ShunReport
English:Shun · Locations
Coastal wasteland. No man's land.
Contents
The most thoroughly forgotten patch of the continent's south-west corner: six Lost Libraries, a few armouries, and an abandoned town that did not even leave its name behind. Full marks for fertility and nobody farming it, because everything worth having is locked inside the ruins, and inside the ruins sit Security Spiders.
Terrain
The terrain is Coastal wasteland.
Who holds it
No man's land
- Tech Hunters Roaming
- Band of Bones Roaming
Settlements
| Name | Type |
|---|---|
| Ancient Tech Lab | Ancient site |
| Lost Library | Ancient site |
| Lost Armoury | Ancient site |
| Armoury Ruin | Ruin |
| Library Ruins | Ruin |
| Abandoned Town | Ruin |
Inhabitants
Wildlife
Skin Spider, Gorillo, Garru, Security Spider, Goat
Notable units
| Name | Type | Where | Notes |
|---|---|---|---|
| Tora the Fearless | Hostile boss | Not in Shun herself — she is at the Exile Camp south-west of Squin, over in the neighbouring Border Zone; Band of Bones squads only spawn in Shun while she is alive | Leader of the Band of Bones, dehorned and struck off the rolls, then self-exiled into banditry. The spawn condition for Shun's Band of Bones squads is written out as "Tora alive"; the day she dies, no Shek bandit is ever seen here again. When they pay out her bounty, the Shek call her Tora the Gutless. |
| Band of Bones | Hostile | Wanders the zone (weight 1, requires Tora alive) | Exiled Shek bandits who have come all the way south from the Shek Kingdom into the United Cities heartland; Shun is about as far south as they range. Poor-grade armour, Ancient-manufacture weapons. |
| Tech Hunter Ruins | Neutral | Patrols the zone (groups of 1–5, weight 1) | Randomly named Tech Hunter scavenging parties. Shun is one of the few zones where Tech Hunters will open on the player for no reason, so take care. The ones on their own will talk, and there is a chance they agree to escort you free for 24 hours. |
| Skin Spider | Hostile | Wanders the zone (the highest weight here; squads of 1–3, or swarms of 1–10) | The most numerous residents in the zone. They will eat downed organic characters, but they move slowly and an unencumbered character can outrun them. A Desert Sabre or a polearm (both bonused against animals and spiders) is the least trouble. |
| Blood Spider | Hostile | The six Lost Libraries (often guarding them in large packs) | Tougher than the Skin Spider, and crossbow bolts hit it so rarely that ranged fire is not worth planning around. Clearing all six Lost Libraries yields roughly 8 Ancient Science Books, 25 books, 75 sheets of parchment, 40 old maps and 500–600 Damaged Books; the paper alone sells for over 23,000 Cats. |
| Security Spider | Hostile | Lost Armoury, Ancient Tech Lab | Ruin-guardian machines a cut above the Iron Spider, usually packed into cramped rooms where one swing catches two people. The Lost Armoury's lock is among the highest-tier in the game; without the Lockpicking for it, the options are force or stealth. |
| Broken Skeleton | Hostile | Ancient Tech Lab | Old-world Skeletons left unrepaired, still carrying out orders a thousand years old. Shun's Ancient Tech Lab is guaranteed to produce at least one AI Core (average price around 25,000 Cats), which makes it the most dependable class of AI Core source in the game. |
| Gorillo | Hostile | Wanders the zone (solitary, weight 4) | A lone beast with alarming strength, and effectively a death sentence for a starting squad. When it and the Skin Spiders go at each other, that is your window to loot the bodies. |
| Garru | Neutral | Wanders the zone (wild pack-beast herds, weight 3) | You can lure them into the guards at the Lost Armoury and the coastal Lost Library and strip both places while the two sides fight — by common consent the cheapest way to loot Shun. |
| Goat | Neutral | Wanders the zone (wild goat herds, weight 4) | Shun has almost no resupply points; wild goats are the only meat on the ground in this field of ruins. |
History
- Every library and armoury the Second Empire left on this coast is lost, behind some of the hardest locks in the game — the knowledge is sealed in there rotting.
- The Ancient Tech Lab here is guaranteed to generate at least one AI Core, which makes it one of the most reliable sources on the continent — the price being that you take it off Security Spiders and Broken Skeletons.
- The abandoned town at the southern end is still filed as United Cities territory in the official data, yet there is not a soul inside it and nothing spawns there.
Building a base here
The channel's verdict: Recommended
- Other The relief across the region is fairly unpredictable, but there are several usable flat patches; the coastal spots are extremely level and suit a large base.[V1 0:02:49]
- Other The relief across the region is fairly unpredictable, but there are several usable flat patches; the coastal spots are extremely level and suit a large base.[V1 0:02:49]
- Other The relief across the region is fairly unpredictable, but there are several usable flat patches; the coastal spots are extremely level and suit a large base.[V1 0:02:49]
- Other The relief across the region is fairly unpredictable, but there are several usable flat patches; the coastal spots are extremely level and suit a large base.[V1 0:02:49]
- Other The relief across the region is fairly unpredictable, but there are several usable flat patches; the coastal spots are extremely level and suit a large base.[V1 0:02:49]
- Distance to supplies Head east to Drifter's Last on the western side of The Hook and you can trade with the United Cities; it is not far. The Crater is right next door too, handy for farming Beak Things for meat and skins.[V1 0:03:22]
- Other The relief across the region is fairly unpredictable, but there are several usable flat patches; the coastal spots are extremely level and suit a large base.[V1 0:02:49]
- Raids Day to day it is only the occasional Gorillo or Band of Bones coming to bother you — Paul Rogers' own base does not even have a gate.[V1 0:03:57]
- Raids As long as you do not go out of your way to provoke the United Cities, you should not expect the base to be attacked; Paul Rogers only drew United Cities manhunter raids and an Eyegore siege by committing crimes on purpose.[V1 0:06:41]
- Hazards Shun has no acid rain, and in Paul Rogers' view it is one of the few regions that are remote without being punishing.[V1 0:07:15]
- Distance to supplies Head east to Drifter's Last on the western side of The Hook and you can trade with the United Cities; it is not far. The Crater is right next door too, handy for farming Beak Things for meat and skins.[V1 0:03:22]
NoteDrawn from Paul Rogers Gaming's location-guide videos. This is the video author's judgement, not an official ruling from the game.
Getting there
There is no settlement in this region. Check that your food and bandages will last the whole crossing before you enter.
The nearest city is Clownsteady (The Hook), just across the border.
Regions you can walk into directly from here:
| Region |
|---|
| Arach |
| None Coast |
| Spider Plains |
| The Crater |
| The Hook |
| Watcher's Rim |
NoteThis article is assembled from the region dossier; facts come from the Kenshi Fandom Wiki and in-game data, and the navigation section is computed from the 72-region adjacency graph.
Video citations
- Why You Should Settle Shun | Kenshi Location GuidePaul Rogers Gaming