Company Works — scrapyard/refinery west of the flats connector (works / flats).
Yard key loop:
1. Weigh Shed: look locker (office key hook hint)
2. Derelict Office: look clipboard / look key hook (tank crown)
3. Climb a tank ladder → Tank Crown → get yard key
4. Locked Yard Gate: unlock padlock (or use yard key)
5. north into Locked Yard (walk).
No-key path: climb fence at Fence Line (by Scrap Spur) — not at the gate.
lock / relock padlock seals north again (tells you unlock or go around via Spur).
Spare path: Scrap Spur bent key blank → repair blank (repair/craft check)
→ spare yard key. Consumes the blank. Soft reload restocks a blank only if
none exists and no spare yard key still exists (anti-farm; ~6h after craft).
lock padlock / relock padlock with a yard key shuts the gate again
(one-shot unlock is not permanent if you choose to re-lock).
Path scrap: scavenge Loading Apron / Pipe Crossing / Weigh Shed
for hidden junk (rusted tin, wire coil, oily rag) — once each.
Oily rag + tape → craft bandage / improvise bandage (craft or medic raw > 0,
then a craft check). A near miss wastes one piece. A bad miss wastes the pile.
Rusted tin → Charter Scrap Buy: sell tin / scrap tin (half paper).
Wire coil → hold with bent blank: repair blank (+2 jury-rig, coil burns);
or sell coil at Scrap Buy; or hold at Fixer bench for fix fee -2.
ask fixer / scrap clerk about wire|tin. Sold/crafted/junked scav junk
soft-reloads only after ~6h (never yanks held copies; sold shop stock
does not permanently block path restock).
Climbs are athletics checks. map / lm for the works palette.