Inhabitants¶
I started these notes after mistaking a guarded worksite for an abandoned one. Clothing helps, but the hands and the doorway somebody is watching usually tell me more.
The people below belong to roads, settlements, workplaces and other recognizable places. Some keep a counter open; others defend what they consider theirs. A moving resident can be following a route, so an old sighting is a place to look rather than an appointment.
Read the company¶
Residents can stop to gather, gesture to one another, or inspect something nearby before returning to their ordinary movements. A conversation does not make its participants friendly. Gunfire can interrupt them: somebody may take cover, walk toward the disturbance, or join an ally's fight. Check the approaches again after making noise.
Monument crews change with day and night. A later shift can bring more people, and workers may stay in pairs or threes around a shared work area. Yesterday's clear doorway is a reason to look again.
Watch ledges, stair crowns and sheltered corners for ambushers. Some leave their post to pursue locally, then return; others hold an elevated position and fire from it. Find cover before studying the clothes. A guard who remains still can be watching the exact opening you need.
The portraits help with recognition. Outfits and carried equipment can change. Read the notes for the role and the actual situation before walking closer.
Aberrations¶
Grave Shambler¶
Near a graveyard I identify the moving figure before taking a shot. Grave Shamblers are passive until you directly damage that individual. Noise and a fight with another shambler do not provoke an untouched one. The one you hurt can retaliate against you, so leave yourself room before deciding to attack.
I've found no single outfit or carried weapon useful enough to make recognition depend on it. Bone, cloth and a few Brindas are the modest returns I know. I check the next figure before treating it like the one I just fought.
Cobalt remnants¶
Arctic Patrol¶
Despite the name, I've met Arctic Patrols on roads across the island. The rifle light at a culvert or wreck matters more than the weather: they use smoke and can advance from the shoulder. Patched road-service clothes cover hard armor. I treat the approach as I would a Road Warden's bend, checking beyond the first vehicle and keeping a way off the asphalt. Their signaling supplies and occasional binocular or flashlight instructions fit the same roadside work.
Asset Agent¶
I watch the cordon around a burning wreck before looking into the wreck itself. Asset Agents work the smoke around helicopters and armored hulls, covering gaps with rifles and moving out toward intruders. Patched camouflage, layered armor and gun lights are the signs I use. Reports of grenades are enough to keep me from settling behind one barrier.
Flares, fuses, medical supplies and technical parts are useful recoveries; weapon-light instructions are uncommon. Check the surrounding rises too. The Hired Marksman can have a much better view of the salvage than the men standing beside it.
AWOL Merc¶
The abandoned compound still has occupants. AWOL Mercs wear repaired plate, hard face coverings and the remains of military working clothes. I've watched their rifle lights at broken gates, generator sheds and barracks doors. Smoke can hide their approach; grenade reports make lingering against one wall a poor plan.
Look above the yard before entering. The Dry Range Marksmen cover the crossings while these guards occupy the nearer doors. The mercs' fuses, lights and medical or technical supplies are more dependable prospects than a new weapon. Occasionally their papers include weapon-light instructions.
Bird Microwaver¶
White service clothes and sunglasses look almost respectable beneath a satellite dish. Then the pistol light comes around the relay cabinet. Bird Microwavers use the stairs and ring walkways, where cover from the yard can leave me exposed from above. I check both heights before entering a control shed.
Their electrical salvage includes batteries, switches, branches and wiring tools; pager or branch instructions occasionally turn up. A Seismic Fire Sensor is an unusual find. For making that salvage useful, I keep The Electrician's Primer closer than any theory about what the dish is hearing.
Black Cube Enforcer¶
At Power Plant I look for the warning-marked work gear before stepping between transformers. Black Cube Enforcers cover turbine doors, stair towers and catwalk gaps with submachine guns. Their lights reach into the dark; smoke and flashbangs make a nearby corner less restful than it appears.
I wait for a view of the stair mouth rather than discover the guard halfway through it. Electrical supplies are the ordinary return, with occasional searchlight instructions among the papers. Yard Hands occupy the same industrial ground, so one clear doorway does not settle the whole route.
Black Cube Merc¶
Empty tarmac is easy to cross in the imagination. Black Cube Mercs make the actual crossing less agreeable. Signal-marked clothes and battered helmets move between hangar corners, baggage walls and freight stacks, with submachine guns covering the gaps. Smoke can hide the next move.
I break their view with a building before looking for the route onward. Flares, fuses and medical supplies are useful finds; weapon-light instructions are scarce. Watch the roofs as well: a Black Cube Sentry may be waiting for the moment I step clear of the hangar.
Black Cube Sentry¶
I check the airfield roofs before crossing the apron. A Black Cube Sentry can hold a hangar top or tower ledge in a boonie hat and supervisor's clothes, watching the concrete with a long rifle. Yesterday's empty roof is no assurance about today's.
Use solid buildings to break the angle, and keep track of the guards below while looking up. Reached sentries sometimes yield binoculars, camera or targeting hardware, and rare optical instructions. A good view is worth having before the crossing; acquiring it from the roof afterward is the harder order.
Black Cube Soldier¶
Between train stations, a scientist suit and moving rifle light are enough warning for me. Black Cube Soldiers watch blind curves, drainage recesses and service crossings, with smoke, an advance and possible grenades to complicate the passage. I check the adjoining lane before fixing on the light ahead. Medical supplies and technical parts can make a search useful; weapon-light instructions are uncommon. The Tunnel Rats have their own claims at the stations, so reaching the next platform does not end the watch.
Blue Shift Grizzle¶
Small rig, blue shift. The bulbous improvised helmet marks an older hand; the rifle is the distinction I care about. Blue Shift Grizzles watch upper catwalks, stair elbows and helipad approaches with the patience of people who know where every ladder ends. I try to locate that rifle from the boat.
Fuel, fuses and pump parts fit the work. Igniter instructions and the occasional Bicycle Generator are more unusual recoveries. The ordinary blue-shift hands carry pistols, but the exposed walkways let either crew make a retreat expensive.
Blue Shift Rig Hand¶
The smaller rig belongs to people who know its ladders better than I do. Blue Shift Rig Hands wear blue work clothes and miner lamps around pump decks, cable runs and generator corners. Their pistols can cover a landing while another hand watches the next stretch of walkway.
I look for cover at the top before putting both hands on a ladder. Fuel and pump parts are useful finds, with rare flashlight or igniter instructions. Check the longer deck lanes for a Blue Shift Grizzle before deciding the climb is clear.
Cargo Guard¶
The smoke beneath an airdrop can hide people as well as freight. Cargo Guards carry shotguns into the close ground around pallets and helicopter spill sites. A beanie, face bandana and patched flightline clothes are familiar signs. I've seen them work out from cover toward intruders in the landing circle.
Check the neighboring rock before bending over a crate. Their supplies can include rope, flares and traps, with rare flare or shotgun-trap instructions. Higher ground deserves a look for the surveyor who has been watching the same cargo from farther away.
Check Sentry¶
On the cargo ship, Check Sentries occupy the narrow parts: central stairs, bridge landings and hold-office doors. Navy caps and sunglasses are easier to recognize than the rifle light sweeping the entrance. I've learned to treat the post as an armed doorway; the guard can move toward trouble, and the roaming crew can interrupt the retreat.
Rope, tarps and signaling supplies are useful finds. Weapon-light or flare instructions are uncommon; a Seismic Fire Sensor is rarer. Watch the Logistics Managers between containers before fighting uphill toward the office.
Clearance Sentry¶
The pale figure above the Launch Site concrete deserves a look before I cross it. Clearance Sentries wear range gear and added chest protection, holding blast-wall corners and broken rooflines with long rifles. The ground crew can occupy my nearest cover while the sentry watches the stair mouth.
I use the buildings to change the angle instead of returning to the same edge for another peek. Binoculars and observation hardware are useful recoveries, sometimes accompanied by optical instructions. The Void Mercs below make looking only upward an equally poor habit.
Containment Overwatch¶
Inside the silo I check the upper rails before the people below take all my attention. Containment Overwatch waits above the hot chamber in full hazmat suits with scoped rifles. Instrument bridges and blast-door overlooks let them hold a crossing while radiation makes every delay costly.
I decide where the next cover is before stepping onto a catwalk. Geiger counters, targeting equipment and rare optical notes are possible recoveries, but I wouldn't enter the chamber for that promise. The surveyors have meters too; possession of one is no reason to linger.
Containment Surveyor¶
A pistol light moving across a silo console bay is often my first warning of a Containment Surveyor. Pale scientist clothes and dark glasses show at decontamination corridors, blast doors and the contaminated service floor. They cover corners and move into a threatened bay, while the marksmen above watch the crossings.
Geiger counters, radiation medicine and protective tea distinguish their supplies. Instrument parts are useful, and a Seismic Fire Sensor is an unusual find. I take the counter when I can. It measures the danger; it has never made the room safe.
Cryostore Guard¶
Cold makes me impatient to reach shelter. At Arctic Research Base I inspect the shelter first. Cryostore Guards occupy laboratory doors, freezer corridors and enclosed stairs in insulated clothes, repaired armor and heavy face protection. Their rifles cover most of the available route; smoke, an advance and possible grenades make a doorway a poor resting place.
Heater equipment and heater instructions are worthwhile recoveries alongside medical and signaling supplies. Watch for the Iced Marksmen above before leaving the warmer interior for the yard.
Dome Head¶
I first noticed a Dome Head above a climb I had already begun. I now inspect the landings before putting both hands on a ladder.
The jumpsuit and cluttered round helmet belong around the sphere's ground apron, ring walks and crown. Pistols cover exposed climbs; a hammer among the tools is no assurance that the worker will let me pass.
Fuel, pipes and occasional diesel fit their supplies. Survey-charge or binocular instructions and a Bicycle Generator are unusual finds. Anything recovered from the crown still has to come down with me.
Dry Range Marksman¶
Wrapped heads, sun-bleached clothes and long rifles show above the berms and roofs of abandoned military bases. Dry Range Marksmen hold the view after the ordinary guards have occupied the nearer openings. I don't rely on a brief disappearance making one forget the crossing.
Break the angle with something solid and choose the next route before emerging. Binoculars, observation hardware and rare optical instructions distinguish their supplies. I prefer using those optics to inspect the base from outside, where I still have a choice about entering it.
Dust Route Courier¶
A Dust Route Courier looks dressed for another delivery: boonie, face covering and repaired boots along a dry road cut or old bus route. I've found them guarding relay stops, fuel lockers and small freight caches with a pistol and hatchet. Uncertain movement is no invitation to approach.
Paper, rope, batteries and communication gear are characteristic finds; flashlight instructions occasionally survive among them. Give the cache some room and watch where the courier can move. The transport guide offers more agreeable ways to make progress along a road.
Electric Rustacean¶
The blue-and-orange delivery cap is useful warning beside a transformer. Electric Rustaceans make rounds between substation cabinets, relay sheds and gates, turning pistol lights into the shadows. I've learned to give a gap in the fence the same care as live electrical work: look first and keep an exit.
Their switches, batteries, branches and wiring tools can supply a workshop. Branch or switch instructions are uncommon; a Bicycle Generator is another possible recovery. The Electrician's Primer is a better guide to connecting them than the arrangement I found in the yard.
Flood Supervisor¶
A gas mask, diving tank and ordinary work boots make an uneven promise of preparation. Flood Supervisors hold the underwater labs' moonpools, ladder wells and corridor chokes with pistols. I've seen paddles among their gear too. I try to meet neither weapon halfway out of the water.
Diving equipment can turn up with rope, lights, fuel and bleach, but a recovered tank is not a promise of a full set or a full breath. The Pipe Hitters defend the adjoining wet thresholds. Count the route back as part of the dive.
Freight Guard¶
Between Train Yard boxcars, I look for the scarred helmet before crossing the next rail. Freight Guards use loading pads, brake towers and office corners to cover long lanes with submachine guns. A wagon hiding me from one can leave the far end of the track completely open.
Fuses, lights and signaling gear are useful recoveries. Bear traps, shotgun traps and uncommon trap instructions make their idea of perimeter security clearer. I inspect the route between freight stacks before making myself the only moving thing in it.
Global Warmer¶
The name supplies no useful forecast. I've met Global Warmers in patched road-police clothes and coffee-can helmets at junctions, culverts and wrecked checkpoints across the island. The rifle light, smoke and willingness to advance deserve the same care as a Road Warden. Flashbangs and beancan grenades give me another reason to keep a way off the asphalt before looking into a wreck. Their signaling gear and occasional binocular or flashlight instructions belong to roadside work; I have found no separate trade hidden in the title.
Harbor Porter¶
A paddle or fishing rod does not make the dockhand friendly. Harbor Porters carry waterpipe shotguns around gangways, warehouse mouths and pallet lanes. I've seen the matched work clothes and beanie at enough close corners to check the neighboring opening before entering. At least the moustache appears to be holding up.
Rope, tarps, fuel and fishing supplies fit the work; an occasional shovel or small-trap instructions are useful extras. The Anglers keep closer to the waterline. I leave room to move without relying on a swim as my only exit.
Heavy Machinery Operator¶
At Water Treatment I check the valve hut before taking the shortest route between basins. Heavy Machinery Operators carry pistols, tools and work lights through pump courts and intake lanes. Their caps and practical work clothes look ordinary enough; overlapping views across the concrete yard make concentrating on one operator insufficient.
Bleach, hose tools, fluid switches and occasional purifier equipment are distinctive recoveries. Wiring parts and rare fluid-switch or branch notes are useful too. Ada Morrow's water manual does a better job explaining the plumbing than a hurried search beside the pumps.
Hired Marksman¶
Smoke around a wreck can conceal the person watching it. I look for a boonie and long rifle on road edges, berms or roofs beyond the Asset Agents' cordon. A Hired Marksman can cover the open approach while those nearer men make the cover unwelcoming. Put something solid between you and that view before dealing with the wreck. I've recovered binoculars, observation hardware and uncommon optical instructions from marksmen I reached; a closer look at the living one's face has never been necessary.
Hold Warden¶
In the ghostship's interior, the navy cap usually comes with a waterpipe shotgun. Hold Wardens wait at bridge stairs, cargo holds and narrow routes between steel compartments. I've learned to check the adjoining passage before choosing a retreat; another warden can be much closer than the ship's silence suggests.
Rope, tarps, flares and sewing supplies fit a crew living on repairs. Rare papers explain distress flares. The Storm Deckhands occupy the other approaches, so reaching one cleared room has never settled the voyage for me.
Ice Merc¶
Ice Mercs work Arctic Research Base's outer approaches: loading aprons, generator corners and the lower catwalks. The cold-response suit is easy to recognize against the snow. I've watched submachine-gun fire cross the crate lanes and smoke obscure a doorway before the guard moved forward.
Look up while dealing with the yard. Iced Marksmen cover the higher crossings, and Cryostore Guards wait inside. Medical and technical supplies are useful recoveries from the mercs; weapon-light instructions are scarce. The cold is a bad reason to hurry into all three crews' views.
Iced Marksman¶
The Iced Marksman has the higher view at Arctic Research Base. A wrapped face, patched armor and long rifle show at roof corners, upper catwalks and exposed overlooks. I've watched those positions cover the cargo apron while the Ice Mercs waited below. Snow makes a crossing brighter, not shorter.
Use a building to break the angle and approach elsewhere. Binoculars, camera or targeting parts and rare optical instructions distinguish their supplies. I have more use for a recovered view of the next approach than for standing on this roof contemplating the last one.
Immigration Control Agent¶
At Ferry Terminal an institutional coverall and nailgun mean the arrivals procedure is still running. I've seen Immigration Control Agents at ticket halls, baggage lanes, gangways and upper rails. They close at boarding distances; the nailgun becomes quite persuasive before the tool's modest appearance stops being funny.
I avoid the stair until I've checked the concourse above it. Terminal supplies mix with fishing tackle and bait, and rare papers concern pagers or small traps. That explains how the staff feed themselves beside the water. It has not improved the welcome.
Irradiated Meatbag¶
A pistol light sweeping below a junkyard catwalk can belong to an Irradiated Meatbag. Biohazard-marked clothes and a bandana show around sewer walks, sorting lines and runoff grates. I've seen machetes carried too; I check the top of a ladder before climbing into either weapon's reach.
Pipes, sewing gear and fuel are useful recoveries. Spiderweb and traps fit the dirty routes, with occasional trap instructions among the salvage. The Rad Scavs work the closer wreck pockets. Between them, a seemingly clear crusher apron can have several occupied edges.
Laborer¶
The Giant Excavator has Laborers above me before I reach the machinery. Work clothes, beanies and rifle lights show on gantries, bucket-line walks and switchback stairs.
I check the next rail before taking the stair beneath it. A clear view of one worker can put me in another's view; the Meat Caddies below also deserve a look before descending.
Electrical supplies, warning-light or branch instructions, shovels and occasional Bicycle Generators are useful finds. I sort them clear of the exposed crossing.
Launch Engineer¶
A patched cap and mechanic's clothes often mark a Launch Engineer in the service tower. I've met them at relay landings, lift approaches and dim maintenance bays, with pistols covering the short lanes beside panels. The hammer and wiring tool are no assurance that the wearer is too busy to notice me.
Gears, pipes and electrical supplies are useful finds. Searchlight or branch instructions, Bicycle Generators and Seismic Fire Sensors are less common. I sort what I can use after leaving the stair mouth; the Signal Hoovers have their own views between levels.
Leaf Cutter¶
The leaf-patterned clothes resolve into a person later than I like. Leaf Cutters watch jungle service paths, creek crossings and boardwalk bends with bows and machetes. They can close after the shot. I check the sides of the trail before committing to a bend, especially where the plants hide the route back.
Rope and arrows accompany meat, venom and disturbing remains. The strange Mycena mushrooms occur among their possessions, along with occasional jungle relics or Bear Spray. My mushroom notes are somewhere better to make a decision about eating one.
Lighthouse Keeper¶
A lighthouse promises guidance from a distance. At its door I look for the keeper's pistol. Rough sea-work clothes, headwraps and waterproof boots show on stair landings and around generator corners. Lights and flares make an exposed climb easy to follow from above.
I've found fuel, rope, bait and fishing tackle among their supplies. Handheld-light or small-trap instructions occasionally survive. The lamp room can wait until I've checked each level; the keeper defending its service stairs is a different problem from somebody merely walking along the beach.
Line Machinist¶
A miner lamp at an underground station may belong to a Line Machinist. Dark work clothes show beside breaker rooms, pump recesses and maintenance alcoves. I've had nails fired at me from those short approaches; a pillar covering one end can leave the other open. Check both directions before crossing the rails. Engine pieces, miner-lamp instructions and occasional Bicycle Generators distinguish the supplies. The Tunnel Rats in adjoining recesses give me another reason to watch a quiet platform before entering it.
Logistics Manager¶
I watch how the container lanes join before boarding the cargo ship. Logistics Managers keep moving through them in faded navy clothes and sunglasses, rifles and lights following the next gap. Flares can mark trouble while another rifle covers the route behind the first man.
Good rope, tarps and sewing gear are worth recovering. Weapon-light or flare instructions are uncommon; a Seismic Fire Sensor is an unusual find. The Check Sentries hold the fixed posts. Following a moving manager straight into one has never struck me as sound logistics.
Manifest Sentry¶
A scientist suit on the cargo ship's upper deck tells me to look above the inner stair posts. Manifest Sentries cover bridge access and the forward quarantine approach with rifles and lights. Flares mark busy lanes, and the guard can move toward an intrusion.
I distrust the ladder most: committing both hands before seeing the top gives the sentry an excellent introduction. Shipboard repair supplies are useful recoveries, with occasional weapon-light or flare notes and rare Seismic Fire Sensors. Watch the roaming crew before looking upward so long that they reach the next gap.
Meat Caddy¶
Orange work clothes and a beanie mark a Meat Caddy in the Excavator's lower yard. I've seen their shotguns at lift cages, conveyor mouths and parts lockers, where steel hides a person until the range is short.
I watch the corner beside the lift instead of staring into the cage. The Laborers above make standing clear of the machinery a different risk.
Fuel, pipes, gears, shovels and occasional diesel fit the supplies; rare sheets concern flares or survey charges. I choose the exit before filling the bag.
Pipe Hitter¶
Pipe Hitters hold the underwater labs' wet thresholds in masks, work clothes and diving tanks. Pistols and lights cover module entrances and corridor junctions; I've seen paddles carried alongside them. I slow down before coming out of the water, while there is still a choice about which opening receives me.
Diving gear sometimes accompanies rope, fuel, lights and bleach. Count the pieces rather than assuming every responder has a complete set. The Flood Supervisors defend the adjoining ladders, and the dive notes concern the journey back as much as the way in.
Prison Wallet¶
Prison Wallets work Launch Site's lower freight lanes. The orange jacket and beanie show around tool cages, loading corners and blast-wall gaps, usually with a shotgun waiting where the route narrows. I've found the name less useful than remembering which corners I have not yet checked.
Rope, fuel, signaling gear and occasional medical kits are useful finds. A shovel or flare instructions can make the search worthwhile. Keep the tower in view as well: the Clearance Sentries can cover the open ground between these cargo pockets.
Quarry Boss¶
A miner lamp on the Excavator's lower benches often belongs to a Quarry Boss. Dark operator clothes and a pickaxe look appropriate for the pit; the pistol is the part of the outfit I watch first. Berms, chutes and switchbacks let several guards cover the same apparently empty crossing.
I've recovered pickaxes, shovels, ore and pump parts, with occasional diesel. Rare papers concern miner lamps or survey charges. I leave the heavy ore if carrying it means struggling back through a lane I barely crossed unladen. The upper walks have their own watchers.
Quarry Hand¶
At the smaller stone, sulfur and metal quarries, I look for a miner's hat before approaching the hopper. Quarry Hands watch generator shacks, conveyors and rim roads with pistols and pickaxes. The open cut lets several guards see the same crossing. Tools, fuel, occasional diesel and rare survey-charge notes fit their supplies. Once the approach is settled, the public machinery guide explains the work: the shared machine does not put everybody's fuel and production into one pile.
Rad Guard¶
Rad Guards occupy the silo's blast doors, decontamination chokes and hot-deck turns. I've seen containment-colored helmets above patched plate, with rifles across overlapping lanes. Smoke, an advance and possible grenades make a doorway a poor boundary to rely on.
Radiation already divides my attention. Overwatch on the upper rails takes another share.
Geiger counters, protective tea and radiation medicine are useful recoveries, with rare weapon-light notes among the papers. I sort quickly and read outside the chamber.
Red Shift Deck Hand¶
On the large rig I look for red work clothes and miner lamps around crane approaches, hose bridges and locker rows. Red Shift Deck Hands carry pistols, tools and flares. The exposed walkway is the trouble: one worker at a railing can keep me occupied while another watches the retreat.
I inspect the next landing from below before climbing. Fuel and pump parts are useful finds, with rare flashlight or igniter instructions and occasional Bicycle Generators. The older red-shift hands carry rifles; the shared uniform can conceal a useful difference.
Red Shift Grizzle¶
A Red Shift Grizzle wears the large rig's work colors beneath a clatter helmet and carries a rifle where the ordinary deck hand may have a pistol. I've seen them hold crane lanes, stacked decks and stair towers, with flares marking the approaches.
Locate the longer gun before committing to a walkway. Fuel, repair parts and occasional diesel fit the work; weapon-light or igniter instructions and Bicycle Generators are uncommon recoveries. I sort with the climb back in mind. The ladder does not get wider because I found something heavy.
Road Warden¶
I used to think a Road Warden beside a wreck meant somebody had made the place safer. The rifle light corrected me. Repaired police gear shows at bends, junctions, culverts and bus stops across the island. They can advance through smoke or throw a flashbang, and some carry F1 grenades. I leave myself a way off the asphalt before searching a vehicle.
Scrap is a reliable recovery; flares, fuses and communication gear are familiar finds too. I keep the occasional binocular or flashlight instructions dry. A useful diagram remains useful after its owner has tried to shoot me over a roadside wreck.
Ruinous Inspector¶
The green helmet disappears against the Jungle Ruins more readily than I like. Ruinous Inspectors hold stair breaks, sheltered courts and vine-filled entries with pistols and machetes. They can close through the tight stone routes, while another inspector watches the opening beside the obvious one.
I've found venom, darts, strange mushrooms and unsettling remains among their possessions. Jungle relics or Bear Spray sometimes make the search distinctive. I leave the explanation of the Brains until I am out of the stairwell; the preparations guide is a better place to decide what to do with them.
Runway Lieutenant¶
Runway Lieutenants stand out in Cobalt work clothes with signal-marked protection and covered faces. I've watched them oversee the airfield's cargo lanes with submachine guns, using smoke around the open approaches. Their flashbangs are worth remembering before assuming an office corner offers time to recover.
Fuses, lights, medical supplies and technical parts are useful finds; searchlight or weapon-light instructions are uncommon. The Service Porters hold the short baggage lanes while sentries watch from above. I check which part of that arrangement the next crossing exposes.
Science Officer¶
The airfield's Science Officers watch from roofed booths, office landings and hangar-side rooms. I've seen scientist clothes, dark glasses and pistol lights behind the openings. Their flashbangs make the wall beneath a booth less restful than it looks. I inspect its stair from another angle, remembering the apron guards can still see the approach. Medical and instrument supplies are useful finds; weapon-light notes and a Seismic Fire Sensor are less common. Reaching the officer is no reason to remain in that view.
Service Mechanic¶
An OXUMS shirt still identifies the shop, though the nailgun has acquired another use. Service Mechanics watch pump islands, repair bays and canopy roofs. I've learned not to concentrate on the doorway until I've checked above it; the mechanic beside the counter may not be the only one with a view.
Engine parts are the distinctive recoveries: carburetors, pistons, valves, crankshafts and spark plugs. Switch or car-lift instructions and Bicycle Generators are less common. Hiram Fitch's manual helps me choose what the car needs before I fill the bag with everything mechanical.
Service Porter¶
At the airfield I give the baggage lanes more respect than their width suggests. Service Porters wait beside pallets, hangar mouths and grounded cargo in matched work clothes and beanies. I've seen shotguns come out as someone enters the cover; flares or smoke can complicate the next few seconds.
Check the exits before taking the short route behind a forklift. Tarps, rope and occasional medical kits are useful finds, with rare weapon-light instructions. The Runway Lieutenant covers the wider apron. Getting clear of a porter may simply exchange one range for another.
Signal Hoover¶
White clothes and sunglasses show clearly against Launch Site's soot. Signal Hoovers move between instrument rooms, mid-level gantries and control alcoves with pistols covering the stairs. I've seen their fire cross levels; a cabinet blocking one view can leave the next landing exposed.
Geiger counters, camera or targeting hardware and radiation supplies distinguish the recoveries. Optical or weapon-light notes are uncommon; a Seismic Fire Sensor is an unusual find. I keep the Launch Engineers in mind while crossing the service bays. The two crews use many of the same routes.
Snowblind Soul¶
The red jacket beside an Arctic cache is useful warning until the weather hides it. Snowblind Souls watch storm shelters, weather beacons and emergency lockers with pistols and hatchets. I inspect the approach before deciding the shelter is somewhere to get warm. Tarps, sewing supplies and flares fit the winter work; snow-jacket or flashlight instructions, shovels and Bear Spray are useful extras. I protect the dry supplies on the return. The weather continues after the guard is gone.
Subterranean Homesick Scientist¶
Military Tunnel's lower checkpoint rooms have Subterranean Homesick Scientists watching the doors in matching scientist clothes and dark glasses. I've seen pistol lights at medical antechambers, offices and crate corridors. Smoke and flashbangs spoil the idea that getting to the wall is enough; the guard can advance, and the adjoining passage may have another view.
Medical kits and instrument parts are useful recoveries. Rare weapon-light instructions or a Seismic Fire Sensor can turn up. The Tunnel Riflemen occupy the wider routes, so passing one small clearance room does not clear the tunnel.
Touchdown Chief¶
The white pressure suit above a Launch Site service corridor usually belongs to a Touchdown Chief. I've watched their rifles at upper gantries, fuel-handling rooms and sealed entrances. They can advance onto a threatened stair or catwalk, so I don't remain in the opening to see what the impressive outfit will do next.
Fuel, springs and occasional medical supplies are useful recoveries. Solar panels and targeting hardware are more distinctive; searchlight or weapon-light notes are uncommon. I check the higher rifle positions before carrying anything bulky across the yard.
Tunnel Rifleman¶
The rifle lights find Military Tunnel's dark turns before I get comfortably around them. Tunnel Riflemen wear black-and-olive clothes with retained armor, covering long lanes and the firing pockets above them. Smoke and possible grenades complicate the approach; they can push toward an intrusion.
I check above the main route and avoid treating one cleared checkpoint as the end of the armed presence. Medical and technical supplies are useful recoveries, with occasional pager or weapon-light instructions. The scientists keep the smaller clearance rooms nearby.
Void Merc¶
Void Mercs occupy Launch Site's ground approaches, despite the name. Plated company clothes and gun lights show at blast-wall gaps, pipe runs and intake roads. I've watched submachine guns cover the open lanes while smoke hid a move between walls. Possible grenades discourage settling against the same cover.
I look for the next guard before crossing. Flares, medical kits and technical supplies are useful recoveries; weapon-light instructions are rare. The Prison Wallets cover the closer cargo pockets. A fuel yard has room for both kinds of unwelcome arrival.
Yard Hand¶
The Central Services cap shows around Power Plant stairs, Water Treatment pipe courts and Train Yard office backs. Yard Hands carry pistols and work lights between panels, corners and gantries. I've found several levels' worth of views crossing what seemed a simple route through the yard.
Batteries, wiring tools, switches and branches make useful workshop supplies. Rare switch or branch notes and occasional Bicycle Generators are worth sorting outside the firing lane. The Electrician's Primer starts with one lamp; after an industrial yard, I appreciate the scale of that ambition.
Failed specialists¶
Black Cube Lung¶
The miner lamp above Mining Outpost's ticket window may belong to a Black Cube Lung. Faded work clothes and a waterpipe shotgun are familiar signs beside ore scales, office porches and bins. I check the neighboring cover before approaching a window; the useful places here require getting close. Pickaxes, shovels and lamp fuel are worthwhile recoveries, with occasional miner-lamp or survey-charge instructions. I take the good tools before deciding how much ore I can carry out.
Black Cube Surveyor¶
Before looking at a fallen crate, I look at the ridges around it. Black Cube Surveyors wait on rock shoulders and smoke edges with long rifles, bandanas and boonies. The Cargo Guards closer in can make the cover awkward while the surveyor keeps the open approach covered.
I've found binoculars, flares and observation hardware on those I reached, with rare binocular instructions among the papers. The cargo brings this watch with it; don't expect the surveyor to stay assigned to an ordinary building. Sometimes the most useful view is the one that persuades me to leave.
Ice Breaker¶
The red winter jacket stands out when the weather lets it. Ice Breakers defend tundra grow pads, thaw sheds and seed stores with pistols and hatchets. A bucket among the gear explains the job better than the helmet does. I look around the second shed before taking shelter beside the first.
Honeycomb, seed, fertilizer and produce distinguish their supplies; heaters and small-planter instructions sometimes appear too. The Tundra Farmers protect similar ground with shotguns. A visible worker is not necessarily the only person depending on that patch of food.
Rad Scav¶
I've learned to distrust the quiet gap between two stacked cars. A Rad Scav can wait there in salvaged work clothes and an improvised helmet, with a waterpipe shotgun covering the short lane. They can withdraw into the clutter; I look for the route behind the first wreck before stepping past it.
Tarps, fuel and cut metal fit the yard. Traps and rare trap or flashlight instructions make some searches more useful. The people on the higher walks are a separate reason to inspect the edge above the wrecks.
Tundra Farmer¶
A utility helmet and layered work clothes make the Tundra Farmer look ready for a perimeter dispute. Waterpipe shotguns and machetes confirm the impression. I've seen them around grow pads, seed lockers and cold service roads, closing toward an intrusion between the sheds.
Seed, fertilizer, vegetables and water jugs explain what occupies the yard. Sprinkler equipment, small-planter notes and occasional shovels are useful recoveries. I look at the next shed before using this one as shelter. The Ice Breakers defend similar food stores with pistols.
Ziggy Needler¶
I look at the Ziggurat's upper terraces before the lower wardens occupy my attention. Ziggy Needlers wear ornate protection over work clothes and watch stair crowns with blowpipes.
Their darts can incapacitate me while other wardens approach. Reaching the terrace is no guarantee the needler stays at a distance; leave the upper position no easy shot.
Venom, darts and strange mushrooms fit the supplies, with occasional jungle relics. I recognize the lower wardens' ordinary darts separately, but neither sort calls for standing in the open.
Island legends¶
Storm Deckhand¶
A pale sailor's outfit and moving pistol light are signs I watch on the ghostship. Storm Deckhands occupy rails, bridge approaches and half-flooded cargo lanes. They can close on a boarder, while the next landing conceals another route through the vessel.
The story puts them aboard a relief voyage lost in a storm. What I've recovered is ordinary repair gear: rope, tarps, sewing supplies and flares, with rare distress-flare instructions. The Hold Wardens keep the interior passages. I check those before letting an apparently open deck decide the way forward.
Municipal survivors¶
Municipal Security¶
Municipal Security wears dark police clothes, road-sign protection and riot helmets around the dry dock. I've watched their pistol lights at warehouse aprons, crane lanes and pump houses. A mace takes the place of a baton when they close. They will advance on an intruder, though they don't enter the water to pursue.
I don't confuse that limit with safety at the water's edge. Fuses, flares, pagers and occasional vehicle radios fit the civic supplies. These patrols are a different encounter from the Harbor Porters guarding the closer cargo lanes.
Other inhabitants¶
Outcasts and raiders¶
Channel Poacher¶
A shallow jungle crossing is not necessarily an easy crossing. I've met Channel Poachers beside reed banks, ponds and broken creek paths, with camps tucked out of sight. The waterpipe shotgun covers the bank; a bone knife handles anything closer. They can come toward me, so waiting beside the first tree is no solution.
Fish, bait and tackle are characteristic supplies, with crocodile meat, traps or Bear Spray among the more distinctive finds. Small-trap instructions occasionally turn up. I check the opposite bank and my way back to firm ground before stopping for the water.
Plunderer¶
The bright pink metalwork is difficult to mistake for concealment. Plunderers spread around airdrop smoke and helicopter spill sites with submachine guns and machetes, while other claimants occupy the inner ground. I've learned to watch the sides of the approach instead of fixing on the crate.
Their supplies can include bear traps, shotgun traps and landmines, with rare trap or weapon-light instructions. I finish looking around before searching. The clothes have already announced one person; a surveyor on the ridge may have preferred a quieter introduction.
Radioactive Wretch¶
At Radtown I check the roof lip as well as the doorway. Radioactive Wretches keep to loading corners, low roofs and sheltered salvage piles, wearing bandanas and layered work clothes. I've seen pistol shots from cover followed by a hatchet at closer range. Their warnings can occupy my attention while another resident watches the crossing.
Fuses, lights and traps are useful finds, with occasional light or trap instructions. The courtyard residents below also have guns. An untidy shelter is no evidence that its owner has neglected the view.
Reef Investigator¶
I choose where to move after landing before putting the boat against a deep-sea island's dock. Reef Investigators wear marine caps and repaired sea-work clothes around lookout rocks, ladder mouths and generator sheds. Their shotguns cover the short approach, and they can close toward an arrival.
Fishing tackle, bait and fish accompany the rope and repair supplies; rare sheets concern lights or small traps. A fishing rod beside the shotgun has never made the greeting friendlier. Leave a usable route back to the boat, especially where a ladder is the only way off the landing.
Reef Wrecker¶
The name does not keep a Reef Wrecker near the sea. I've found them around arid brine pits, dry washes and water caches in sun-blasted work clothes, boonies and bandanas. A waterpipe shotgun covers the shade beneath an old hull panel; a bone knife handles closer visitors. I look behind the panel before taking its shelter. Tackle, bait and fish still accompany the rope, fuel and occasional shovel. Those possessions are worth noticing this far into dry country.
Scav¶
I don't lean into a drain because the far end looks clear. Scavs use culvert mouths, sump platforms and conveyor shadows in patched jackets and bucket helmets, with pistols and hatchets close at hand. A second scavenger can occupy the recess beside the one I noticed.
Rope, pipes and fuses are practical recoveries. Traps and rare trap or weapon-light notes sometimes accompany the dirty salvage. I check the next bend before searching; crouched over a bag in a drain is an inconvenient position from which to discover company.
Shoreline survivors¶
Angler¶
A fishing rod does not make a man good company. I've found Anglers keeping the harbor's bait tables, breakwaters and warehouse edges with pistols close at hand. The boonie hat and hide poncho are easier to recognize than the next gunman behind the crates. Leave yourself room to step back; a railing can cut off the only useful direction.
Fish, tackle and rope are common finds. Small-trap instructions occasionally survive the wet. Their neighbors, the Harbor Porters, carry shotguns, so I check who is waiting at the next berth before approaching either.
Black Cube IT Support¶
Black Cube IT Support has never resolved an electrical problem for me. The coffee-can helmet belongs to an older swamp netter with a pistol, watching cabins, boardwalks and reed channels. I don't rely on a brief retreat making him forget the approach. Bait, tackle and fish fit his work; rare notes concern bear traps or fish traps. The Sad Sacks nearby share the narrow ground. I check the next cabin before committing to the boards.
Sad Sack¶
A patched poncho beside a marsh cabin can look like wet shelter until it moves. Sad Sacks work the boardwalks, reed channels and old fish traps with pistols and bone knives. I've seen them leave the trap to approach, so the first doorway deserves a look before I step onto the boards.
Worms, grubs, tackle, fish and rope fit their food line. Bear Spray and uncommon fish-trap instructions are useful extras. The older netter nearby remembers the same narrow approaches. I prefer meeting neither at the end of a single plank.
Ziggy Dartish¶
Green-and-gold protection looks ceremonial until the blowpipe starts working. Ziggy Dartish guards the Jungle Ziggurat's terraces, using cover and height across the short approaches. I've learned to watch above the stair before climbing it. They can close too, with a bone club available once I reach the top.
Darts, venom, strange mushrooms and disturbing remains are characteristic finds; jungle relics or Bear Spray occur less often. The Needlers above add a worse consequence to a dart hit. Their quieter weapons deserve the same attention I give a rifle.
Traders and travelers¶
Dock Quartermaster¶
The Dock Quartermaster is one of the people I can approach without arranging a fight first. I look for him at an established settlement vendor's place and inspect the counter instead of assuming the title promises a particular cargo. A live contact is more useful to me than another body search. For shops and currencies I can actually spend, I've put the practical details in the trading guide.
Threat: Harmless
Harbor Crier¶
I can approach the Harbor Crier without first planning a fight. Look around the town center and places used for announcements. I recognize the person and the post rather than relying on a uniform; leaving passing travelers alone is a better introduction. There are enough armed people at a harbor. I let the crier keep his audience and check the settlement services for the practical business of a visit.
Threat: Harmless
Trail Peddler¶
I look for Trail Peddlers around trail ends among the settlement travelers. They leave passersby alone, which is a useful distinction before anything they may say. I approach without assuming the route beyond has become equally friendly. A title is no stock list: for trading I inspect the actual counter, and for the next stretch I still watch the ground. The travel notes cover more dependable arrangements than waiting for one stranger.
Threat: Harmless
Workers and homesteaders¶
Arctic Contractor¶
I look into a sheltered garden hollow before dropping down into it. Arctic Contractors defend thaw beds, root caches and cold sheds with waterpipe shotguns and machetes; getting back out under fire is much harder than stepping in. A beanie, face wrap and repaired garden clothes distinguish them from the research-base guards.
Seed, fertilizer, water jugs and produce explain what is worth defending. A shovel, Bear Spray or small-planter instructions can make a search useful. I keep the growing material when I have somewhere to plant it.
Brushline Trapper¶
A bolt from the brush is my cue to move, not stand still identifying the shooter. Brushline Trappers work fence breaks, creek bends and orchard margins in patched rural clothes and face wraps. They carry crossbows and bone knives and can close after the first shot.
Rope, bear traps and trap-making papers explain the routes they defend. Bear Spray and mushrooms sometimes accompany the provisions. I inspect a convenient gap from open ground before squeezing through it; an animal trail need not have been left convenient for me.
Homestead Worker¶
A Homestead Worker follows an ordinary routine around a home and leaves travelers alone. I watch the task and the place rather than looking for a particular uniform. An occupied yard need not be an armed claim. I have enough inventories of dead people. Someone still getting the household work done can keep his tools and finish it.
Threat: Harmless
Radtown Non-Entity¶
The name is dismissive; the blunderbuss is not. Radtown Non-Entities occupy lower courtyards, storefront aprons and cookfire lanes in patched household clothes. I've watched one step into a doorway, fire and withdraw behind masonry. Another opening can hold the next resident, especially after dark.
Household supplies, flares and traps are characteristic finds. Rare papers concern a furnace or a trap. I keep the useful instructions and watch the low roofs before leaving the courtyard. These streets still belong to people, however ruined the shopfronts look.
Random Prepper¶
The farm shirt and boonie hat make a Random Prepper look like someone whose shopping trip has run long. I've seen them guarding the supermarket's stockroom, loading corners and roof. Waterpipe shotguns cover the aisles, and a machete gives me little reason to crowd the doorway.
Look above the cart bay before entering. Seed, cuttings, fertilizer and water jugs distinguish their supplies; planter instructions, shovels and Bear Spray sometimes appear too. I save the growing material for a bed I can tend. A smallholding takes more than a full pocket of seeds.
Tunnel Rat¶
I check the adjoining recess before crossing an underground platform. Tunnel Rats make homes in ticket halls, dry alcoves and service pockets, wearing patched work clothes and balaclavas. A light snapping on can precede pistol fire; a hatchet covers the shorter distance.
Rope, fuses and working lights are useful finds. Traps and rare light or trap instructions appear too. I've found enough bedding beside the breaker boxes to treat these as occupied rooms, not empty gaps between stations. The Line Machinists have their own approaches along the platform.
Warden Dropout¶
A ruined garden can still have someone working it. Warden Dropouts watch temperate backroads, hedgerows and orchard margins in patched clothes and sun-faded headgear. I've heard the warning before the shotgun; they can move toward an intrusion, and a machete gives me another reason to leave room by the shed.
Seed, fertilizer and vegetables fit the growing work. Composter or small-planter instructions and occasional shovels are useful finds. I check a garden lane before taking the shortcut. There may be very little left of the house and quite a lot left to defend.