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Quests, Contracts and Comms Guide

Scrip and XP come from a handful of systems that look unrelated, so this guide lays out what each one costs, what it pays, and which are worth your limited daily trips.

Last updated: October 12, 2026
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  1. How XP and levels work
  2. The Quests terminal
  3. Comms, the Bar and the Bounty Board
  4. Rumor sites and boss contracts
  5. Roadside encounters
  6. The Reptilian Convoy rescue
  7. Efficient routes

How XP and levels work

You level up automatically when your XP bar fills. Each level costs 50% more than the last, and a level-up also refills your HP and stamina and gives one neural point.

Reaching level2345678
XP needed from the previous level1001502253385077611,142

Every normal victory pays 25 to 45 XP plus 2 per day of the campaign, 5 to 15 Scrip and 2 to 5 Reputation. The payout is per fight, not per enemy (enemies that arrive as a pack multiply the XP and Scrip). Binding a weakened enemy with Reinforced Rope adds another 25 to 40 XP each, so a multi-enemy fight with rope in your pack pays far more than the same fight without it. You start with 2 Rope.

The Quests terminal

The terminal lists one main quest and several side quests. Progress bars show exactly how far you are.

Below those sit six repeatable turn-ins. The terminal shows no cooldown or cap on them.

Turn inScripScrip per unit
15 Wood251.7
20 Scrap351.75
15 Cloth302.0
10 Raw Meat353.5
5 Water408.0
3 Medicine5016.7
TIP Water and Medicine pay the most per unit, but they are also what keeps you alive. Sell only your genuine surplus, and read the economy guide first.

Comms, the Bar and the Bounty Board

The Comms terminal does not turn Tech Data directly into Scrip. Uploading 1 Tech Data decrypts one new rumor lead, marks it on your Sector Map and lists it on the Bounty Board. The Scrip comes from clearing the lead. If the board already holds 5 leads, or nothing new exists, the upload is refused and no Tech Data is spent.

The board holds up to 5 rumors, which fade after 6 days, and up to 2 boss contracts, which never expire. Abandoning a contract refunds nothing.

SourceCostWhat you get
Comms decrypt1 Tech DataOne random rumor lead
Cipher's signal sweepFree, once a dayOne lead; a second at bond level 2; a contract at bond level 4
Bar: buy a round25 Scrip (the Bar is a base building: 100 Scrap, 100 Wood, 100 Scrip)A bar rumor, or a free tip 20% of the time
Kaelen: buy rumor / intel30 / 60 ScripA rumor or higher-tier intel, or a tip 20% of the time
Shady Informant60 ScripA boss contract

Tips last three days: one raises convoy chance to 95%, one makes paid roadside offers 40% cheaper, one adds 25% boss damage.

The one place Tech Data really becomes Scrip is the Flipped Supply Caravan, a bar rumor. Spending 5 Tech Data at its terminal pays 120 to 180 Scrip and 60 to 90 Scrap, roughly 30 Scrip per Tech Data. The alternative is a loud crowbar fight.

Rumor sites and boss contracts

Each lead opens a short encounter at a marked spot on the map, with a fight option and often a cheaper one. The Bar sells the first two below, Kaelen's rumors the third, and Kaelen's intel the last three; decrypting at Comms can produce any of them. Sites pay in full.

Lead (min level)Fight reward
Smuggler's Stash (2)25 Scrip, 22 Scrap, 12 Ammo
Raider Toll Bridge (3)30 Scrip, 20 Scrap, 15 Ammo
Sector 7 Raider Den (3)50 Scrip, 30 Scrap, 25 Ammo
Rust Basin caravan (4)80 Scrip, 30 Ammo
Ashen Canyon Run (5)100 Scrip, 35 Scrap, 20 Ammo
Old Grid Salvage (4)25 Tech Data by force, or buy 20 Tech Data for 50 Scrip

Boss contracts are harder and pay better. Each can be taken again 10 days after you finish it.

Contract (min level)ScripAlso
Collar-Master (5)14012 Tech Data, 2 survivors
Hive-Matron (6)9025 Raw Meat, 15 Cloth, 8 Tech Data
Utopek-7 (6), trade9014 Tech Data, 30 Scrap, 8 Medicine, a gear find; costs 8 Cloth and 6 Food
Utopek-7 (6), fight13025 Water, 15 Raw Meat, a water pump for your base
Brass Jaw (6)12040 Scrap, 30 Ammo, a prisoner (needs Rope)
Silica Reaper (8)11018 Tech Data, 50 Scrap
Bone-Sower (8)10010 Tech Data, a relic
Zhor-Kaal (9)18035 Ammo, 14 Tech Data

A separate "Reptilian Warlord" contract can also appear. He has 5,000 HP and hits for 40 to 80, but pays 1,000 Scrip, 500 XP, 25 Reputation and 2 Global Broadcast Passes. Do not take him on at low level.

Roadside encounters

From level 2, finishing a trip that involves scavenging, hunting or fishing may trigger one. The chance is 30% before your base exists, then depends on weather: Fog 45%, Clear, Rain and High Heat 30%, Overcast 24%, Storm 15%, Rad-Storm 12%. After one fires, the next trip is safe.

Encounter fights are tuned hard: enemies have 25% more HP and deal 15% more damage, and lost Reputation is multiplied by 1.5. Roadside rewards are also cut to 55% for fight wins and for free choices. Paid choices that end without a fight pay in full.

Encounter (min level)ChoiceResult
Wounded Courier (2)Give 1 Medicine5 Medicine, +4 Rep
Lone Guard (2)Give 10 Ammo5 Tech Data, +6 Rep
Scavenger Standoff (2)Give 2 Medicine15 Ammo, 10 Scrap, 2 survivors, +5 Rep
Stranded Convoy (2)Kill the scouts13 Scrip, 5 Medicine, +5 Rep
Stranded Mechanic (2)Techie, Broadcaster or Rep 155 Tech Data, +3 Rep
Vanguard Bio-Gathering (4)Pay 9 Tech Data, then fight2 survivors, +15 Rep

Worked example: the Stranded Convoy lists 25 Scrip and 10 Medicine for killing the scouts, but the 55% cut leaves you 13 Scrip and 5 Medicine. Reputation and survivors are never cut, which is why the Courier is such a good deal: pay 1 Medicine, get 5 back and a Reputation point. The class-only options are listed in the class guide.

The Reptilian Convoy rescue

After you win a battle, a Reptilian Convoy appears on the map 50% of the time, at one of eight spots. It is three Reptilian Scrapper guards (about 35 to 50 HP each before scaling) plus an Enslaved Human with 30 HP, forced to fight you. The human does not count as an enemy: kill the guards and, if the prisoner is still alive, he joins your camp as a survivor. If he dies, nobody is saved.

The guards drop 1 to 3 Tech Data, and the win pays normal XP and Scrip. Two counters matter: rescues (10 starts the Slaughterhouse quest) and convoy wins, which count even if the prisoner died (5 opens the Scholar's Archive). Passive damage can kill the prisoner: the Mutated background's Toxic Blood hurts every enemy including him, so a Mutated Operator should end convoy fights fast.

TIP When Kaelen's 95% convoy tip is active, chain several battles and rescue as many humans as you can in that window.

Efficient routes

GoalRoute
Levels 1 to 4Take easy fights near base with Rope in the pack and capture whenever you can.
Fast Scrip, earlyTurn in surplus Wood, Scrap and Cloth; once the Bar is built, buy rumors at 25 Scrip.
Fast Scrip, level 6+Informant contracts: a 60 Scrip fee returns 90 to 180 Scrip plus materials.
Tech DataConvoy guards, the Old Grid purchase (50 Scrip for 20), and Rad-Storm trips (2 Medicine to strip 3); spend it on leads.
ReputationWon fights, then the paid roadside offers that give +4 to +6.
SurvivorsConvoys first; then Standoff, Collar-Master and the Bar's recruit rumors.

Every trip uses part of a day, so compare Scrip per trip: a contract pays 90 to 180, a rumor site 25 to 100. For deeper reading see the combat guide, the base guide and the bestiary.

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