Navigate Cranktown in Resonance of Fate. Discover Widlar Street shops, Solam Street's Hotel and Guild, and advanced weapon customization options.
Cranktown is divided into two main areas: Widlar Street, which houses all the shops, and Solam Street, home to the Hotel and Guild. Like in Ebel City, the inhabitants' locations can change depending on the time of day.
Starting from the west end of town, you'll find the Hotel. To its left, near a changing room where you can alter outfits, is a [GLASS SHARD x1]. Staying at the Hotel costs 100 Rubies, but it doesn't allow for saving, making it less useful than planting an Energy Station nearby for free use.
Continue down from the Hotel, and the Guild will be found inside an open door where the road turns right. Here, you can exchange colored hexes for Station Hexes, access a bestiary, and check a Bulletin Board for new missions. Crossing the bridge leads to all the shops.
Speaking with certain people, particularly lift attendants, can yield money if they acknowledge your expertise. You may also encounter a gremlin near the shops, similar to the one in Ebel City, which drops over 100 Rubies.
Cranktown Tinker
The Tinker offers a variety of grenades, including Freezer and Electro Grenades, along with enhanced M-C and H-P Rounds. They also craft elemental rounds such as Incendiary, Sub-Zero, Electrified, Toxic, and Oil Rounds. Scrap parts to obtain the necessary components, with Incendiary rounds being crucial for ice-based enemies in the Silver Canyon. The Tinker also provides a wider selection of custom gun parts.
Customisation: Advanced Class
Advanced customization allows for the creation of numerous items by utilizing spare custom parts. It's recommended to start by crafting three Top Sights and then three Combat Sights. The Prototype Mount enables the addition of a second scope to the right side of a gun. If needed, reposition the gun to the left and attach the Mount to the right using the double line "||" connection. A Combat Sight allows for another sight to be attached above it, along with a Sub-Sight that connects with a sideways "H" shape. The Multi-Barrels for both the MG and HG can accommodate an additional scope and feature an expansion port for more barrels when the Expander Grip is attached.
Machinegun Customization Example
Attach the MG Multi-Barrel to the left side of the machinegun. This allows for an additional scope to be mounted above this barrel. Add the Combat Sight and a Compact Scope above it, followed by the Sub-Sight to the left. Equip two Flash Barrels to the double barrels and a Short Sub-Barrel to the ends of both. Replace the Foregrip with the Expander Grip. Utilizing the Multi-Barrel's upside-down "T" shaped extension port and the side port on the grip, you can attach a Multi-Sub-Barrel and another Flash Sub-Barrel to the end of that barrel, along with a third Short Sub-Barrel.
Using the MG Magazine +6 obtained from increasing your Hunter Rank, you can craft an MG Magazine +5. This part features an extension that allows for the addition of more grips. (This step is optional and was used for demonstration purposes.)
After these modifications, even without additional grips, a machinegun could achieve the following stats: CA: 57, CS: 22%, RF: 79, BF: 76, MS: 18, WGT: 325.
Handgun Customization Example
Similar principles apply to the B-N84 Handgun, though it requires starting with the HG Multi-Barrel and a significant amount of cash. This customization won't work with the 1191-45-Auto due to an insufficient gap between the Multi-Barrel port and the Expander Grip. However, this can be rectified by attaching the Barrel Adapter part to the Grip, bridging the gap and allowing for the addition of a Multi-Sub-Barrel.
Accessorise!
The Tinker can craft a variety of accessories, but they are costly. While you may possess the components for all of them, it's advisable to choose selectively. Padding items offer the dual benefit of providing minor physical damage protection and reducing elemental damage. You should already have three accessories from completed missions. Prioritizing ice protection is highly recommended, as being frozen incapacitates a character until cured or the effect wears off, potentially leading to a team wipe. Crafting Cold Padding for at least two team members is advised.
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