The Auto Shop is the main hub of the game. Here you can modify your car, store items, and use a variety of stations.
The shop is owned by Oppy, who begrudgingly allows The Driver to use it as a base.
Default Stations
These stations are available without the need for research.
Route Planner
Logbook Entry
The only way you're ever going to find your way around in this scrambled soup of a place is by carefully, methodically mapping out your progress. Keep track of different routes using this map, along with information on how safe (or dangerous) they might be.
See Junctions for Route Planner usage.
Fuel Pump
Logbook Entry
If the Zone has one thing going for it, it's that gasoline here is free.
The Fuel Pump can be used to refuel your car and any empty fuel cans. See Fuel Pump for more details.
First Aid Station
Logbook Entry
Don't forget to patch yourself up! If you haven't got your health, you haven't got anything.
The First Aid Station will fully heal The Driver.
Status Monitor
Logbook Entry
A big screen version of the car's current status. How's that high res lookin'?
This monitor displays a larger version of the Status Monitor inside the car. Interacting with this monitor will show/hide a Driver's Checklist of recommended tasks before setting out on another drive.
Charging Station
Logbook Entry
“Inductive charging and resonant coupling clearly have ample application. I'm convinced they're the future of so many devices. I also believe they may be viable in transport, even heavy industry,” say Oppy's old notes.
Throwing the charger switch while the car is on the lift will fully charge the battery. This station can be upgraded to the Experimental Charging Station.
Tinker Station
Logbook Entry
If your car ain't broke, don't fix it. But if it is malfunctioning, and in some unusual way, this will help you understand how.
This station is used to diagnose Quirks. It can be upgraded to tell you which elements of your guess are correct, and to use Stable Anchor Energy to pinpoint one correct factor of the diagnosis.
Workbench
Logbook Entry
“Why buy it, when you can slap it together yourself with duct tape and saliva?” — Dr. Ophelia Turner, 1971
The workbench can be used to craft more advanced recipes. At first, it can only craft Tier 1 and Tier 2 recipes, but eventually it can be upgraded to craft Tier 3 items as well.
Friendly Dumpster
Logbook Entry
If you’re ever in dire need, pay this a visit. As much as the Zone takes away, sometimes she also provides.
See Friendly Dumpster for more details.
Storeroom Stations
These stations require access to an Impact Hammer to break either of the large yellow locks on the double doors into the storeroom.
Fabrication Station
Logbook Entry
This is where the real engineering gets done. The Fabrication Station will allow you to unlock a host of new technologies that will help you upgrade both your Auto Shop and your car.
The Fabrication Station can be used to unlock refined recipes and build new stations for your Auto Shop. See Fabrication Station for more details.
Vargas Auto-Vac
Logbook Entry
What's the point of inventing all these new technologies if you can't use them to spruce things up a little? Here's to a tidier future.
The Auto-Vac sucks up items on the floor and deposits it in its inventory. It must be manually emptied. Careful: the Auto-Vac inventory is destroyed upon exiting the Garage.
Oppy's Pneumatube
Logbook Entry
The Pneumatubes, also known as the Tubes, span the Zone. A low-tech, low maintenance method of communication and delivery, they've endured in a place where so many advanced alternatives have not.
The Pneumatube input and output are located to the left of the door into the storeroom.
Fabricated Stations
These stations need to be crafted at the Fabrication Station and placed in the garage.
Outfitting Station
Logbook Entry
Upgrading cars is one thing. But now, it's time to spend a few of those Zone resources upgrading yourself. Go on, you deserve it.
Detailing Station
Logbook Entry
Store and install your vehicle cosmetics at this dedicated beautification station.
Repair Station
Logbook Entry
Give yourself a little help patching up the car every time you return to the garage with this powerful automatic regenerator.
Athletic Stimulation Station/Hoop
Logbook Entry
It's such a generously sized target. How difficult could it be to score a few points?
Deco-Vend
Logbook Entry
This retrofitted vending machine will reward you with a wagon accessory in exchange for Anchor energy.
Fish Tank
Logbook Entry
Fish have been kept since at least the time of the Sumerians. There's no reason not to keep something a little more esoteric in here, too.
Storage Facilities
The Auto Shop starts out with three accessible containers: a Locker and a Toolbox by the entry gate, and a Paint Shelf on the left-hand side of the car station.
Locker Storage Grids
Toolbox Storage Grids
Paint Shelf Storage Grids
Early into the storyline, The Driver receives a Transfer Trunk, which can also be used as permanent storage.
Transfer Trunk Storage Grids
After unlocking the Storeroom, The Driver gains access to another Locker. Oppy's Pneumatube, located in the same area, can also be used in a pinch.
Storeroom Locker Storage Grids
Oppy's Pneumatube Storage Grids
Through the Fabrication Station, The Driver can construct up to 4 Expanded Lockers and place them throughout the Shop.
Expanded Locker Storage Grids
Each of the 4 lockers can be expanded further with the Pneumatic Locker upgrade, switching it from grid-based to list-based interface, with vastly increased capacity (enough to fit the contents of all other storage facilities combined; actual limit TBD).