth Daughter and her guards leave, starts combat
					+ Failure: Starts combat with Initiative Penalty
		+ (If you have spoken with the First Daughter) Impersonate:[5] - Your Covenant Reputation is taken into account during this conversation
			- Persuasion:[5] or Streetwise:[5]
				* Persuasion:[6]
					+ Success: +40 LP to all Speech skills
						- (binary check) Persuasion:[7] Convince Fifth Daughter to kill Ismael for you
							* Success: +40 Persuasion LP, Ismael is killed
							* Failure: Fifth Daughter and her guards leave, starts combat
					+ Failure: Starts combat with Initiative Penalty
		+ Let Jed handle it - leads to combat
		+ Kill 'em all
	* [Initiative Bonus] Kill 'em all
Warring Kingdoms (The Church)

**Warring Kingdoms (The Church)** is a quest in Maintenance Deck if player gives The Machine to the Church of the Elect.

## Rewards

* 90 Encounter + 60 Quest XP and +3 Church of the Elect Reputation
* 500 credits and -1 Protectors of the Mission Reputation if you persuaded Protectors soldiers to leave
* -3 Protectors of the Mission Reputation if you killed Protectors soldiers

## Quick Walkthrough

1. Speak to the Church officer at the elevator leading to the Tunnels
2. Deal with the Protectors soldiers

## Detailed Walkthrough

1. Speak to the Church officer at the elevator leading to the Tunnels
2. Deal with the Protectors soldiers
	* You can persuade them to leave with Persuasion:[5] (+40 LP) or Streetwise:[5] (+40 LP)
	* You can also kill them and loot their bodies
Lord's Mercy (Jonas)

**Lord's Mercy (Jonas)** is one of the quests in The Pit if player sides with Jonas.

## Description

Jonas wants you to talk to Mercy. Her fort is in Camptown.

## Rewards

* 90+60 XP
* 50 9mm Ammo from Caleb and unlocks his merchandise

## Quick Walkthrough

1. Talk to Jonas
2. Talk to Mercy in Mercy's Fort
3. Deal with Mercy (if you failed to convince her)
4. Return to Jonas

## Detailed Walkthrough

1. Talk to Jonas
2. Talk to Mercy in Mercy's Fort
	1. Convince Mercy to stay loyal to Jonas
		* "Whose side are you on?"
			+ Persuasion:[2] or Streetwise:[2]
				- Persuasion:[3] or Streetwise:[2]
					* Persuasion:[3]
					* Persuasion:[4] - this option gives +3 bonus Disposition
					* Streetwise:[4] - this option gives +2 bonus Disposition
				- Streetwise:[5]
		* Streetwise:[2]
			+ Persuasion:[3]
				- Persuasion:[4] - this option gives +1 bonus Disposition
				- Streetwise:[4]
			+ Streetwise:[3] or Charisma:[8]+Streetwise:[4]
				- Persuasion:[3]
				- Persuasion:[4] - this option gives +3 bonus Disposition
				- Streetwise:[4] - this option gives +2 bonus Disposition
		* Kill 'em all - two Regulators join the fight on Mercy's side
	2. Wait for her answer
		* If you passed the Disposition Speech check, she will stay loyal to Jonas, +40 LP to all Speech skills
		* If you failed, she will back up Braxton instead
			+ Attack
			+ Return to Jonas
				- He tells you to kill Mercy
3. Deal with Mercy (if you failed to convince her)
	1. Talk to the guard - he will let you pass and then leave
	2. Sneak into the fort:
		* There is a pipe you can climb with Strength:[6] to reach one guard on a balcony
		* You can also access his room with Lockpick:[2] from the other side
		* Locker in Mercy's Fort can be opened with Lockpick:[3]. It contains 30 9mm Ammo, 20 .45 Ammo, 20 5.56 Ammo, two Regen (RCR-3), one Aggro (AGR-72) and one Flashbang (standard)
4. Return to Jonas

## Enemies

### Regulators (optional)

 Regulator | 40 | 34 | Camp Knife, Plugger, Bucket Helmet, Smart Glasses, Traveler Coat, Heavy Boots
Bartholomew

**Bartholomew** is the leader of Detroit City gang which controls one of two entrances to the Habitat in The Factory. He maintains an uneasy peace with Stanton and Thy Brother's Keepers, only waiting for an occasion to take over the Toll Road.

## Feats

* Pistolero
* Captain
* Fast Draw
* Gunfighter
* Artful Dodger
* True Grit

## Gear

Bartholomew wears Enforcer Armor, Explorer Coat (Black), Ranger Armguards, Guard Boots and uses unique Grim Reaper pistol in combat and Combat Knife as a back-up weapon. He also has Energy Shield gadget with all MK1 upgrades and carries two Regen (RCR-3) stims.

## Implants

Bartholomew has Subdermal Armor and Synthetic Heart implants.
Maintenance Deck

**Maintenance Deck** is one of the major locations in the game. To access it, player needs to offer The Machine to one of the Habitat's three factions.

## Description

Just as the God of the Ecclestiastes was above human struggles for power, for fame, for wealth, so too the heavily modified crew of the ECLSS - Environmental Control and Life Support System - is above the Ship's passing struggles, devoted solely to its survival.

## Brotherhood Hub

A maintenance hub and an important foothold claimed by the Brotherhood of Liberty to bring freedom and justice to the enslaved.

* Brotherhood officer will offer you Warring Kingdoms (The Brotherhood) quest

## Church Hub

A maintenance hub and an important foothold claimed by the Church of the Elect for the glory of God.

* Church officer will offer you Warring Kingdoms (The Church) quest

## Protectors Hub

A maintenance hub and an important foothold claimed by the Protectors of the Mission to spread its ideals to the darkest corners of the Ship.

* Protectors officer will offer you Warring Kingdoms (The Protectors) quest

## Tunnels

A network of maintenace tunnels running underneath the upper levels. In the middle of its sits the ECLSS central converter, sustaining all life on the Ship.

* Monk Eli can be found here, offering overclocking implants and First Law of Robotics quest
* SW corner: there is a manhole with a dead body at the bottom. With 100% Toxic Resistance player can find a code for the Training Token terminal inside
* SE corner: Shadow can be met here if you unlocked Land of the Blind quest, offering you a way to obtain the All-seeing eye of Synod
* NE corner: Electronics:[6], fix the door
	+ Crate can be opened with Lockpick:[3], contains Biolab Gas Mask and a Rope
	+ Examining the crates with Perception:[10] yields 12 Cells
* NW corner:
	+ Robot room can be accessed during First Law of Robotics quest
	+ Skill Training Machine room (requires Lockpick:[4] or Computers:[4] to open): there is a Training Token Terminal, Skill Training Machine and Medical Machine inside
		- With code obtained in the manhole you can gain a Training Token by interacting with the Token terminal. Avalaible options: Surveillance, Basic Maintenance, Security Officer and Field Surgeon

## ECLSS

Just as the God of the Ecclestiastes was above human struggles for power, for fame, for wealth, so too the heavily modified crew of the ECLSS - Environmental Control and Life Support System - is above the Ship's passing struggles, devoted solely to its survival.

* Ava, Zeta and Azrael can be found here
Steal

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

## Description

Redistribute income, wealth, and anything that catches your eye.

## Notable Checks

3 pts
Pickpocket quest - Steal Samson's key
Head Hunter quest - Steal Power Cell MK1 from Maryam
5 pts
Spy Hunt quest - Steal the key from the foreman
7 pts
Brotherhood of Liberty, The Burning Heart bar - Steal a Power Cell MK2 from him
Church of the Elect, Admin District - Steal apartment card
The Heart, Trading Quarters - Steal 12 Cells from Redd's store
8 pts
The Heart, Bridge - Steal a fully-charged Heavy Energy Pistol
Mutant Trader (Habitat Train Station)

**Mutant Trader (Habitat Train Station)** is a merchant in The Habitat Entrance. He sells rare Old Earth gadgets.

## Store

* EM Deflector MK1
* Pulse Capacitor MK1
* 2 Pulse Grenades
* Stasis
* Disruptor

## Special Merchandise

He has a unique Scoped Energy Rifle which he is willing to sell for 1800 credits if you have Master Trader feat.
Riggs

**Riggs** is a scav who can be encountered in The Pit in Chapter 3. Few months before the events of the game he was kicked by Jonas from town for causing trouble. Following the events of Chapter 1 however, Riggs returns to the Pit, seeing it as an opportunity to get a seat at the table.

Depending on with whom player sided in Chapter 1, Riggs will either cause trouble for Braxton and Mercy, or possibly become a new partner for Jonas.

## Feats

* Fast Runner
* Pistolero
* Captain
* Artful Dodger
* Fast Draw
* Tough Bastard
* Gunfighter

## Gear

Riggs wears Infiltrator Armor, Scav Jacket (Green), Heavy Boots and uses unique Redeemer revolver in combat. He also has Distortion Field gadget with EM Deflector and Disruptor MK1 upgrades and Power Cell MK2 upgrade and carries one Regen (RCR-3) and one Aggro (AGR-72) stim.

## Implants

Riggs has Subdermal Armor, Synthetic Heart and Motor Cortex implants.

## Quests

* The Sons of Liberty (Jonas path)
* There Can Be Only One (Falkner) (Jonas path)
* There Can Be Only One (Riggs) (Jonas path)
* Hostile Negotiations (Braxton) (Braxton path)
* Hostile Negotiations (Mercy) (Mercy path)
Lockpick

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

## Description

Don't let locked doors and strongboxes keep you from the things you know you deserve.

## Notable Checks

2 pts
The Pit - Unlock Jia's apartment
Lamb Among Wolves quest - Unlock Deacon's cell
Ace Up Your Sleeve quest - Unlock the strongbox with Disruptor Cores
3 pts
The Armory, Depot A2 - Unlock the room with Override Module (The Armory), Training Token terminal and corpse with Motor Cortex implant
4 pts
Mission Control, Security Quarters - Opens the door leading to the retinal scanner
The Showdown (Nico) quest - Open the backdoor to Rowley's command room
6 pts
The Armory, Depot A2 - Opens a locker with Energy Rifle
Fixer quest - Break into the workshop
10 pts
Mission Control, level 7 - Unlock the room with Combat Armor MKII (can be also opened with Computers:[10])