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Game reference

Underground passage — vineyard side 1

Check the requirements and recorded results for this target.

full game 1.009.1 ·

Clearing & repairs · Browse this type of action

Underground passage — vineyard side 1

Interact with the matching blockage, supply the listed materials and complete its clearing work. Check the task condition below where present.

If you cannot enter the house basement yet, first clear the locked floor hatch in the house. Its clearing recipe creates the connected basement entrance. Other outside basement entrances depend on their own quests.House floor-hatch requirements

The player performs this clearing action. This object has no configured zombie insertion slot.

Building mastery required: 3.

Find the area on the game world map
Find the area on the game world map
  1. 1House
  2. 2Alchemy laboratory
  3. 3Warehouse

Original game world map. Small dots mark the entrance areas; lines connect the numbered labels to those positions. Underground objects use a separate coordinate system. Open the indoor reference below to distinguish the clearing points.

Open the full-size game map
  • House · Area reference on the game map; entering the interior may require its own quest or clearing conditions.
  • Alchemy laboratory · Area reference on the game map; entering the interior may require its own quest or clearing conditions.
  • Warehouse · Area reference on the game map; entering the interior may require its own quest or clearing conditions.
Show interior clearing-point referenceHide interior clearing-point reference
Location schematic · Basement and connecting passages

Relative positions of indoor objects, without a game-map background. Numbers identify clearings and exits; they do not describe a walking route.

1234567891011121314151617
  1. 1 · House basement — doctor-meeting clearing
  2. 2 · Underground passage — warehouse side 1
  3. 3 · Underground passage — warehouse side 2
  4. 4 · Underground passage — factory side 1
  5. 5 · Underground passage — factory side 2
  6. 6 · Underground passage — mine side
  7. 7 · Underground passage — morgue side 1
  8. 8 · Underground passage — morgue side 2
  9. 9 · Underground passage — vineyard side 1
  10. 10 · Underground passage — vineyard side 2
  11. 11 · Underground passage — well side 1
  12. 12 · Underground passage — well side 2

These location labels belong to this guide. Map numbers identify instances, not a recommended clearing order. The locator uses scene objects and connected teleport entrances; it does not infer a walking route or quest phase from coordinates.

Prepare before clearing

Consumed materials

Required tool

  • Pickaxe

What clearing changes

  • The worked-on blockage is removed from the scene. This statement does not identify an unverified destination behind it.
  • Each completed clearing adds one Blockage inspiration action, not one action per material or produced item.
  • On the first related clearing, the conveyor darkness object is removed and the shared cleared flag is set. It is not removed again by later entrances.
  • The first vineyard-side clearing removes the shared darkness object. Clearing the other entrance after that flag is set unlocks the vineyard basement porter-station building. Either entrance can set the first flag; do not assume a fixed 1→2 order.

Base work units: 6; energy per work unit: 3. These are base configuration values, not a guaranteed final energy total.

Technology-point rewards: red 2, green 0, blue 0.

Next actions

Show Compare nearby clearingsHide Compare nearby clearings

Materials, quest conditions and clearing effects were checked against game files; no live-save playtest was performed.

Mastery and inspiration

Complete action: +1 · Clear the Way I

This action cannot be added to the normal crafting queue; use the object’s direct action.

Show Progress and per-progress costsHide Progress and per-progress costs

Base progress: 6 ticks; this is not a duration in seconds. Perks may change the total.

Configured energy per progress: 3; tools and perks can change the actual cost.

Sources

Recipe quantities and chances: recipe configuration, perk add/remove parameters, executor selection and output evaluation. Progress values are ticks, not seconds; costs are configured per progress. Quality and weighted groups require their own result rules.

Frozen Windows game files and code verification; no game-save playtest or other-platform verification.

Evidence policy · Data updates