Expedition 4Report
English:Expedition 4 · Locations
A town the Tech Hunters built on their way south and then walked away from. The buildings have fallen and the people are gone, but the wind generator is still turning — one of the very few ruins in the game that still has power.
Expedition 4 is a town the Tech Hunters built and then abandoned, sitting in Stobe's Garden.
The Tech Hunters live by picking over ancient ruins, and the place they most want to reach is the Ashlands. On the way south they left behind two camps. This is one of them.
The lights are still on
Most ruins are just ruins: walls down, contents removed, power gone a thousand years ago.
Expedition 4 is different. Its wind generator still works.
This is one of very few ruins in the game that still has electricity. Nobody guards it, nobody maintains it, and the generator keeps turning — a town with no inhabitants whose power system is still running itself.
The collapsed buildings and the ground around them are covered in items. There are no guards, no container locks and no hostile garrison; picking the place clean has no entry requirement at all.
Where the first three went
The "4" in the name makes it plain that three expeditions came before. The game never says what happened to them.
Only the fourth and Expedition 5 (in Stobe's Gamble, south of a Reaver camp) left visible settlements behind. Expeditions one through three left not even a ruin — and that absence is exactly what the notes are about: most people who walk toward the Ashlands never get as far as building a camp.
The written record of all this is Tech Hunter's Notes: The Ashlands, credited to Hunter Edjack (retired).
Danger
Expedition 4 itself has no enemies, but Stobe's Garden does. The region's residents include the Reavers, Crab Raiders, Skeleton Bandits, Black Dragon Ninjas and bounty hunters, with Blood Spiders and Black Gorillos for wildlife.
Put plainly: the ruin is safe, the road to it is not.
What it means for the player
Expedition 4 is a free-loot stop: goods on the ground, nobody guarding them, no lockpicking required. For a squad pushing south toward the Ashlands, it is one of the few places on that road where you can stop and top up.