2-15: Obedience

The gang walks through the midst of a cluster of enormous robot arms and hands sticking out of the ground. The same place as above. The glare of the setting sun reveals the ground to be a smooth metal, rippled as if solidified from liquid. An enormous robot head can now be seen sticking out of the ground between two of the arms.

Burn: After the war the behemoths lost their purpose

Burn: Man became afraid of the destructive capabilities of its own creations

Burn: The irony is that it was their blind obedience and unquestioning loyalty that walked them down into that pit, entirely unresisting

Burn: The price of obedience.

Burn's elegy hangs thick as the fog in the air. These hands, frozen for thousands of years in a desperate, futile grasp for life, are the same as Burn's hands; though vastly different in size, their construction alike. Jam thinks back to the conversation they had with Burn when they first met, how Burn opined that “behaviour bred from greed and fear hold human evolution at a standstill”. If this is what they meant, what they'd seen fearful humans do... Jam doesn't know what to say. They somewhat awkwardly thank Burn for sharing and spend some time pondering the horrors skeletons must have witnessed over their lifetimes. The horrors they must have endured.

The gang does their best not to complain about the bone-shivering creeps this place gives them and presses west through the grisly forest of hands. They're soon on the other side of it and into a part of the canyon that isn't so unsettling. The smooth metal gives way to rocky ground and between natural stone pillars, they spy a rather more inviting ruin.

A big round high-tech lab raised high on a solid stone foundation that provides a wide walkway around the building. It's the same kind of building as the University of Machinists. The chain-link fence around it has rusted away, but the metal gate remains intact, so Ells has to pick the lock. The setting sun gives the whole scene a warm orange glow.

The lock here isn't too tough, but by now the gang knows an easier lock on an unmolested ruin probably means more danger inside. Ells, being the sneakiest, creeps in alone to check it out while the rest keep a low profile outdoors.

The lab's ground floor. Concrete interior walls and strategically placed crates combine to form a sort of labyrinth, though the only thing that actually matters is the path from the door up the stairs and that's not blocked at all. Piles of security spider torsos litter the middle of the room. One security spider stands at the bottom of the stairs, facing into the part of the room we don't really care about.

A single security spider here on the ground floor, conveniently facing away from anywhere Ells might care to go. Nothing really to loot, though. The good stuff must be upstairs.

The lab's second floor, or first floor if you're British. Three security spiders guard research stations brightly illuminated by a cluster of overhead tube lighting. The path from the ground floor stairs to the top floor stairs only requires skirting around the dimly lit edge of the room, though. Good thing because two of the security spiders are looking directly at said path. The top floor. Don't think you're gonna catch me out with this second floor/third floor ambiguity. The concrete interior walls separate this floor into a large treasure room on one side, a room stuffed full of generators on the other, and a narrow hallway that winds around and between them. There are two security spiders here: One positioned in the dark far end of the hallway where there's no way it's going to see anything and the other positioned very rudely.

Ells is getting pretty stealthy, having reached a score of 56 out of the maximum 100. This is enough for him to start Naruto running, letting him move at a much faster pace than the default crouched crab shuffle while sneaking. This newfound skill lets him dash right on past the bots up to the top floor. There, in the treasure room, a spider bot stares directly at the room's one entrance, a narrow, well-lit passageway. It seems a bit unfair but Ells is not about to admit defeat.

As in many games, when a character is trying to sneak, NPCs have three different states pertaining to how aware they are of the sneaking character: Unaware, alert, and aware. In the above screenshots, Ells has a blue eye next to his name, signifying that all nearby NPCs are unaware of him. If one (or more) starts to get a sense that he might be there, the eye will turn yellow and he'll get a little yellow arrow pointing toward each alert NPC. If he's been spotted, the eye turns red and he'll get red arrows pointing to the NPCs that see him. Alert NPCs usually won't start walking around to actively look for the character, but while an NPC is alert, there's basically an invisible meter filling up that will flip their status to aware when it fills up all the way. This means that as long as Ells' stealth skill is good enough for him not to get busted right away when the security spider goes on alert, all he needs to do is Naruto run past the spider and find a dark corner to hide in within the treasure room to go back to being undetected and safe.

Ells loots a safe. It's got a few ancient science books, two CPU Units, and five skeleton repair kits. This stuff is worth a lot of money. Other than the CPUs, which are only good for selling, they could be quite nice to keep, too.

Ancient Science Book

A valuable artifact from ancient times, detailing long-lost advanced technologies.

It works! Ells spends a few seconds in a tiny little spot by the wall where the lights don't quite reach and the security spider improbably completely loses track of him. He searches the room and shoves a few valuable research materials into his backpack then gets to work on the safes.

The tougher of the two safes has a fiendishly complex level 78 lock, something Ells can barely even attempt with this 38 Lockpicking skill. He has a 5.7% to crack it. This isn't actually as dire as it sounds—when you fail a lockpicking attempt you can immediately just try again—but with low enough chances or poor enough luck, time can present its own issues. In Kenshi, the sun finishes setting at 11 PM and starts rising at 5 AM, which imposes a hard limit on Ells' ability to be in here safely. He starts working on the safe at 1:18 AM, easily enough time for any reasonable lockpicking attempt. 5.7% is not reasonable, though, and the challenge nearly gets the better of him; it's 4:50 by the time he finally breaks in.

Ells is going to have to grab and run, but at least his hours of toil pay off. The safe has a pair of CPU Units, a few Ancient Science Books for advanced research, and five Skeleton Repair Kits. Ells has actually been filling his pack with skeleton repair kits—while there are a lot of skeleton parts here that are worth a pretty penny, skeleton repair kits outsell every one but the CPUs. I suppose that shouldn't be too surprising. Some of these other skeleton parts only exist to be sold and some can be used in highly advanced crafting, but a repair kit is essentially necessary healthcare for any skeleton or anyone with a prosthetic, and no one's out there making proper ones these days. As with skeleton limbs, the only substitutes are hive-made and it's obvious from a passing glance they're not as good.

Ells hands his loot over to Pilaf. The sun is rising now but it's not fully up yet. There's still an hour of twilight that might be enough to hide him from the spiders. Deciding to push his luck, he rushes back in, stuffs his pack a second time with all the skeleton repair kits and power cores he can carry, and makes to leave. The spider guarding the treasure room finally sees him. That's fine by him, though. He's already on his way out. He breaks into a run and the rest of the gang, still hiding on the ramp up to the lab, hears his hurried footsteps and does the same. Security spiders may be deadly strong, but they're about as fast as they are perceptive—they can't even catch baby Pilaf. The gang makes tracks, continuing on their way to the coast.

Cresting a hill to escape the canyon, Outlaw Farmer tenses up. Travelling through the pit called Obedience let them bypass the heart of the foglands, but they still have to pass through the outskirts now. Fogmen could still be about.

The gang travels along a grassy plateau. Over the rocky hills in the background, the sky is a clear, beautiful blue. The ground is, for some probably mineral-related reason, a motley of burgundy and faded aquamarine. A little ways beside the gang's path, the plateau is littered with hunks of ancient rusted junk.

Outlaw Farmer: The fog islands

Outlaw Farmer: We should try to stay up high, out of the fog

The gang keeps their heads on swivels and makes it out of the fog islands without being attacked. They officially enter the land of Dreg, the name for the stretch of coastline here. They're about to relax, starting to think they're safely out of fogman territory—so of course that's exactly when the fogmen strike.

Burn holds their fragment axe high in a defensive position in front of them, ready to intercept the fogmen's overhead attacks. Five fogmen cluster around Burn and prepare to attack while eight more charge off through a field of burgundy scrub after the rest of the gang, who are fleeing into the distance.

They come in numbers as fogmen do. Too many to safely stand and fight. Too many to trust that the gang can simply weather their attacks as they flee. Burn, ever inedible, steps up to the plate. Assuming a defensive stance, they hold off as many fogmen as they can. Unfortunately this turns out to be only half—the other half ignore them and keep running after everyone else.

The gang breaks formation, everyone but Burn sprinting as fast as they personally can in order to split their pursuers. They don't actually have anywhere to run to, but Jam and Outlaw Farmer, leading the pack, soon spot what looks like a hive village in the distance. With a shout, they pivot and speed toward it.

Honestly, everyone but Pilaf should be able to outrun fogmen at this point. Fogmen run at a speedy-for-the-real-world 18 mph, while the gang's natural maximum speeds range from Jam's blistering pace of 23 mph to Burn's still quite respectable 18. Running speed depends on a number of factors: Athletics skill, race, equipment, prosthetic legs, and how much stuff you're lugging around. It's that last factor that's sinking Horse and Keys down to 17 and 16 mph respectively—while neither is objectively carrying that much, neither is very strong yet, either, so there's not much they can carry without being weighed down.

The gang starts piling into the hive village's robotics shop as they arrive; first Jam and Outlaw Farmer, then Ells and Riddly. There, they prepare to defend themselves against the coming fogmen, but another complication arrives first.

Scrawny cannibals fill the robotics shop's cramped quarters, piling in one after another. The gang and the hive fight back between the shelves and the workbenches, a sweeping swing from a soldier drone's polearm sending a whole bunch of cannibals reeling at once. In the background, near one of the shop's three entrances, a hive prince screams at Jam over the din while fighting off yet another scrawny cannibal.

Hive Trader: LOST ONE! HIVELESS! GET OUT!

Scrawny cannibals chanced to be passing through. They spot Ells on his way and pour into the robotics shop after him, swarming the hive. They don't do very well, though. The gang and the hive fight side by side despite the prince screaming at Jam to leave the whole time, clearly an adept multi-tasker. The unlikely allies are halfway done tearing through the cannibals when Horse, Keys, and Burn arrive with the fogmen.

Numerous fogmen charge into the shop, splitting ranks both ways around the central arrangement of tables and shelves. One fogman has a scrawny cannibal slung over their shoulder.

Fogmen and cannibals are both people eaters. They'll both prioritize securing food over fighting. As the fogmen join the mêlée in the robotics shop, they start picking up scrawny cannibals the gang and the hive KOed and trying to fight with guys slung over their shoulders. Then when fogmen start falling, the remaining scrawny cannibals start picking them up and trying to fight like that.

Needless to say the gang doesn't have much trouble with this one.

Chaotic as all that was, it was still a lot of attackers and some of the hivers took a beating. One worker drone, right back at their electrical workbench station after the battle despite bleeding from the head, seems a little confused.

In the foreground, Horse staggers from a hit while the gang and the hive clean up the last few foes. To his left, a hive worker with a bloody head toils away while having a bit of a moment.

Worker Drone: The Queen! THE QUEEN?!!

The hive queen isn't anywhere around here; the gang doesn't have a clue what this guy is freaking out about. Jam wonders if a blow to the head didn't rattle something loose and shake their connection to the hive mind. The worker's hands move at a frenetic pace, their rhythm leaving no opening for conversation, and the prince here is already in a bad enough mood from the presence of Jam's hiveless self. Wishing to avoid more of a scene, the rest of the gang ushers Jam out before they manage to figure out a delicate way of checking on the worker.


2-16: LONG LIVE THE QUEEN ⮞