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Once you created your character you'll be sent to the tutorial. Remember free players have only one character slot per account, so if you want another character you will have to make another account: this is OK with the game rules.

The first thing you might want to do is fixing your User Interface according to your likings; it's a good idea to put everything in the bottom so that you have a clear view on the surroundings. This is an example of user interface setup.

Note that non-payers get an annoying "UPGRADE!" button, that luckily can be moved away from the screen (I suggest bottom-right) and become invisible. The Interface is fully customizable but let's forget that for now and talk about the basics. The interface items can be dragged and resized at will. To drag a piece of the UI simply click mouseover the piece you want to move until you clearly see the borders: at this point click and hold, then drag it wherever you want. Some UI pieces can also be resized, such as the chat. If you mouseover the borders or angles the cursors will become a two-ways arrow: then you can freely increase or decrease the size of the UI piece. After this you might want to familiarize with the controls, these are the most important buttons: TAB/Mouse wheel click is used to switch from exploring mode to combat mode and vice versa. Very important as doing some actions require you to be in exploring mode. CTRL+Mouse wheel scrolling allows you to scroll through your weapons: you can have six weapons equipped and can dual-wield one-handed weapons.

If you want to take a screenshot of your character, you can rotate the camera by holding ALT and rotating the visual with right click. CTRL+Q to take screenshots. Shift+Click lets you loot everything from a lootable item/enemy. Combat hotkeys: "P" sends you in prone position (more accuracy and harder to be hit), "C" sends you in sneaking mode to avoid detection. General hotkeys: "I" opens the inventory bag, "G" opens the weapon inventory, "V" opens the skills window and "J" opens the mission window.

You'll most likely be a bit confused at this point, there is a LOT of people around, many NPCs and a general chaos: it's a starting zone so every new player is there with you, and is most likely as confused as you! Fear not, let's get some logic in this chaos. These are the 3 main things you have to locate and remember the location of: The Mission-giving NPCs have a green biohazard symbol over their head: these guys will give you missions that earn you money, experience and Advancement Points (AP). Note that it's very important to do the missions given by the guy inside the bunker you start from after the tutorial: he will give you a free horse in the end. The Auctioneer is the market; you can buy/sell stuff there, and the items you buy are sent to the blue mailbox nearby. Profession/Tradeskill Trainers; these guys train you in various professions/arts, if you choose to. You can buy books that enable you to harvest various materials worth a lot of blue chips.starting guns) , and generally start to understand how the game works, getting used to the controls, etc. Next steps should be getting a decent armor setup, leveling your harvesting skills with the nearby nodes, and get a better horse. Getting the improved horse costs 5 blues and is fundamental as it uses almost 3 times less food.

Thou shalt not spread your stats. You can't really have two or more different weapon trees in this game unless you plan your build properly. In general, only choose either Rifle, Pistol or Melee, or follow my Hybrid builds archetypes. Dual-wielded Pistols have by far the most DPS in the game but use more ammo and have no scope. Rifles have penalty against melee and average DPS, but long range and high damage per shot. Melee deals a lot of damage and doesn't use ammo but it's risky as it comes with the obvious range disadvantage. It's a good idea to get a CLEAR idea of your final build before lvl 10, or at least before lvl 20. From lvl 21 it will cost you 500 chips to reset 5 stats, so if you screwed up badly you'll have to farm a lot just to fix your APs.

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You can split items by shift-clicking them. You can set an item as "precious" by right clicking it and selecting Precious. You won't be able to sell it until you right click again and click "Not precious". Useful for not accidentally selling stuff you want to keep. Almost every single item in the game can be crafted, and almost every single item you loot can be used to craft something. Many items you harvest, like leathers, cottons, scraps etc, can be sold for high amounts at the Auctioneer. Check their price before you sell them to a merchant. Almost every harvesting and crafting ability needs to be learned from a book. Books are sold by profession trainers (i.e. Medicine books are sold by Medicine Trainers) and Tradeskill Merchants. Don't be too hasty in leveling. The slower you level, the more AP you get, the stronger you will be in the end. It's a good idea to raise all of your tradeskill equally, especially the harvesting-related ones. You can skip things like construction and cooking if you want.

Remember to get the free horse from the missions you get from the guy you see right after the tutorial, in the bunker you start from. It's a good idea to upgrade your horse at one point in the early stages, because improved horse eat A LOT less food. The Improved Riding Horse should be your goal. Don't start the quest to build the ATV (the quad) early: that vehicle eats a lot of fuel and requires tons of materials to craft. Horse food can be easily crafted by going north of Embry Crossroads and harvesting vegetables/grain, the crafting horse food with the Nature tradeskill. The book to learn this can be bought from most tradeskill merchants and nature trainers. If you can't find the horse, there the map will show you where he is. If your horse is dead, heal it. Go by it and the horse window will appear, click on Heal. If you lost your horse, go to a Stable Merchant (can be found near most towns) and tell him to Tow your mount, then tell him to activate it. Ta-da. You can rename your mount by right clicking on its name on its status bar. You can load stuff on your mount. Useful for when you want to stick around for a long while.

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Missions put a red X on your minimap: that is the objective of the mission, follow it to complete the mission. You can place Custom Waypoints on your map by right clicking on the point you want to mark; you can even insert coordinates in the waypoint, and it will mark the zone in said coordinates. Alt+P shows the waypoint list. Can't find where an item you want can be found? Our crafting section lists locations with good nodes for most materials. Learn the icons on the map. It's very important to know their meaning in order to find NPCs fast. You can auto-run by using Numlock by default (it's a good idea to switch it to something else tho).

Are you stuck? Type /unstuck. Problem solved. If you shift+click on a lootable item (including enemies and all) you auto-loot everything in it. Try to get all pieces of your armor and decent weapons very soon. Stick with air guns until you can craft gunpowder ammo by yourself. Most bugs can be resolved by relogging. When you buy stuff from the auctioneer, it's sent to your mail. You can check mail by visiting the blue mailbox in the town. Try to do all the missions you can. They give money, exp, items and AP. You can skip crafting/harvesting missions if you want.

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While there is no "class" and characters can be anything, the build system is very deep and you should not waste your stats around. It's crucial to follow a template because if you don't you end up impaired and have to buy expensive respecs or even start over.

These have the -main- purpose of raising the cap of specific Skills, along with giving status bonuses. For example, the Rifle skill is governed 50% by Dexterity and 50% by Perception: this means that by raising either Dex or Per you will raise the maximum cap of the Rifle skill. Attributes also give some passive bonuses to your character, such as health/stamina regeneration, attack with specific weapons, etc. NOTE: You need 5 AP to raise an attribute by 1.

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Skills govern many things, such as combat damage, proficiency with weapons, defense tricks, healing, etc. Each AP you spend in a skill will raise the skill by one: if you hit the maximum cap of the skills you are looking forward to fill, then it's time to raise the attribute related to said skills in order to increase this cap and continue to increase your skills.

Mutations are extra skills that will unlock special ability aimed to damage enemies, heal your team and more.

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Tradeskills allow players to craft items by learning instructions, collecting the appropriate tool kits and components, and spending the required time to make the item. All Tradeskills are based on 75% intelligence and 25% perception. Tradeskills are raised through use, up to double the base value of the skill. There are 10 core tradeskills:

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While you can put AP everywhere it's also true you can only use 1960 of them (1650 +310 bonus AP). It is then very recommended to build proper build templates. I and DRLP will test many builds and try to give you the best templates available.

THE ASSAULT BUILD
ability. This build will grant you: MAX health and mitigation. MAX damage and critical chance. First Aid heals.

The Assault Build is focused on maximizing damage, defense and healing ability while also maximizing your crafting

The panic button escape ability on 20 sec cooldown. MAX crafting, MAX carry capacity.

This build aims to let you be the team buffer, giving your team-mates the best benfits and retaining max crafting. This build will grant you: GOOD health and MAX mitigation. GOOD damage and MAX critical chance. ALL heals. ALL buffs to strengthen your team and yourself.

This build is aimed to undermine your opponents by reducing their damaging abilities through debuffs, while having max crafting. This build will grant you: GOOD health and defense. MAX damage and critical chance. First Aid the heals. ALL the damage abilities. The panic button escape ability. Active skill that removes 56 weapon skill and power to every enemy in 50 meters, making them weak and easier to kill.

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For those who love to get the best from both guns' worlds, while still being at the top and max crafting. This build will grant you: MAX health and mitigation. MAX damage and critical chance. First Aid heals. The panic button escape ability. Ability to use both Rifles and Pistols (and their derivatives, Assault Rifles, Shotguns, SMGs etc).

This build sacrifices crafting ability to let you use both guns and melee. This build will grant you: MAX health and defense. MAX damage and critical chance. First Aid heals. Ability to use Rifle or Pistol (one of the two) and Melee.

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Knowing your environment is one of the most important things in the game, and I will provide you with maps where we marked the most important locations, and will continue to update it as we find out more.

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You will notice you can harvest many things in the game, such as scrap materials, plants, mining nodes, etc. In order to begin harvesting them you first need the specific harvesting skill, which you mostly learn in the tutorial and from the Trainer NPCs in the starting town. Note that your skill in harvesting increases by simply doing the task itself: the more you harvest, the more your skill increases. Moreover, by harvesting you also earn experience and APs.

As a general rule, any item that can be created can also be salvaged to obtain a small amount of materials that were used to create it in the first place. To salvage an item you need to have the required trade skill kit, but unlike crafting you can't queue salvages and you must be online to do so. Taking any form of damage will interrupt the process, and if your bag can't contain the items obtained you will be emailed with the extra items you weren't able to carry. Unlike crafting and harvesting, by salvaging you don't aquire experience.

In Fallen Earth, crafting is the most common method to obtain items; being in a post-apocalyptic world it's quite realistic that you gather materials and create items from them rather than find full items. That being said, it's not really necessary to be a crafter: there are many ways to make money and buy items other players have crafted at the Actioneer NPC. I still consider being able to craft ammo quite essential, and considering the ballistic tree is also governed by Perception you aren't even required to pump INT early. Note that you don't need to sit and go afk while crafting like most games. If you want to craft, there are 3 main schools that you want to check early on, depending on your weapon setup: take Armorcrafting to make yourself armor pieces, and then choose Weaponry if using melee or Ballistics if using ranged weapons. Try to always make sure you're crafting ammo if nothing else if you're a ranged weapon user. You can add upto 20 items to your favourites tab by right clicking any recipe pattern in your lists and selecting. The search feature of the filter icon at the top right of the main UI window is very handy. Some items can often "Count as" another raw material items; for example Coyote Hide is considered as Ragged Leather as well.

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Most books can be found at the tradeskill's relative Trainer, or from a Tradeskill Trainer. More advanced can be directly crafted by yourself, or bought at the actioneer.

Here is a complete list of good nodes for all materials we have found so far. More will come as we discover good nodes of higher tier mats.

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Killing enemies rewards loot; human enemies will usually have food, alcohol, scraps of most materials. This is good but also bad. The good: You get fast money from the loots and exp from killing. The bad: You need ammo and/or healing items. There are TONS of missions around: most give you exp, AP and money. Simply follow the red X and the instructions. The good: Good money, exp and other things without wasting too much ammo/consumables. The bad: Missions require you to move around quite a bit, so you gotta love wandering and completing tasks. If you manage to get involved into this, it's an extremely good way of making money. Anything ranging from mining material to plants is worth a lot in the auction house and can even be sold for good money to merchs. The good: LOTS of cash. The bad: Rare mats to make real money are usually in PvP zones. Crafting stuff earns even more money than selling the materials, and furthermore you can craft stuff for yourself so you don't need to buy it. The good: Lots of money and self-sufficience. The bad: Takes time and dedication.

I personally don't recommend "grinding", aka skipping all content just to get levels, because you lose all the lore, APs, interesting missions and faction warfare. But if you still want to do so, here are some good spots. Level 1-5 Just kill the Blade Dancers/Gully Dogs near your starting town. Level 5-10 Coordinates: East of Coppermine. Nearby Town: Coppermine. Mobs: Judges. Drops: Variety of Tier 1 mats.

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Requirements: Starter weapon can work, but I recommend a Snipershot Air Rifle. In Coppermine Town, load up on ammo, 1-2 ballistic repair kits and bandages. It's a good idea to stay in the entrance of the last cave where Judge Miners spawn, as enemies will have a lot of walking to do to get to you. Try to score headshots and use Disrupt for easier and faster killing. Level 10-15 Coordinates: North of Trumbull, inside power plant. Nearby Town: Trumbull Mobs: Mutants. Drops: Tier 1 stuff. Requirements: Snipershot Air Rifle or early gunpowder guns. In Trumbull, load up on ammo, 1-2 ballistic repair kits and bandages. There is a merchant in the entrance of the Plant so you'll get to sell stuff. On top of that, there are repeatable missions that require you to kill mutants, adding up to your exp and money. The slow zombies are the best, but watch out for the female zombies as they hit hard. You can go deeper and try the bosses if you want, you can farm them for several blues gain. Try to score headshots and use Disrupt for easier and faster killing. Level 15-22 Coordinates: Cog camp north of Blaine. Nearby Town: Blaine. Mobs: Cogs (north of blaine) Drops: Variety of Tier 2 mats Requirements: Scoped Rimfire Magnum Rifle or other early gunpowder guns. Scoped TempestTech recommended. In Blaine, load up on ammo, 1-2 ballistic repair kits and bandages. All Cogs are all melee and not so fast, and they respawn quite fast. Try to score headshots and use Disrupt for easier and faster killing. Level 22-30 Coordinates: 6107912 5671315. Nearby Town: Diesel Town. Mobs: Rats, Cockroaches. Drops: Weak Biologic Chemical, Tainted Protein. Requirements: Level 15-20 Rifle or above. Stock up on ammo, 1-2 ballistic repair kits and bandages. Rats here are pretty easy, they should go down in 1 hit with most rifles. You need 45 geology to harvest them; in case you can't harvest them, when you have killed them all simply close the game and restart to make them spawn. The zone also got nodes of Mender Ferns and Weeping Cacti, you can harvest them if you want.

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Level 30-45 Coordinates: 6522172 5142145. Nearby Town: Trader's Flat Mobs: Rats. Drops: Weak Biologic Chemical, Tainted Protein. Requirements: Level 30 Rifle or above. Stock up on ammo, 1-2 ballistic repair kits and bandages. Rats here are pretty tough, but they should go down in 3 hit with snipers/shotguns. The zone hosts a good amount of scavenge nodes, if you are interested. Level 45-50 Coordinates: Nearby Town: Mobs: Drops: Requirements: Level 50-55 Coordinates: Nearby Town: Mobs: Drops: Requirements:

Missions are a way to get not only exp and money but also bonus AP (very important), items and more. Note that doing a missions may unlock another one in another place, so you generally don't want to skip missions. Assuming you do all missions you come by, you can most likely get to lvl 55 without grinding, or grinding very very little.

A main problem I had in FE was the lack of pointers in regards of where to go to find missions of your level. This is a list of level-based missions so you know where to go at a given level to find missions. Levels 1-5 Clinton Farm Midway Boneclaw South Burb North Burb Mumford Terance Zanesville Depot 66

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Level 5-15 Odenville 4-8 Oilville 4-8 Embry Crossroads 4-8 Linewood 7-10 Kingman 7-10 Upper Plateau Coppermine 10-13 Mobray/Pinkston 12-14 Pass Chris 10-13 Watchtower 10-13 Trailer Park 13-15 Trumbull 13-15 Spider Hill 13-15 The Oasis 13-15 Level 15-20 Sunshine Corners 15-20 The Gallows 15-20 Post 23 15-20 Picus Ridge 15-20 Thorne's Bluff 15-20 Fracture 15-20 Credit Bend 15-20 Haven 15-20 Level 20-30 New Flagstaff 20-30 Tinkersdam 20-25 Barret Manor 20-25 Devon Township 21-25 Burnside 25-30 Windfarm 25-30 The Dump 25-30 Blaine 25-30 Little camp east of Blaine 25-30 White Crow East of Blaine 25-30 Hollister Point 25-30 Kristo's Rest 28-30 Level 30 - 35 Dieseltown 30-35 Docuer's Court 30-35 Quarantine 30-35 Waste Farm 30-40

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Level 35 - 40 Chemtown 35-40 Banker's Hole 35-40 Warhall 35-40 Black Hill 35-40 St. Sebastians 35-40 Gaia 35-40 Haietta 35-40 Fender Gate 35-40 Papermill 35-40 Trader's Flat 35-40 Level 40 - 45 The Repository 40-45 Tannerfield 40-45 Blackridge 40-45 Brigg's Point 43-45 Park City 45-50 Level 40 - 50 Deadfall Point 45-50 Wasted Wood 45-50 Pitchblende 45-50 Rothium Ridge 46-50 Los Alamos 47-50

These missions are -extremely- important. There are a total of 310 bonus AP points you can get in Fallen Earth; some players will tell you "don't pay attention to it, you get random AP over time", but they won't tell you that random AP is very slow to build up, which means you can reach lvl 55 with 200-250 less AP than you should. At that point you'll have to either wait for random APs (good luck!) or do these AP missions. I personally think it's better to do every sector's AP missions before going to the next one, so you don't have to worry about it later; though make sure you have a fast mount, possibly a bike, when you decide to do these. It makes the whole a lot faster. NOTE: Some missions are only unlocked after you do certain other missions. So if you go to a NPC and he's got nothing to say, it's probably due to that. Check back to him after doing other missions and it might have unlocked.

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Boneclaw Scraw (3995395, 3217545): "Scraw's Regular Rounds" -> Shaman Blue-Eye: "Scraw's Regular Rounds" 2 AP Warchief Jannix Boneclaw (3991983, 3235658): "Jannix's Raider Bounty" -> "War Away From Home" 2 AP - > Scrum: "Descent" -> Claw of Redhand: "Over a Dead Body" 1 AP Clinton F.A.R.M. Harry Abingdon (3963766,3392627): "Courage in the Field" -> ??? -> Tess Bramby: "Trash Canyon" -> "In The Mine" - > Clinton Farm Medic: "Courage, Deep Down" -> "Courage in the Breach -> - > Harry Abingdon: "Back Into the Mine" -> "Time to Get Paid" 1 AP Sam Clinton (3969586,3386865): "Sam's Sanction" 1 AP Dr. Delia Clinton (3973956,3390812): "A Semester Enrollment" -> Tess Bramby: "CFARMAT" -> "Welcome to Gross Anatomy" -> "You Vomit, You Fail" - > Dr. Hugh Clinton: "Gray's Anatomy" -> "Setting Up Practice" -> "Bethesda"-> "Scorpion Bites" -> "Next Term" - > Laurie Clinton: "Welcome to Residency" -> "Pharmo FARM" -> "Attending" 2 AP Garren Bramby (3958384,3386413): "Dangerous Job" -> Corpse: "Hazard Duty" -> Seager Bramby: "Anti-Venom" -> "Why'd It Have to be Snakes?" -> "Let Her Know" 1 AP Coppermine Jessica Wiss (4290403,3862473): "Worst of Times" -> "Coppermine Waystation" -> "Wolves of the Superfund" 1 AP Clairissa Cross (4283929,3862960): "Marching Orders" -> Bert Coford: "Into the Nest" 1 AP Quartermaster Weston (4292144,3855866): "Assembly Line Production" 1 AP Angie Sharpe (4290673,3863405): "Dead Man's Run" [Kill Him] Angie Sharpe: "Man on the Run" 1 AP or [Let Him Live] Angie Sharpe: "Let There Be Mercy" 1 AP Depot 66 Terence Bonadventure (4406670,3495367): Which play you choose determines the following mission, one of either: - > Suki Oonishi (4409500,3492100): "The Play's The Thing"->"Closet Drama"->Experimental Improv 1 AP -> Francine's Black Hood Agent: "Dramatis Personae"-> Suki Oonishi: "Act Three" 1 AP - > No-Toes Cranston (4407600,3487900): "Patron of the Arts" 1 AP "The Curtain Falls" 1 AP Bing Tangelo (4409976,3494173): "Malibu Dream House" 2 AP Embry Crossroads

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(only one of these two, depending on decisions you make) "Pops" Stephens (4248939,3226687): "Smuggler's Payback" 2 AP (Requires completion of the Mumford Jaggd questline.) Sergeant Benson (4255201, 3229337): gives a 2 AP quest "Vengful Weapons" after completeing Mumford Jaggd questline. Doctor Elizabeth Watson (4258818,3215317): "Lost Sibling" 1 AP Flynn Neville (4257003,3230692): "The Embry Job" 2 AP Elroy Killian (4251496,3223756): "Ascend the Staircase" -> Randy Melbourne "Closing the Book" 2 AP Krissy Fincher (4252642,3215372): "Yours to Mine" -> "Find the Ore" (reward of Mine Lead) -> "Yours to Mine" [1 AP + Mine Silver] (requires Ragin Fincher's missions in the South Burb quarry) Master Archivist Augusta Brown (4241459,3222820): "The Archive Coalition" -> - > Archivist Chet Perkins: "The Plateau Omnibus" 5 AP - > Archivist Tam Nguyen: "Plateau Combat Collection" 1 AP - > Archivist Tam Nguyen: "Plateau Research Collection" 1 AP - > Archivist Tam Nguyen: "Plateau Support Collection" 1 AP Linewood Jocelyn Arimonte (4324788,3586677): "Viva! Lost Vega" -> "Vega's Wedding" 1 AP Jason Dugan (4324122,3582583): "Binoculars" -> "Binoggles" 1 AP Colin Meebs (4329386,3585262): "Something In There" -> Grigor: "Not Soldiers, Creatures" -> "Not Creatures, Soldiers" 1 AP Midway Marcia Huro (3895211,3186981): "Preventive Medicine" -> Richard Linder: "Field of Battle" -> ... -> "Advance Warning" -> Marcia Huro: "Pharmacy After The Fall" 1 AP Joseph Peters (3895224,3191891): "Found Trouble" -> Ted Cutter: "The Great Machine, part 2" 2 AP Pala Gears (3914689,3192690): "Midway Dilemma" [~] [Option 1] Thomas Kelle ()r: "Midway's New Masters" -> Thomas Keller: "Midway's New Masters" (two crafting missions) -> Thomas Keller: "Off the Street" -> Mish Browning: "Antiseptic, Anesthetic" -> Wounded Traveler: "First Aid or Torture?" -> Fire Pit: "That Burning Sensation" -> Wounded Traveler: "Midway to Legitimacy -> Kill Mother Board, Five-Finger Land Deals -> Thomas Keller, Midway to Victory -> Jenny Dunn, Quick and Dirty 2 AP [Option 2] Nicky Burns (): "Rightful Masters" ... -> Jim Rothery: "Nasty, Brutish, and Short" 2 AP Mowbray

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Stanford Wells (4442392,4040374): "The Low Road" 1 AP Rachel Tan: "The Message" -> Allisa Bryant (Pinkston): "Death Sentence 2" 2 AP Mumford Ida Rios (4192565,3060216): "Soothing the Pain" 1 AP Simmons (4203366,3065463): "Revenge and Recovery" 1 AP Mag Thurber (4205623,3066832): "Piece of the Piemaker" -> ... -> Krista Thurber: "Like Mother, Like Daughter" -> Mag Thurber: "Humble Pie" -> Krista Thurber: "Humble Pie" 1 AP Jaggd (4193810,3057449) [Report him to the Sheriff] "Reporting In" -> Sheriff Amy Dennis: "Resisting Arrest"" -> "Deadly Force" -> "Gathering Evidence" -> ... -> "A Good Collar" 1 AP [Help Jaggd][/color] "A Jagged Cut -> "Slice and Dice" 1 AP Ballsy Frank (4203475,3049456): "A Bit of a Pickle" [~] - > Mercury Reynolds to Tish Simmons: "Once and For All" 1 AP or - > Jon Dawkins: "Containment" -> "Green Works" -> "Tracking the Prey" -> "Natural Selection" -> "Lets Get This Over With" 1 AP Needle Eye Tammy Stone (4317704,3759023): "A Fungus Among Us" 1 AP Jimbo McClellan (4311289,3742740): "Local Anesthesia" -> Fred Cassidy: "Refugee's of Old Kingman", "Taking Refuge", "Reassurance" -> Denver McBride: "Refuge Wrath: Guts and Glory" -> Fred Cassidy 1 AP Anna Marcum (4291781,3730280): "Harsh Words" -> Shalista Clark: "An Bad Situation" -> Benita Kesner "Situation Normal: All Fouled Up" -> Shalista Clark "An Explosive Situation" 1 AP North Burb Brother Eric Kelly (4392969,3263593): "Not Exactly Sterile" (2 crafting quests) 1 AP Dan Hamilton (4392716,3262977): "To Make an Omlette" -> Meridith Rice: "To Make an Omlette" -> Brother Eric Kelly: "To Make an Omlette" 1 AP Brother Paul Kelly (4386715,3247700), Containing the Contagion -> Enzo Giovanni (Embry Crossroads), Escalating the Issue 1 AP

(Pre-req's Dan Hamilton: "To Make an Omelette" + Hya Milton: "Pack of Liars" + Theresa Miller: "Supply Run" -> "Unknown Affliction")

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Chavez Herrera (4387744,3249022): "Wrapped in Wool" -> Sister Kenyon (North Burb) to Enzo Giovanni (Embry Crossroads): "Favored Son" 1 AP Laungon Smith (4396136,3266480) to Enzo Giovanni: "Laying the Hammer Down" 1 AP Oasis Kelly Stillman (4460409,4690708): "Crawling With 'Em" -> "Wilder Game" -> "Wildest Game" -> "Turning the Page" -> "Make a Stand" 1 AP Junior Bank Officer Cotton (4459783,4690813): "Fill the Coffers" [2 AP + Valued Account Toaster] Odenville Eagle Eye Tom: "On the Order Scorpions" -> "The Nest" 1 AP Nurse Karen Wheeler: "Bandage Aid" -> Sylvia Anderson/Caravan Guard: "Don't Sleep 'till Odenville" 1 AP Sylvia Anderson: "Odenville Chamber of Commerce" -> "Salvager Summit" 1 AP Daphne McKlusky: "Mining Our Business" -> Ty Chef: "Mine Over Monster" -> ??? -> "Do You Mine?" -> Daphne McKlusky: "Almost Lost His Mine" -> ??? -> Tom Skittle: "Killer Clones" 1 AP Daphne MCKlusky: "Demanding Supply" (get 2 hatchets, most easily done after doing the Riders quests) -> Aaron Edgars (at the mine): "Mostly Come Out at Night" -> ??? -> "Picking Up The Pieces" 1 AP Oilville Johann Gruber: "???" -> Ryan Upton: "Internal Combustion" 2 AP Hans Grettner: "???" -> Reggie Baptiste: "A Crankshaft of My Own" 2 AP Peyton Cleary: "Education and Catastrophy" -> Magadhi Chandra ... -> Lifenet Terminal: "Education and Catastrophy" -> Pat Haskins -> One -> you have to visit Dee Benzer in Terence(Memory Chips), Lonnie Duece in Depot 66 (High-grade CPU) and Walt Paver in Linewood (GlobalTech Access Code)then go back to One 1 AP Rafael Lopez: "A House Divided" -> Slammer Winstead (Depot 66) -> Akio Saito (Depot 66, but turns in at Oilville again): "A House Divided" 1 AP - > Fern Alistair: "Apocalyptic Vacation" starts the mission chain that gets you the Engines 1 Knowledge (ATV Quest line)NO AP Old Kingman Zee Taylor: "Zee Axes" -> "???" -> "Rider's Escort Division" 1 AP Jim Conrad: "Clipped Wing" -> "Wing and a Prayer" -> "On the Wing" -> Gunther Olman: "On the Wing" -> ??? ->

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- > Ronnie Johnston (): "Snake Charmer" -> "Snake Bite" (Team) 1 AP - > Thomas Bergman (): "???" -> "Holy Ground" 1 AP - > Ed Grady (): "Reluctant Resister" -> Gunther Olman: "Resistance Exercise" -> Ed Grady: "Sibling Rivalry" -> Stavros: "Carbon Copy" 1 AP Forscythe: "Casta Gaunt Must Die" (Level 15 Master) 1 AP Archie Walters: "Town Under Siege" (in Linewood) -> Sam Chandler: "Edge on Kingman" -> Shalista Clark "White Crow Observers" -> Sam Chandler "Gateway to Kingman Prison" -> Billy Benjamin: "Billy's Sister" ->Sam Chandler: "Blocking Lifenet" -> Jinny Rivera: "Blocking Lifenet" -> Lifenet System: "Blocking Lifenet" -> Jinny Rivera 1 AP Pass Chris Serena Nova: "Murphy's Law" 1 AP Roger Scarborough: "Friends in Need" 1 AP Tommy Smalls: "Method's Madness" (involves several missions) -> Jacob Method -> ... -> 2 AP Pinkston Stanley Finn: "Gone Astray From the Flock" 2 AP Allisa Bryant: "Offense is the Best Defense -> "Finishing The Job" = 1 AP Mink Pearl: "???" -> Solomon Trout: "Judgement Day" 2 AP Rest Stop Computer Terminal: "You're Dying" 1 AP Graham 442: "Rottermined" 1 AP South Burb Noah Wright: "The Bears and the Bees" 1 AP Paul Jacobson: "Rats in the Refuse" 1 AP "Into the Rat's Refuse" 1 AP Calvin Fincher: "Mine!" -> Marianne Fincher, "Go See The Boss" (her husband Ragin) - > Ragin Fincher: all of his missions (unlocks Krissy Fincher, "Yours to Mine" in Embry Crossroads) Melinda Jacobson: "Is the Grass Greener" -> Ranger Samuel Dorsey: "Back to The Ranger" 1 AP - > Ranger Samuel Dorsey: "Razortongue's Demise" 1 AP -> Raisin Delmatti (Mumford): "Chance to Return" 1 AP Spider Hill

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Blake Parson: "Snail Gas" - > Lou-Ellen Ramsey: "Spider Hill Horror" -> David Ramsey: -> "Caught in the Web" -> "Grim Task" -> "The Broodmothers" -> - > David Ramsey: "Power Surge" -> Brian Hammond: "Power Surge" -> Brian Hammond: "Into The Hive" 1 AP Access Card 2991R (4678853, 4179020) 1 AP Terance Nicholas Hart: "Makings of a Beast" 1 AP Franklin Grimes: (outside infected lifenet) "The truth lies within"-> Tetrax "The Devil you know"->"Apound of Flesh"->"Code of Honor"->"A crucial announcement"-> Franklin Grimes (get radio battery)-> Radio --finish mission, 2 AP Trumbull (Unlocks New Flagstaff AP missions) Graham846: "Hardware Scramble" -> Computer Terminal: "You're Still Dying" 1 AP Brother Keenan Orelsby [Option 1] Seeker Paula Fasthorse: "Hide Your Light" 1 AP [Option 2] Boss Marcosi: "Travel Light" 1 AP Ranger Izzy Travis (): "Pandora's Box" -> ??? -> Ranger Izzy Travis: "Pandora's Box" 1 AP Scourge: "Rage Against the Machine" -> Marked Steve: "Rage Against the Machine" -> - > Marked Steve: "The Power Switch" (optional, just takes you to the terminal) - > Main Power: "Entering the Codes" 1 AP -> "Lost Power" (ends at Scourge) Bearer Kexin Tenshi: "Cry Wolf" -> Slade Vicious: "Cry Wolf" -> Bearer Texin Kenshi: "Town Crier" -> (You are sent to Tenshi by Cat Tanner from Pass Chris)(Britt Kanjorsky at New Flagstaff, which eventually leads to an AP quest ending the White Crow plotline) Trailer Park Thelma Jo Wheeler: "Inside Man" -> Sly Renard -> Loris Phelps -> Charok -> Sergeant Waits -> Eugene Poindexter -> Ophelia Stone -> Thelma Jo Wheeler -> Slowpoke -> Sawbones McGee -> Thelma Jo Wheeler 2 AP Melissa Day Bell: "By Its Cover" 1 AP Intercom (5027451,4116467): "Identity Crisis" -> Lifenet Terminal: "Identity Crisis" 1 AP Alexander Hamilton Van Kirk "An Acquaintance In Need" -> Melissa Day Bell "If It Weren't For Bad Luck" -> Alexander Hamilton Van Kirk "Flowers For Alexander" -> At this point there are 2 paths to take:

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[Help Cooper]Alexander Hamilton Van Kirk "Honest Work For Honest Pay" -> Jerry Cooper "Honest Work For Honest Pay" -> Casey Dean Bossel "Honest Work For Honest Pay" -> Casey Dean Bossel "Honest Work For Honest Pay" -> Elnora Sue Swift "A Job Well Done" -> Casey Dean Bossel "Letter of Referral" -> Boss Marcosi 1 AP [Help Van Kirk]Alexander Hamilton Van Kirk "Rock and a Hardcase" -> "When the Chips are down" 1 AP Watchtower Hilda Marcos (): "The Watchtower Code" (this is the end of the Sector 1 Church of the Gear arcs, and isn't strictly necessary to start the next quest, but sends you to the silo, east of Watchtower). - > NORSEC Computer Terminal (High Point Bunker): "Voice From the Dark" (Boss) 1 AP (PITA to find, 4653421, 3939600) Captain Reynolds: "Word From Command" (3 missions, 1 in the mine) -> "Checking In" 2 AP Tommy Newton: "Early Bird" -> "Careful Where You Poke" -> "Another Opinion" -> Diary: "Paging Dr. Corman" -> Tommy Newton: "In Plain Sight" -> Corporal Tagamonte: "The Vivisectionist" (**Kill a Master**) 2 AP Zanesville Adam Hawk: "You Reap What You Sow" 1 AP Sgt. Baskins: "Point Blank Slate" -> PFC Graylark: "Point Blank Slate" -> PFC Slotnick 1 AP -> - > PFC Wolczak: "Point Blank Slate" -> PFC Christoff -> Verrio: "Point Blank Slate" [1 AP after defeating boss + Zanesville Enforcer Special at turnin] Cal Thosian: "Fell the Angels" -> Enrique Guzman -> Cal Thosian -> Enrique Guzman -> Cal Thosian -> Louis May: "Fell the Angels" [1 AP + Zanesville Defender Vest Manual]

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Fast travel currently allows you to fast travel between specific locations in all sectors for a fee, assuming you have registered your dna in both those location you want to fast travel from/to. To unlock a fast travel route you have to insert your DNA in the lifenet facilities you desire to teleport to and from; for instance, if you want to be able to teleport from Oilville to Post 23 you will first need to give your DNA to Oilville's PC, then to Post 23's PC and you'll finally be able to fast travel to and from those 2 spots. The computer to insert your DNA in is located in the lifenet facilities (those bunkers where you respawn upon death). It's recommended that you unlock all fast travel spots in a sector before moving to another.

This is the waypoint list of all the available Fast Travel spots:
Sector 1 (South Plateau) Odenville {3962603,3087398} Embry Crossroads {4238719,3220332} Oilville {4294556,3476944} Sector 1 (North Plateau) Kingman {4195434,3584695} Pass Chris {4518798,3769317}

Watchtower {4550458,3972534} Coppermine {4296790,3887478} Spider Hill {4694176,4113460} Trailer Park {5007737,4160889} Sector 2 (Northfields' Neutral Towns) Sunshine Corners {4581670,4989130} Barret Manor [RP "Hope Springs"] {4316314,5329283} Blaine {4976162,5753568} New Flagstaff {4480650,5507290} Last Stop {4066732,5638074}

Devon Township/Redfield {3980498,4988797} Sector 2 (Northfields' Faction Towns)

Haven (Lightbearer) {4482212,5164591} Picus Ridge (Tech) {4511624,5381804} Post 23 (Enforcer) {4538274,5270725} Thorne's Bluff {4954149,5168286} (Vista) Fracture (CHOTA) {4836565,5326748} Brigg's Point {7062374,4738885} Stronghold {6496437,5011128} Dieseltown {6184231,5705212} Papermill {6682530,5539980} Docuer's Court {6202895,5908903} The Repostitory {6752463,5136450} Tannerfield {6626273,4842514} Trader's Flat {6537506,5233510}

Credit Bend (Traveller) {4705957,5477129} Sector 3 (Kaibab Forest Neutral Towns)

Sector 3 (Kaibab Forest Faction Towns) Chemtown (Tech) {6597138,5803281} Warhall (CHOTA) {6149022,5452933} Gaia (Vista) {6376152,4970651} Banker's Hole (Travellers) {6487283,5655105} Black Hill (Enforcer) {6805603,5447097} St.Sebastian's (Lightbearers) {6871585,5157150}

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Deadfall (West of Sector 3)

Los Alamos {5529717,5121349} Wasted Wood {5880845,5126034} Citadel {5732040,4944468} Pitchblende {5728589,5384996}

Terminal Woods (South of Sector 3) Rock Bottom {6444290,4584603} The Wall [also referred to as Nothing Left] {6407736,4250294} Sector 4 (Alpha County's 'The Grainway') Shackleton {6439212,4102070} End Run {6316053,3869716} Mercy {6664988,4085253}

Desolation{6435481,4019035} Camp Sagan {6356880,4046864} Post 88 {6544974,4002264} Scorcher Base {6593598,4159658} Redemption{6339736,4179893}

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In Fallen Earth most armors and vehicles can be recolored. To do this you need the appropriate Paint & Dye Kit: make sure the level of the dye kit is equal or higher to the level of the item you want to dye. Here is the list of the colors you can get:

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FAQ CURRENT QUESTION LIST

01 - (No longer relevant, only relevant to pre-merge upgrades/purchases) 02 - Where are my learned mutations/abilities and how do I equip them to the hotbar? 03 - How do I obtain pen/paper? Can I craft them? 04 - Can I respec my character? If so, how? 05 - Is there a limit to how much AP I can have? 06 - How can I get a vehicle mount? (ATV/Vehicle Crafting questline info) 07 - What are reward points? How do I spend them? 08 - What is deathtoll? 09 - What are yellow and green names in chat? 10 - I am stuck! What can I do? 11 - How do I contact or see the online Game Masters? 12 - Is there Fast Travel? 13 - Where is a garage/stable? 14 - Can I put my mount back in to my inventory? 15 - How much is a Yellow/Red/Blue chip worth? 16 - My x item vanished! 17 - What is Trivia night? 18 - What's the maximum amount of quests I can have in my journal? Where can I see my quests? 19 - What's the maximum amount of crafting processes I can have, where can I see them? 20 - Where can I see the premium account types and what they give? 21 - What's the difference between vaults? 22 - How do I PM someone? 23 - What penalties are there to dying? 24 - Where can I find mount stats? 25 - How can I move the camera and see my character from the front? 26 - Can I get more inventory/vault space? 27 - I've found a bug, what should I do? 28 29 - Commanders Best Crafting kit. 30 - Treasure Boxes & Keys. (To get to a specific question use the find/search function of your browser. By default in most browsers this can be accessed using CTRL + F, then simply type the ID of the question)

01 To obtain your promotional item you need to activate the key in-game using the in-game "/key" command to open a window, enter it there. If you don't already have this key to hand you can find it in your e-mail that you used to purchase FE. If it isn't there BUT you used the in-game upgrade button process you will be able to obtain the item key from the website by going to "My Account", then "Subscriptions". It should be listed there, otherwise you should contact support here. 02 - Where are my learned mutations/abilities and how do I equip them to the hotbar?

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Press the key "N" (by default). This will open up a window where you can browse all your abilities and mutations which are organised in to categories. You can equip them to your hotbar by simply dragging their icons in to an available slot. 03 - How do I obtain pen/paper? Can I craft them? You can purchase Pens and Paper from a Science merchant. You can also craft them with the recipes "Refine Paper" (for paper) and "Pen Instructions" (for pens). It is however generally unadvised to craft paper due to it being inefficient. 04 - Can I respec my character? If so, how? Yes, you can respec your characters AP. You can do this by purchasing what is known as a "Recombinant injector" from a Mutagenics merchant. The recombinant injector will allow you to reassign up to 5 AP each, so be sure to purchase as many as you need. Do note to purchase the appropriate injector for your skill bracket. ALTERNATIVELY - You can purchase Pristine Recombinant Injectors from Reward Point Merchants OR the Fallen Earth webstore. This would be recommended if you have in excess of 1,000 AP and wish to full respec. 05 - Is there a limit to how much AP I can have? What you can spend - Yes, there is a limit of 35 AP spent per level (at level 1 the cap is 70 instead of 35) which equates to 1960 AP at level 55. You can however earn as much AP as you like and stockpile it and spend it at the next level. 06 - How can I get a vehicle mount? (ATV/Vehicle Crafting questline info) Vehicle mounts are generally speaking the 'best' in the game. There are currently four ways to obtain them. Via the auction house for chips, via crafting them yourself (must complete ATV questline first), via reward points merchants (for reward points) or via the Fallen Earth webstore for cash. Certain mounts can only be obtained through the store or reward points merchants. The current list is (reward point mounts are denoted with R, FE webstore with S): Badland Rider (S), Flame Rider (S), Scavangers Dune Buggy ®, Striped Interceptor Speedster ® To craft a mount you MUST complete the ATV questline, full information on which can be found by going to the Fallen Earth knowledgebase and searching for article "442". The knowledgebase can also be accessed in-game via typing /support in chat. 07 - What are reward points? How do I spend them? Reward points are a form of in-game currency. They can be obtained through either recruiting your friends or by simply playing the game. You will recieve a set amount of reward points per month depending on your account type, F2P accounts get 50 reward points per month whereas premium accounts get significantly more. You can find a comparison sheet of account tiers here. 08 - What is deathtoll? Deathtoll is a form of currency earned via PvP actions ranging from kills to capturing a faction control point for your faction. They can be used at deathtoll merchants and used to purchase special weapons, gear and ammunition. 09 - What are yellow and green names in chat?

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People with YELLOW names are Game Masters. People with GREEN names are Hazmat player volunteers.

10 - I am stuck! What can I do? Don't panic! Follow these steps and you'll be back to hunting those pesky mutants in no time. Firstly, try relogging, usually this will resolve any issue. Secondly (if the above fails), contact the online Game Master and ask for help. Thirdly (if no GM is online), you can use the /unstuck command WHICH WILL KILL YOU and respawn you at the nearest Lifenet facility. 11 - How do I contact or see the online Game Masters If your issue isn't major I'd advise contacting a Hazmat player volunteer who'll be more than willing to answer any questions you have. Else you can contact the online Game Master by opening the social window (O) and clicking the GMs tab. 12 - Is there fast travel? Yes there is. To use Fast Travel you must go to a relevant Lifenet Centre and 'activate' it before you can travel to/from it. At a lifenet centre (with FT capability) you only need to select your destination and confirm it, and withing a matter of seconds you will respawn there. Do note however that fast travel costs chips depending on the distance. Plus if you're towing your mount it'll cost even more. A full list of Fast Travel lifenet centres can be found here 13 - Where is a garage/stable? Garages/Stables are generally found near towns or points of interest. You can find a map of garages/stables for most sectors on the knowledgebase. Article ID's 416 (S1), 524 (S2), 526 (S3), 712 (Deadfall) As of Patch 2.4 there is now an ability in-game which can be accessed by pressing N then expanding general, it will allow you to locate the nearest garage and get a handy waypoint to guide you to it. 14 - Can I put my mount back in to my inventory? The simple answer is no, you cannot. Once a mount is activated in the world it stays active unless you place it in a garage/stable to store it, or delete it. 15 - How much is a Yellow/Red/Blue chip worth? One yellow is worth 1,000,000 white. One red is worth 10,000 white. One blue is worth 100 white. 16 - My x item vanished! Don't worry. Usually you will recieve the lost item within 60 minutes to your mailbox, in a mail from "Lost & Found". Should you not recieve said mail contact the online GM or contact support here. 17 - What is Trivia night? Trivia night is an official event hosted (usually) by Tiggs at Embry's bunker bar. You will see announcements when

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the next one is on the launcher, under the announcements on the forums or on the website. Trivia night is an excellent little social event where you can meet other players, chat and win awesome prizes! 18 - What's the maximum amount of quests I can have in my journal? Where can I see my quests? The maximum amount of quests you can have activate at once is 20. You can view all your current assigned quests by opening your journal which is by default J. 19 - What's the maximum amount of crafting processes I can have, where can I see them? The maximum amount of crafting processes you can have is 1 for F2P (3 if you have ever made a previous purchase), 20 for Survivalist subscribers and 30 for Wastelander/Commander subscribers. You can view them by clicking the small stack of cards in the bottom left of the crafting window. The crafting window can be opened with L, by default 20 - Where can I see the premium account types and what they give? You can find a comparison sheet of the account types (F2P & premium tiers here. 21 - What's the difference between vaults? The only difference between the vaults is how common they are. You can place items in one Sector vault in S1 and retrieve them say in a Sector vault in S3. Sector - Every bank. Barter - Major Towns, Progress Towns, Faction Territory Control-zone. VIP - Sector Capitals, Progress Towns, Blaine in S2, Faction Territory Control-zone. Utility - Los Almos, Embry Crossroads, Progress Towns and Faction Territory Control-zone. 22 - How do I PM someone? Type "/tell <firstname> <lastname>, <message>". Alternatively you can right-click their name. NOTE: The comma is a NECCESSITY if they have a first and last name. 23 - What penalties are there to dying? The only penalties to dying in PvE/PvP are a Cloning Sickness XP penalty and damage to your gear. 24 - Where can I find mount stats? You can find vehicle/flesh mount statistics on the G1 Fallen Earth knowledgebase located here; http://help.gamersfirst.com/?t=47561 25 - How can I move the camera and see my character from the front? Out of combat mode (toggle with middle mouse button or TAB by default), hold ALT and the right-mouse button, then move the mouse. 26 - Can I get more inventory/vault space? You can increase your slot capacity on your player with an item from the FE webstore, the item gives 4 slots (to a maximum of 32), you can also increase your weight capacity by simply raising your strength stat (1 point of strength is 0.5kg). As for vaults, you can increase your slot capacity through various means.. You can craft them, buy them

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off the auction house, buy them from a reward points merchant or buy them from the Fallen Earth webstore and best of all, no matter where you buy them from they stack. 27 - I've found a bug, what should I do? Use the in-game /bug command, make sure that you've tested the issue beforehand (relogged/done a file check on the launcher to make sure it's not a random glitch with your client), and confirmed with other players that it's a bug (and not simply your misunderstanding of a quest objective, for example). 28 - How do I get my Veteran reward items? Which one is which item? How do I use them? Your veteran reward items for having an active in July, August or September (2011) will be sent out to the e-mail bound to the account (and also noted under 'Redeem Codes' on the account page) in August, September and October respectively. Generally the 'first' code is the clothing item (example: Snazzy White Hat) and the second is the pet (example: Skindog Pup). Each code can only be applied to a single character, to do so type /key in-game on the character you want the item/pet on and enter the key there, the item will be in your inventory. Alternatively you can go to the website www.gamersfirst.com/fallenearth and login, then click Account on the FE page. Click "Redeem Keys" and you will see a list of codes there. Should you be eligable for any of the Veteran reward items and have not recieved them contact support here and they will investigate the issue for you. 29 - Commanders Best Crafting kit The Commanders Best Crafting kit is a unique item that can be used in place of the other Crafting Kits which (Nature, Science, Geology, Ballistics, etc) to save much needed room in your inventory. It should be noted that it is NOT required as the recipe says. The Commanders Best crafting kit can be purchased from a reward points merchant or the FE Webstore. 30 - Treasure Boxes & Keys There are four types of Treasure Box (Lockboxes) in the game (Green Copper, Blue Steel, Red Titanium and the mysterious Black box), they can drop from any mob. They contain an assortment of items of varying rarity. Red Titanium lockboxes have a 100% chance to drop a FE webstore item. You will need a relevant key to open a box (which are also consumable), these can be dropped by Boss/Master mobs or can be purchased via the FE webstore or a reward points merchant. Black boxes do not have their own key and are opened by using Red Titanium keys.

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How Factions View Themselves and Each Other
Posted by The Friedman: It occurred to me after reading something Jbert had written in the suggestions forum that the amount of information on each of the factions and how they see each other is a bit limited. The website has some basic information, but it really doesn't do the best job of encompassing how the factions represent themselves in-game, and how the other factions perceive them. Sure, the Vista and the Travelers are enemies (but not rivals) but why? How is it the CHOTA can get along with both of them? There are lots of things that aren't entirely clear about the factions to a new player that it might be useful for them to know before making tough choices down the line. This, then, is my attempt at representing each of the factions fairly - and unfairly - by presenting how they would speak about themselves, and how the other factions would talk about them. It's my hope that this will allow players to weigh their factional decisions a bit, and maybe bring a bit more relevance to the Faction part of the game. What we know and understand helps us to embrace things, right? -Be advised this is an in-character type of work and somewhat long, so don't be obnoxious about either. You were warned. CHOTA - What the Apocalypse Hath Spawned Travelers - The Gypsies of the Apocalypse - Loved or Hated? Techs - Noble Researchers or Mad Scientists? Enforcers - Freedom's Last Defense or Fascism's Front Line? Lightbearers - Peaceful Unifiers or Eaters of Too Much Sacred Herb? The Vista - Earth's Protectors or Crazed Ecofreaks?

The Children of the Apocalypse

CHOTA talking about CHOTA --Same Faction: The Children believe that civilization destroyed humanity, so it’s our job to destroy anything that would rebuild the old civilization. Weak people, people who rely on others to get by, and people who just can’t tough it out need to go. It’s that kind of puny crap that got us in this mess. You can’t trust anything from the old ways, or anyone who uses them. The old ways got us corrupt government. The old ways got us wretched diseases. The old ways got us soft, pathetic people relying on others to get by. Only by keeping everyone free from the old ways can we build a new way worth following. We are FREE people, we are STRONG people, and we are people that know we can take care of ourselves. Are we violent? Bet your patootie. In this world, you have to be. The old world was soft. We aim to make the new world hard. Vistas talking about CHOTA --Friendly Faction: The CHOTA are a wild bunch, but they recognize what’s important: that we can’t allow the mistakes of the old world to come back around. They aren’t interested in technology and the foolish mistakes that come with it, and they know the power of nature. Some of them are a little too hostile to any

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kind of organization or teamwork, but that’s not such a big deal in exchange for having friends who aren’t afraid to put their necks on the line to protect us from the abuses of the old world. Travelers talking about CHOTA --Friendly Faction: Hah! Man, those CHOTA are crazy. Cr-aaaaa-zy, get it? Not a bad bunch, though. They know you have to rely on yourself, and those you trust, and that’s the bottom line, right? None of this hippie communal love your neighbor crap. The CHOTA know that you use anything you come across to give yourself an edge, and we totally respect that. They’re a little quick to throw away all the edges of the old world for my tastes, but you can count on a CHOTA in a fight to step up and get it done. Those boys aren’t afraid to back up the people they trust. We get them what they need, they give us a strong arm. It’s a good exchange. Lightbearers talking about CHOTA --Unfriendly Faction: While we respect the CHOTA’s desire to become one with themselves and not be tainted by technology, we feel sadness that they must pollute themselves with vile diseases to become stronger. Their violence, often directed internally as well as externally, is disruptive and does not benefit the unity and strength of the human race. In a world already fractured and violent, the CHOTA represent an even more violent influence. Despite their dislike of technology, they must be stopped. Their lack of respect for community, cooperation, and harmony cannot be tolerated. Techs talking about CHOTA --Unfriendly Faction: You know, the CHOTA do accomplish some absolutely fascinating genetic and pathological feats with their adaptations, and we really do admire that. Their primitive roots combined with the advanced viral techniques they’ve developed really do make for an opportunity for amazing research. Unfortunately, though, the CHOTA view all advanced technology that doesn’t instantly make them tougher as a threat – a representation of “the old world” and “the old mistakes.” They can’t see that we’re making valuable progress here to prevent the return to the old days. They’re too quick to judge, too quick to dismiss, and too quick to destroy. That’s unacceptable, and so the CHOTA must be phased out to prevent further restrictions on orderly scientific progress. Enforcers talking about CHOTA--RIVAL Faction: CHOTA? I’ve got a simpler word for them: SCUM. Actually, I’ve got a few other words for them, too, but you probably won’t print those. Look. The CHOTA represent everything that’s gone wrong with humanity. They don’t trust anyone, they can’t be relied on, they’re savages, men gone over to the beasts, right? Humanity will only progress through law and order, and these guys do anything they can to smash it. Maybe the animal world works on “The strong evolve and survive” and all that Tech crap, but you know what, I’m HUMAN, buddy. I’m not a freak, and I intend to stay that way. Teamwork, efficiency, law, order, and government. It brought us out of the stone age, and it will bring us out of this dark age. The CHOTA will tear all that down every chance they get. Those anarchist *******s are going down, any and every chance I get.

The Travelers

Travelers talking about Travelers --Same Faction: Hey, family before Travelers, Travelers before anyone else, right? The new world’s a hard place, see, and we’re just making sure we get by. We get what people need, and we bring it to them. Sure, we get something out of it, but a guy’s gotta eat, right? Next time you’ve got the supplies you need, thank a Travelers. Next time you have an old book to read, thank a Travelers. Next time you get to watch some old play, yeah, thank a Travelers. We take care of that stuff. We keep ideas and goods moving. Think of us as the grease that keeps the wheels moving for everybody. Gotta tell you, though, don’t ever screw us over. Because a Travelers never forgets, and we watch out for our own. Gotta watch out for family, right?

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CHOTA talking about Travelers--Friendly Faction: The Travelers, decent guys. They get what we need and don’t bother us with details. They’re hard enough to take care of themselves in a fight – most of them – and they don’t buy into and namby-pamby-love-your-neighbor crap, either. Some of them are a little too keen on technology, but in the end, they know that what matters is what you can do, what you can take, and what you can keep others from doing to you or taking from you. They’re not as hard as we are, but they’re hard enough to get by. Techs talking about Travelers--Friendly Faction: The Travelers afford our organization with excellent opportunities for research, and their specimen acquisition techniques are brilliant. It’s generally better not to inquire too heavily into the methodology they operate under when acquiring old relics for experimentation, but one has to make do in this day and age. Obviously, they expect compensation for their efforts, but that isn’t an unreasonable expectation, provided that you delineate very clearly in advance what is and is not in the agreement. They are QUITE particular about the details of their agreements, Travelers. Vistas talking about Travelers--Unfriendly Faction: You know, the Travelers are a resourceful bunch of guys, and we do respect that about them. The problem is that they’re willing to take those resources anywhere they can get them, and they don’t think about what that does. They also don’t really care about what ends up happening after they move those goods, and they don’t really care about who uses them. Everything has a consequence, and the Travelers don’t give two damns about any consequence that doesn’t fill their pockets. It’s that kind of attitude that led us to the situation we’re in now, and so we can’t afford to let the Travelers continue to recklessly damage our world. Enforcers talking about Travelers --Unfriendly Faction: The Travelers? At best, they’re two-bit carnies, put on a show and then try to swindle you out of a buck. At worst, you’re talking about thieves, conmen, burglars, the worst kind of petty criminal. They don’t recognize the value of law and order – they’ll try and pull any kind of scam they can just for them and theirs. They’re not interested in government or organization of the people. Technically, yeah, sure, they do keep ideas and goods moving around, but when you’re keeping the best for yourself and not thinking about the greater good, you can’t be trusted. We fight for freedom, but these guys take it too far. They’ve got to go. Lightbearers talking about Travelers --RIVAL Faction: The Travelers are a sad and unfortunate group of misguided individuals. Instead of working together as a group for the common good, they work for themselves or their families. All of humanity, though, is one great family, and the Travelers do not see that. They are willing to cheat their greater family, steal from their greater family, and if need be, recklessly pollute the world itself in order to get an edge for themselves. In this dark time, we must work together to light the darkness – the Travelers represent the darkest elements of society, the criminal aspects of it. While it is most unfortunate to ever wish ill on another human being, what the Travelers represent is the greatest danger possible to our world.

The Techs

Techs talking about Techs --Same Faction: Retrospectively looking at the dark times, it is obvious that proper and reasonable scientific precautions were not enacted. The way ahead can only be forged by science. An enlightened civilization guided by an intellectual elite focused on improving our knowledge both of ourselves and the world we inhabit is the only rational, reasonable methodology to be enacted. Unfortunately, there are misguided individuals in the world who mistakenly attribute the fall not to the uninformed individuals who improperly utilized technology, but on technology itself. The world has been damaged, and only careful, rationale scientific research and development can facilitate its repair.

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Enforcers talking about Techs-- Friendly Faction: The brains are a good bunch. They make a lot of the stuff we use, and they make good stuff, let me tell you. They’re not as much use in a fight as we’d like, but they’re not half bad at it. They understand that order and progress go hand in hand. Most of them recognize the need for rules and systems, too. There are a few of the brainos that want to just go crazy with their research, but there’s a few bad eggs in every bunch, yeah? It’s easy to forgive that when they trot out some of their newest inventions, though – it’s a whole lot easier to keep control of the situation when you’re the guy with the shiniest gun. Travelers talking about Techs --Friendly Faction: Yeah, the Techs are some of our best customers. They can drive you crazy – I mean, seriously, you would not BELIEVE some of the stuff they come asking for, right? – but they can make some pretty cool toys, too, see? Just the other day one came to me with this pair of goggles, right, and you would not believe what I can see with these things. Some of the Techs are a little too “Oh, we need to keep control of things and consider the ramifications” blah blah blah, but overall, those guys have great ideas, and we’re always happy to keep them running. CHOTA talking about Techs --Unfriendly Faction: In this day and age, you rely on your strong arm and strong back, not a bunch of flashy toys. Let me tell you one thing about the Techs and their toys: they break before I do. Every time. It was that kind of “count on a machine” crap that brought us to this dark age, and the smartguys still haven’t figured that out. Yeah, great, they’ve got a new gizmo that can cut your steak from across the friggin room, but so what? Shiny toys are what made people weak, and if the Techs are going to keep making people weak, we’re going to cut them. Lightbearers talking about Techs --Unfriendly Faction: The Techs are a brilliant group of individuals with minds that shine in these dark times, but instead of utilizing those talents for the good of all humanity, they recklessly, thoughtlessly push ahead with their science. Instead of teaching people to rely on each other, they teach people to rely on machines. That cold, distant approach was a big part of what led to this dark era. We would love to show the Techs what light they could bring to the world with their science, but instead the Techs prefer to continue with their pollution of mind, body, and world – and so, regrettably, we must do what we can to help remove them. Vistas talking about Techs--RIVAL Faction: Man, those guys are the whole reason we’re in this mess. They think they’re so smart, and they’ll keep thinking that right up until one of them blows all of Picus Ridge to bits in a big fat mushroom. Look, sure, we’ve said some propaganda – we don’t really think they eat babies… at least most of them, but they’re reckless, they don’t give a damn about the consequences of their actions, and they don’t care what happens to the world as a result of them. As long as they learn something new, or have a shiny new gadget, they don’t care about the animals they had to kill or the environment they had to destroy to get it. Here’s a tip, “smart guys” – it doesn’t matter what you know if the world is dead! And you know what? Unlike those idiots, we already figured that out. We’re not killers by nature, but here’s the thing: this world is ruled not by man, but by Mother Nature. The Techs don’t see it that way, and so we’re just doing our part to help Mother Nature make her point. The only good Tech is a dead tech – the guys just don’t care about the consequences of their actions.

The Enforcers

Enforcers talking about Enforcers Same Faction: These are hard times, civilian. If we’re going to make it through, we need to work together. Everyone’s got to step up, toe the line, and do their part. If civilization is going to rebuild, we need law, order, and government. It’s our job to provide that. We get a bad rep for trying to impose order, but I bet

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you’d come crying pretty quick if someone stole from you in your sleep, right? We’re the guys who keep everyone safe, and we’re proud of that. Justice and hard work will get us through these times, just like they’ve gotten us through all our hard times. There’s a lot of crazies out there nowadays, but the Enforcers are a haven of safety, strength, and structure you can always count on. Techs talking about Enforcers Friendly Faction: The Enforcers recognize the importance of order and structure in these times. They also provide useful field testing of a lot of our more aggressive technology, and they’re more than willing to help us protect scientific advancement when less desirable elements come around. Some of them are a little too rigid in their thinking and have a problem with the open nature of scientific advancement, but that’s a small price to pay for a unified military support group when times get tough. Lightbearers talking about Enforcers Friendly Faction: While not truly enlightened, the Enforcers have an excellent understanding of the need for humanity to come together and work as a united force. They appreciate the wisdom of working for the greater good, and for the well-being of the community. Some Enforcers have an unfortunate reliance on the poisonous addictions of technology in their quest for order, but a great many of them understand that one must turn to your fellow man to understand the way to best help the world. Vistas talking about Enforcers Unfriendly Faction: They’re not as bad as the Techs? Yeah, that’s about all I can say about them. Look, the guys at least understand that people need to work together, but they’re going about it all wrong. Instead of considering what they did wrong last time and how to fix it, these guys want to set up all the old systems all over again. Governments supported on technology will invariably be corrupted by it. There’s nothing they need that Mother Nature can’t provide. But the Enforcers just don’t see that, and sooner or later, the old mistakes of governments abusing nature for their own gain will start up again. That is, if we weren’t around to stop it. Travelers talking about Enforcers Unfriendly Faction: Oh man, the Enforcers – talk about a bunch of guys who need to relax, right? They’re so wrapped up in their rules and regulations and codes and “atten-hut soldier” crap that they don’t see that didn’t WORK, man. The old ways just don’t cut it. You have to watch out for yourself in this day and age, and for your own. All the Enforcers want to do is keep the boot on people trying to make an honest living, and make sure everyone’s jumping through their little hoops. Look, we’d just steer clear of the guys, but the problem is they’re trying to make sure EVERYONE toes their lines. Last I checked, no one told a Travelers what to do except another Travelers, and sometimes we don’t even like that – so we don’t much like the ‘force around here, either. CHOTA talking about Enforcers RIVAL Faction: The old world is dead. The Enforcers are the old world, and so must follow them. They are fools – they follow a system that we know does not work. They would set up all the old rules, bring back all the old machines, and follow all the same principles all over again. People talk about the CHOTA not being bright, but let me tell you this: when I punch a Porkupine and it hurts, I’m not dumb enough to punch it again. The Enforcers would have us put everything back how it was, and the world can’t survive two rounds of that stupidity. They’re weak, they rely on machines to do their fighting, and not a one of them could survive without someone telling them where to go, how to get there, and when to take a leak after they did. Yeah, and we’re the dumb ones? We think. We survive. We kill Enforcers.

The Lightbearers

Lightbearers talking about Lightbearers Same Faction: The world is in a dark time, and it is our duty to bear a candle

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in that darkness. Humanity’s greatest resource in adversity is itself – we have but to work together and we can repair all the world’s hurt. We must seek wisdom and knowledge in ourselves, and we can heal all that has been damaged. We do not need machines – they are what has led us here. Through unity, cooperation, and understanding, we can bring a new shining age to mankind, even beginning here in the heart of darkness. Enforcers talking about Lightbearers Friendly Faction: Yeah, the lightbearers are a little weird, but there’s no denying all that voodoo stuff of theirs is pretty handy for patching a guy up after some CHOTA takes a chunk out. I’m not sure quite how they get their bodies to do some of the things they do, but I tell you what, it’s nice to have around. They get that we all need to work together and impose order on this world, too. I don’t get why they have such a problem with technology, but as long as they keep waving those sharpened farm tools around at people we don’t like, I’m fine with it. Vistas talking about Lightbearers Friendly Faction: The lights understand the world is broken, and that healing it won’t come from some clanking, god-awful, oil-chugging monstrosity. For that alone, we’ve got a lot of respect for these guys. It’s true that they don’t always see that people are best left alone as long as they’re happy with the world around them, but you can’t be picky about your friends, right? Anyhow, some of the techniques they use are just what the world needs, and they understand that people, not technology is the solution. They’re alright in my book. Techs talking about LightbearersUnfriendly Faction: One of the most unfortunate side-effects of the decline of any civilization is the rise of the absurd. Shamanistic, voodoo sideshows like the Lightbearers have a fairly negative impact on the progress of any societal or governmental entity. It’s all fine and good to want to unify people for a common cause – and that’s something we support as well and have models and simulations suggesting the possible uses for such a venture – but this undocumentable “seeking inner peace” jargon really has no place in a rational, reasonable society. We’d like to work with the Bearers, but their ideas of healing and unity are simply ridiculous, and not at all apropos for moving the world out of this unfortunate retroactive movement. CHOTA talking about LightbearersUnfriendly Faction: You know, in some ways we could almost respect the Lighties. I don’t know where they get all this inner peace crap, but they can take a shot to the chin pretty well. They don’t mess around with guns – they know to get the job done right, you get your hands dirty. But they waste all their time with this “heal the world” crap. The sick and the injured should get over it or die. Everyone working together makes the weak slow down the strong, and if someone needs healing, they’re too soft to fix their own problems. Until the Lightbearers learn to tell people to suck it up and deal with their own problems, we’ve got no use for them – except maybe as sparring partners we leave broken afterwards. Travelers talking about Lightbearers RIVAL Faction: These guys just aren’t living in the real world, right? I mean seriously – the only place you’re going to find inner peace is with a bottle of Tanner’s finest and a good woman. I’m sure they’d love to be able to hug the whole world and bring them peace, but that’s just not practical. People aren’t going to get along, and they’re not going to drag me down with them. I have to take care of my own, see? I can’t be looking out for some guy not smart enough to take care of himself and his family. Competition drives everyone to be better, and I’m just the motor behind the motion. I’ve got deals to make and people to talk to – and thanks, I can do it without world unity. These Lightbearers need to figure out about staying clear of me watching out for mine, or they can wave their pretty little sticks while I force feed them some bullets. Let’s see them heal their way out of that.

The Vistas

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Vistas talking about Vistas Same Faction: When is enough, enough, y’know? The world has suffered the abuses of man far too long, and where we stand now – humanity, I mean – is a direct result of that. Someone’s got to watch out for Mother Nature. Before the fall, government restrictions kept the park rangers and the conservationists from doing their job. Now, no one’s going to stop us. The environment and the animals are what keep humanity alive – and so we’re going to make damn sure no one else tries to kill them. CHOTA talking about Vistas Friendly Faction: The Vistas are wise. They know that man’s folly with technology and government must not be repeated. They recognize that man must look to himself for solutions. The greens would be stronger still if they understood that the weak animals – just like the weak people – would be better off left to die, so that only the strong remained. Despite this, though, they know the power of the beast and use it, and they are not afraid to do what must be done to protect the freedoms of man and beast alike. Lightbearers talking about Vistas Friendly Faction: The Vistas recognize the importance of healing the world and those in it. They know that there is much hurt, and it must be mended before progress can be made. What they do not understand is that people must be brought together and harmony must be achieved both within and without before that can be. While we wish the Vista would understand that humanity’s well-being is still more important than that of the animal world, we respect their wisdom in knowing that it is through the life force that flows through all of us that brings cooperation, harmony, and understanding to the world. Enforcers talking about Vistas Unfriendly Faction: Back in the day, they had a name for those guys. Hippies! It wasn’t a compliment either. Then they started calling them eco-terrorists, and that wasn’t a compliment either. Don’t get me wrong, I’ve got nothing wrong with walking in a pretty green field, but get a grip, will ya? If I have to choose between that tree and a proper barricade, hand me an axe. If I have to choose between Mr.Bear’s happy frolic and me being warm on patrol tonight, get me my gun. Animals are nice and nature is fine and good, but you don’t go killing innocent people to protect them. That’s where we draw the line, and right now, that line goes right through the Vista. Travelers talking about Vista Unfriendly Faction: Ugh, get real, right? Look, I do a lot of time on the roads and yeah, there are some ugly spots now, but y’know what? That scar on my leg from that scorpion I met last week says that nature is doing fine on its own. And have you SEEN those THINGS outside Haietta? My god! Nature doesn’t need anyone defending it. The Vistas are all long-term, save the world, blah blah – but I have to feed my family NOW, right? I can’t afford to be thinking about fifty years later if I might die tomorrow. There are people out there with good ideas and good technology, and I intend to take advantage of all of it. Life’s too short and the Vistas aren’t going to get the chance to short-change mine. Techs talking about Vistas RIVAL Faction: Statistically speaking, any population of individuals is going to have a group of outliers with radical behaviors and beliefs. Here in this era, that’s the Vistas. It is nearly impossible to conceive of a group of people so misinformed, violent, and fanatical. Without any consideration for the progress that could be achieved, the Vista are guerilla fighters, vicious saboteurs, and violent terrorists. They don’t understand that the world won’t heal itself, and that change doesn’t happen unless mankind makes it happen. Nature is a tool – a potent tool, to be sure – but only a tool, and one that must be utilized for the greater good of humanity. It is folly in the extreme to ignore resources that could better everyone’s lives.

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