3-3: Border Scuffles

Outlaw Hana runs up a rocky hill through some scrub. Some dust bandits run after her while others are ahead, trying to catch her. The dust bandits, mostly greenlander humans and one shek, wear scrappy spiked metal helmets, metal boots, rag skirts, and go topless except for a heart protector, a single metal plate worn over one side of the chest.

Dust Boss: Heh! These nobodies are just asking for a beating!

On the way back to the Hub, Outlaw Hana gets accosted by a group of dust bandits. The dust bandits are more or less top dog in the Border Zone's ecosystem, stronger and better armed than the starving bandits the gang has encountered a couple times. The Border Zone is still very much the beginner zone, though; the dust bandits don't hold a candle to most factions in other parts of the world. By this point, any given member of the gang is about an even match stat-wise for a dust boss—the leader of a given dust bandit group, stronger than the rank and file—and far better equipped.

While confident about the gang's chances all together, Outlaw Hana still isn't strong enough to take on these guys all by herself, so she flees, leading them back toward the Hub. Making a stand in front of the town gate, the gang takes a break from their various activities to make short work of the bandits.

From there, Outlaw Hana gathers everyone up to come help out at the house. Research is divided into several tiers, each tier unlocking a new set of options. You don't have to complete everything in one tier before moving on to the next; unlocking a new tier is simply its own research item, usually with one or two prerequisites. Since hemp farming is a tier 2 research, Outlaw Hana had to unlock Tier 2 to complete her goal of researching all the farming options. That, however, means that the gang will have to build a Tier 2 research bench, which is why she went out to buy materials in the first place.

Inside the house, the gang all work together to build a Research Bench 2. From above, it's shaped like a squared U, with some of the counter space taken up by a thick tube running from a tank with valves and dials on it and the rest clear to work on. Behind the counters, there's a framework of metal rods reaching about twice as high as the counters. A shelf sits on the framework at counter height.

This new bench takes up significantly more space than the first one, pretty much filling up the rest of the space in the house. I meant it when I said the purpose of this house was to be a research lab! The gang could dismantle the small research bench at this point—the tier 2 bench handles tier 1 research just fine—but there's really no need. They don't need the space for anything else right now.

A couple hours later, Outlaw Hana has learned all she needs to about hemp farming. She steps outside to find most of the gang running back and forth across town carrying each other on their shoulders. All that mining they were busying themselves with was partially for ore to sell for a bit of steady income but also to get a bunch of heavy iron to fill their pockets for strength training. It's been a productive few days.

After one training session, Keys moseys on over to the bar to freshen up. As she waits for her order, a posted bounty catches her eye.

WANTED: Dust King

The leader of the notorious Dust Bandits, he is thought to be hiding out somewhere in the Border Zone.

REWARD: c.30,000

Going after that could be a fine idea indeed. 30,000 is a decent sum of Cats and the gang had a pretty easy time with those dust bandits earlier. The rest agree. Soon, they've sold off all their heavy iron ore, filled their bellies, and are ready for a new adventure.

The map, zoomed all the way out. As usual for the map at minimum zoom, the cities the gang has discovered are shown.

From World's End in the north (not the northwesternmost revealed city, that's Deadcat in the middle of the Cannibal Plains, which the gang hasn't visited yet. World's End is the one a little bit southeast of that), the gang now finds themselves close to the continent's centre, a bit to the west. The revealed city directly southwest of the hub is Squin and past that Admag, the capital of the Shek Kingdom. Visiting there is on the gang's bucket list but for now they have their eyes set east, planning to explore the part of the Border Zone separated from the Hub by a deep ravine.

A narrow ravine, pale stone cliffs with visible sedimentary laters forming high cliffs on either side of a mostly dry riverbed. A winding, gradual path leads up the east side, which the gang is walking.

After a steep climb, they spy what seems to be a Holy Nation outpost, making them a little nervous about the venture. Up close, though, it becomes clear it's nothing more than an abandoned wreck. Among the wreckage, there are a few of the kind of weapon dust bandits like to use: A particularly shitty type of sabre called a horse chopper. This seems to imply that it was dust bandits who took this place out. Perhaps approaching this Dust King will demand more caution than the gang expected.

Back on the trail, the gang soon finds another outpost perched atop a cliff. This one is not Holy Nation, rather a tech hunter waystation with a bustling bar and a couple other shops. The gang decides to make a stop.

Jam is shopping at the waystation robotics shop. The shop has an assortment of prosthetic legs, a few prosthetic arms, and a pile of skeleton repair kits. Jam is looking at a High-grade skeleton arm.

Skeleton Arm (left)

A common skeleton arm. Though a few thousand years old, those that have survived in good condition can be more dexterous than human hands.

Tucked in the back of the waystation, a helpful skeleton operates a little shop out of a small shack where they sell a few prosthetic limbs and have a skeleton bed for rent. This is a perfect little find for Jam. They've been really feeling the limitations of their hive-made economy arm lately. It's been saddling them with -16% to Crossbows, -60% to Lockpicking and Thievery, -22% to Dexterity, and -25% to Swimming. The High-grade skeleton arm here would lighten their Lockpicking and Thievery penalties to -16% and flip that Dexterity penalty to a +9% bonus! It'd worsen their Swimming penalty to -31% but that's a trade worth making. It's much more durable too, 125 HP versus the economy arm's 85. That's shek-level tough. Jam trades the old arm for the new without hesitation.

The main shop here is a materials shop, very useful for base-building and well-stocked with research books. On top of that, the shopkeep here actually has something to say beyond “let's trade”. She helpfully does a bit of tutorializing, answering questions about how to start researching and building. It's pretty likely that a new player will find their way here sooner than later but asking this lady a bunch of questions is thankfully not the only way the game teaches a new player about this stuff. The game does have actual tutorials you can opt into.

While I've already covered most of what she has to say, one of her answers does provide a good segue into the next step the gang will want to take toward eventually founding their own settlement.

Jam speaks with a human woman with charcoal grey skin and a white mullet. They are in a shop that's a little crowded with item storage but looks quite well-kept.

Jam: Where can I build?

Ronin Construction Trader: Anywhere away from towns, but you'll want to do some PROSPECTING first, find an area with the resources you'll need. Stone and iron are the important ones you'll need. Fertile land too if you're thinking of farming for your food.

Dunno why she says PROSPECTING like that but she's quite right. Building on the first plateau you see is a quick path to struggling with a lack of resources and barren ground. Prospecting before you build is essential. It's simple to do—simply select a character, hit the Prospect button in the bottom right corner of the screen, and wait a second. They'll come up with all sorts of info about the surrounding area.

The scene is in front of the waystation gate on a badlands ridge, the east side of it warmly lit by the rising sun. In front of this is the prospecting window. It contains lots of information about the land and environment, much of which is discussed below.

Prospecting brings up all sorts of useful information about the land. Standing just outside of the waystation, Outlaw Hana learns that this little patch of the Border Zone has 39 Water, 62 Fertility, 37 Stone, 0 Iron and 0 Copper. Each of these numbers is out of 100 so even if the waystation wasn't already here, this would be a dismal place to build on.

We'll dive deeper into the information gleaned from prospecting once it reveals a place that doesn't completely suck. Each zone has fixed environment types (so the entire Border Zone is going to be 100% arid and 10% green, which matters for growing crops) and ranges for how rich it is in various resources (for example, you're never going to find a place with 100 Water if you build in a desert zone), but resource richness can vary quite a bit within each zone. Outlaw Hana is going to be prospecting quite a bit as the gang travels around—and it will be Outlaw Hana specifically since prospecting is governed by the Science skill. The better a character is at science, the larger the area they'll survey when they prospect. As she's spent a couple days researching, her science skill is now at 22, a far cry better than the 1 everyone else has.

Wandering around the Border Zone in search of fertile lands, the gang has gotten somewhat distracted from their goal of beating up the Dust King and turning in his bounty. That's how it goes sometimes. Starting and stopping as Outlaw Hana does her prospecting, they attract the attention of a bunch of starving bandits.

Up on a rocky ridge with badlands stretching into the horizon, Outlaw Hana speaks with the starving bandits' leader while the two groups stare each other down. The starving bandits are greenlander humans wearing rags and carrying sticks.

Hungry bandit leader: Listen up!

Hungry bandit leader: Hear us out.

Hungry bandit leader: We take everything we can eat...

Hungry bandit leader: Hand over your food and nobody dies...

Outlaw Hana: You look half dead. You're in no condition to rob me...

Hungry bandit leader: The fuck do I care! If I can fill my stomach it's worth the risk fighting a rust sack like you...

Outlaw Hana: Eat a cactus, shrimp. I worked hard for my food.

Hungry bandit leader: Then you'll have plenty to loot...

Hungry bandit leader: Attack!

Ah well. The "eat a cactus" line works most of the time but I suppose this hungry bandit leader was bolder than most.

The gang fights starving bandits. In the foreground, one starving bandit takes an unsteady step backward with his hands in the air, dodging Burn's attack. Next to him, Horse does the same to dodge a big swing from the bandit leader. Behind him, Pilaf gets ready to charge in and gore a bandit.

The hungry bandits equal the gang in numbers, which is a coy way of saying the gang mows them like grass. They are the most basic bandit faction, made to beat up a character at the very start of their journey but not to pose a threat to a halfway decent group. They probably should have known better than to attack the gang but bandits in Kenshi are terrible at threat assessment. They never stood a chance.


3-4: DARK HORSE PROSPECT ⮞