The Train

Overview



Lore and occupancy on the Train are tightly linked to the Order. At the time of the player's arrival the Order has occupied the Train, leaving a single GATE member, Dr. Hammond, to keep it fueled continuously. Dr. Hammond is mentally unstable and unable to explain coherently why the Train must never stop, only warning that something bad will happen if it slows or ceases. An Order 






Combatants encountered on and around the Train include Grunts, Medics, Captains, and the entity 
Practical notes and strategies:
- Acquire a
Tram Station Key to unlock the Tram station in Manufacturing West and reach the Train’s portal.
- Use the Train’s light defense to handle Leyak and
Krasue encounters: letting them enter the Train’s range will freeze and remove them while granting essence drops.
- The
Lounge Couch is a reliable, renewable place to sleep to restore stamina and manage Fatigue without consuming consumables.
- Expect standard Order infantry (Grunts, Medics, Captains) throughout the cars;
IS-0139 appears on the roof immediately before the portal, so approach the portal section prepared for a tougher encounter.
- Break wooden crates and containers for repeatable loot sources; some unique items and a collectible desk item in the second GATE car reward careful exploration.
- Do not rely on stopping or disabling the Train: both in-universe warnings and GATE modelling indicate catastrophic consequences if its momentum is halted.
Other entities of this type
- Albatross
- Anteverse
- Canaan
- Cascade Laboratories
- Dunkeltaler Forest
- Far Garden
- Flathill
- Fragments
- Furniture Store
- GATE Arch Defense Facility
- Hydroplant
- Induction Wing
- Manufacturing West
- North Pole
- Office Sector
- Praetorium
- Reactors
- Residence Sector
- Rise
- Royal Range
- Security Sector
- Shadowgate
- Some Distant Shore
- Temple of Stone
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