It's quick work; if grim. Working together, the squad dumps the perforated bodies off the cart and into the base of the tunnel below. Neither K'ral nor Doc spots more trouble; and with no word from 4th Squad in the complex rooms above, 5th Squad can only assume their comrades are searching this area, directly beneath the manor, for matter pertaining to the objective. 5th's mission, then, is unchanged - explore further, searching particularly for the artificers and facility behind the manufacture of the brass spheres. But the presence of this rail system suggests the complex is larger considerably that the building above. How big is this place? What are they doing down here? And will it be possible to fulfil that objective, before the Vult labcoats complete their evacuation? A bloodslick chariot awaits, to convey you, perhaps, to some answers.

Spoiler: 2nd Lt. Xiloscient....
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The manor is at the extreme North-West of the village. The train car was coming in from the east. Recalling the map to your mind, if the east passage curves toward the south, it will quickly be travelling under the rest of the village. If that is the case, it would suggest those soldiers were coming from some other station in the village - perhaps, corresponding to another element of the facility. They definitely seemed to be content to race on by to the west. It would have to turn fairly sharply if it was staying within the confines of the village proper; but the alternative would suggest the tunnel continued to the west, perhaps behind the allied lines of operation. That would be a clever manoeuvre - but not one you, as an officer, would send a fistful of green recruits on.

In short, the tunnel to the east would need a less drastic turn to head toward the interior of the village; but without more information, it's impossible to tell how these tunnels change after this boarding station, which seems to be oriented almost perfectly East-West. The only clue you have, alas, is that this group of grenzsoldaten were heading from the east, toward the west.

That, and quiet instinct in the part of your mind that has been prepared to be a leader of soldiers in operations of life and death, that if you were evacuating a high priority facility in the face of enemy advances, you would not be sending soldiers away in orderly squads. They would be escorting non combatants, carrying materiel, on their way to do one of the form, or else the very last squad to leave the facility.


Spoiler: Pvt. Salamir
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At a guess - and your technical guess are pretty good - one of these rails is intended for traffic in one direction, the other for traffic in the other direction.

...But then, there would need to be a platform on the other side. Or else some kind of deployable bridge from the far track to the single platform, but even then, what would stop a second car coming down the track and nailing that bridge and any poor schmuck crossing on it? And now that you're looking at it, the furthest rail has considerably less wear on it than the closer one. The only conclusion is that the close track is used for traversal both ways (or one way on a loop), and the second track serves a different purpose - maybe, heavy hauling cars requiring two runner mechanisms, and a function for cars to bypass each other, and perhaps turn around.

Futzing with the cart and the lever a little longer, removing a panel at the lever's base, you gain some validation of your instincts. There are additional controls near the footing of the lever concealed for use by trained operators. There's no 'turn around' button here; but there are some intuitive enough artificer enchantments that perform the function. It's remarkable, really; the platform sends a message to the next platforms in the sequence forward and back, which in turn halt any incoming traffic or divert them to the secondary track for the next stretch of their journey. It's a sophisticated system of signals built into the platforms which... seems overengineering, when you could just have built a second platform. But such is the nature of some technical minds given free reign - overengineering spills out of the protoyping. Still, you think you can 'tell' the car to turn around, such that when you board it it will proceed to whatever reversal mechanism exists in the tunnels between the stations, then turn around and head back the other way.

This, however, will necessarily 'warn' the platforms that your cart is turning around and coming back the other way. It's possible that the chaos of the current situation in this base may cause this to mean nothing; or it might alert some attentive platform operator that something is amiss. But to change the West bearing to East, that seems to be the intractable price.