Story chains are quest lines from people in the Town. You take one in the Story tab of /q, play it at your own pace, alone or with your team, and finish with an item you cannot get any other way. Both chains can run at the same time from the start of a wipe.

How chains work
- Talk to people. The Forgemaster, the Lineman and Wren stand in the world. Walk up and press E; when someone has more than one thing for you, a menu lets you pick.
- Every step pays. Each step you hand in pays Engineer XP and RP, and the last one gives the chain's reward item.
- The tracker on your screen lists the current objectives and counts them off as you go.
- Quest items (bearings, oil, seals, the keycard, the core) count only for your chain and only on the step that needs them.
- Some steps want a group. They are marked below; bosses grow with the number of players fighting them.
- The wipe resets everything, quest items included. Finish a chain within the wipe to keep its reward.
The Shredder
“Four recyclers came off the monuments when we walled this place in. I’ve a fifth frame and no guts for it. The guts are still out there, in the wrecks by the red machines. Bring them, and the machine is yours.”
Strip the old recycler wrecks, then head out to the Junkyard, where the Forgemaster's apprentice Wren runs the rest of the job: bearings from Runners, machine oil, a boss in the crane magnet, a trial run under attack and a walk home with the machine on a pack horse.
A Frame With No Guts
StoryTalk to the Forgemaster at the Forge, who has a fifth recycler frame on the bench and nothing to put in it.
500 XP, 250 RP
Where the Machines Died
SearchWrecks of the old red recyclers lie beside the ones that still run. Hold E on a wreck for 10 seconds to strip it, which wakes the scrap pile. You need the Shredder Teeth, the Hopper Grate and the Drive Chain, one from each of three wrecks. The tracker names each monument, its grid and how far it is.
1,500 XP, 750 RP

Wren
StoryMeet Wren at the Junkyard gate. She runs the work out there, so you don't haul every bolt back to the Town.
500 XP, 250 RP

Scrap Rats
DropsRunners strip the wrecks for anything shiny. Most Runners drop a Recycler Bearing when they die, other zombies now and then. Bring Wren 4 bearings.
1,500 XP, 750 RP
Grease
SearchFind 5 cans of Machine Oil in the Junkyard's toolboxes and crates and in the oil barrels by the roads.
1,000 XP, 500 RP
The Scrap King
BossGroupA Brute with scrap plates welded to its shoulders lives in the Junkyard's crane magnet, with the drive motor bolted to its chest. His health grows with the players fighting him.
3,000 XP, 1,500 RP

Trial Run
DefendGroupWren bolts the parts into a recycler by the car crusher. Feed it 50 items within 3 minutes while three waves of zombies come from all sides. Run out of time and you can ask Wren to start it again.
2,500 XP, 1,250 RP
The Long Road
EscortThe machine is strapped to the pack horse and Wren leads it out of the Junkyard. Zombies come out of the ditches along the road: keep her alive until she is clear. If she goes down, she limps back and you start the walk again.
3,000 XP, 1,500 RP

Signed and Stamped
RewardWren brings the machine in on her own. Find the Forgemaster at the Forge and take your Forge-built Recycler.
2,000 XP, 1,000 RP
Half-Life
The island's radioisotope generator cores were pulled into Military Tunnel by the scientists. The Lineman thinks one can still be carried out, and he needs someone who doesn't mind the dose.
The Notebook
StoryTalk to the Lineman at the Substation. He hands you his notebook and a Geiger counter on loan.
500 XP, 250 RP
Readings
LocationStand in radiation at three irradiated monuments for 5 seconds with the counter out. Bring rad protection.
1,500 XP, 750 RP
Shielding
DropsAbout 1 in 3 crates in the Power Plant holds a sheet of lead: take one. Every Carrier zombie, the ones in hazmat suits, drops a Hazmat Seal: pick up 4. Carriers infect on 60% of their hits, so keep your distance.
2,000 XP, 1,000 RP
The Case
Hand inTake the lead and the seals to the Forgemaster at the Forge, who builds a lead-lined case from them. You don't need The Shredder for this.
1,500 XP, 750 RP
The Quartermaster
BossGroupA named heavy scientist in Military Tunnel holds the B2 keycard. Take it off him. The Lineman talks you through the rest over the radio, so there's no trip back to the Town.
3,000 XP, 1,500 RP
B2
SearchGroupB2 is the tunnel's red-card room. Bring a fuse and a blue card for the doors before it, open B2 with the Quartermaster's card and take the Uranium Core. The alarm brings the scientists.
2,000 XP, 1,000 RP
Hot Cargo
TimedYou have 20 minutes to carry the core to the Substation. Your radiation creeps up, and the hordes can smell it. If you fall, the case stays in your body for your team to carry on; if time runs out, the core goes back to B2.
4,000 XP, 2,000 RP
Half-Life
RewardThe Lineman wires the core into a generator frame and hands you the Lineman's RTG.
2,000 XP, 1,000 RP
Tips
- Take both chains at once: Carriers for Half-Life's seals and Runners for The Shredder's bearings roam the same hordes.
- Bring friends for the group steps: the Scrap King, the trial run, the Quartermaster and B2.
- For Hot Cargo, wear a hazmat suit, keep moving and bring your team: anyone can pick the case up from your body.
- Military Tunnel has to be on the map for Half-Life. Check the wipe's map vote in Discord.