The PitsReport
English:The Pits · Locations
Acid-rain pits. No man's land. Main settlements: Sniper Tower.
Acid rain has chewed the rock into rank after rank of red pit walls, and the crabs and a crowd of people who call themselves Skeletons have been fighting over it for who knows how long. Every harpoon on the sniper tower at the mouth points north — not at an enemy, but at anyone living who wants to take this road down into the Ashlands.
Terrain
The terrain is Acid-rain pits.
Who holds it
No man's land
- Crab Raiders Patrols
- Skeleton Bandits Patrols
- Skeleton Legion Present
- Fishmen Present
- Skin Bandits Present
Settlements
| Name | Type |
|---|---|
| Sniper Tower | Outpost |
| Lost Armoury | Ancient site |
| Police Barracks | Ancient site |
Inhabitants
Races: Skeleton, Greenlander, Scorchlander
Faiths: The Elder's Skeleton doctrine
Wildlife
Notable units
| Name | Type | Where | Notes |
|---|---|---|---|
| Crab Raiders | Hostile squad | Wandering patrols across the whole zone; the most frequently spawned group in this area | Crab-worshipping Scorchlander bandits. If you are not allied with them, they attack outright, and before they do they greet you with "A traveller? We don't often get prey coming to The Pits…". After the Crab Queen falls, the squads you meet on the road are replaced by remnant versions and the chance of running into them drops by half, but they still attack passers-by. |
| Skeleton Bandits | Hostile squad | Wandering patrols across the whole region, second in weight only to the Crab Raiders | Greenlanders wearing Skeleton Masks, brainwashed by the Elder into believing they are Skeletons; they attack everything except actual Skeletons. Once the Elder is killed or imprisoned, every patrol is replaced by a remnant version with only one to five members per group and slightly weaker in combat, and the chance of running into them drops as well. |
| Fishmen | Hostile squad | Roaming across the whole region, often turning up along with the brawls down in the pits | A group that comes up from Fishman Island, always hostile to the player. They are not strong one on one, but they pick out flesh-and-blood bodies that have been knocked out and carry them off, and back at the nest the victim is tied to a post and eaten alive. They only spawn while King Gurgler is still alive. |
| Skin Bandits | Hostile squad | Roams across the region, but appears only in the world line where the Elder is dead and the Savant is still alive | Skeletons draped in human skin, who take bodies of flesh and blood back to feed the skinning machine. Skeleton, Hive and Shek characters are not normally their targets, but brawls break out in The Pits every day, and once they are caught up in a melee they will fight whoever is in front of them. |
| Landbat | Hostile wildlife | Wanders across the whole region, in groups of 1 to 10 at a time | A 蝙蝠獸 walks along the ground on its wings; get in its way and it will lunge at you, and no amount of hitting will make it stagger. The good news is that they are not fast, so if you spot them from a distance there is usually still time to go around. |
| Sniperbot | Hostile squad | Wanders throughout the region, always alone | A lone crossbowman of the Old Machines faction. It is always alone and hidden, hard to spot early, and with its high marksmanship the first bolt almost always hits. On this stretch, it is best to find it before it puts a bolt in you. |
History
- The Second Empire's armoury and police barracks still stand in the pits, and the machine guards inside shout police at anyone they see, then give chase until one side is dead.
- The Skeleton Legion put a sniper tower at the mouth and fixed every harpoon facing north, which amounts to a lock on the Ashlands.
- The Elder brainwashed a crowd of Greenlanders into being Skeletons and turned them loose to fight the crabs here for years, without ever lifting a hand himself.
Building a base here
The channel's verdict: Recommended with caveats
- Raids The Crags and the southern part of The Pits see wild crabs and Fishmen passing through in packs; both are dangerous if you are underprepared.[V1 0:03:21]
- Raids The Crags and the southern part of The Pits see wild crabs and Fishmen passing through in packs; both are dangerous if you are underprepared.[V1 0:03:21]
- Other Parts of The Pits share a Deadlands trait: hydroponics units built on a building's roof need no watering, so with the hydroponics research food is extremely easy.[V1 0:03:56]
- Hazards Acid rain falls intermittently, so flesh characters must wear acid-resistant gear.[V1 0:04:31]
- Hazards Acid rain falls intermittently, so flesh characters must wear acid-resistant gear.[V1 0:04:31]
- Hazards Acid rain falls intermittently, so flesh characters must wear acid-resistant gear.[V1 0:04:31]
- Hazards Acid rain falls intermittently, so flesh characters must wear acid-resistant gear.[V1 0:04:31]
- Defensible terrain The plateaus are stepped in several tiers, so you can turn the height differences into successive lines of defence without building many walls.[V1 0:05:04]
- Defensible terrain The ore veins block the footprints of large buildings, but Storm Houses and Watchtowers take little ground and still take a good number of turrets on the roof, so they fit anyway.[V1 0:05:37]
- Defensible terrain Paul Rogers marks several sites on the map that he considers workable, saying flat ground is not in short supply and that, with copper and iron of this quality, you can run the place straight as a factory.[V1 0:08:26]
- Raids The Reavers have their headquarters in neighbouring Stobe's Garden and are regulars here; get carried off and you are dragged away into slavery.[V1 0:00:34]
- Raids Skeleton Bandits do not mount organised sieges on a player base; only their patrols come, but they run combat stats above 40 and their armour is not bad.[V1 0:01:06]
- Raids Settling in these three regions without allying with the Crab Raiders puts the difficulty up a clear notch.[V1 0:01:40]
- Raids The Drifters wandering here are hostile, and their combat stats are not low.[V1 0:02:13]
- Raids The Crags and the southern part of The Pits see wild crabs and Fishmen passing through in packs; both are dangerous if you are underprepared.[V1 0:03:21]
- Distance to supplies Unless you are willing to run to Catun, or Black Scratch further out, the traders in Crab Town are probably the nearest place to sell finished goods.[V1 0:10:42]
Getting there
Resupply inside the region: Sniper Tower.
The nearest city is Crab Town (The Pits East), just across the border.
Regions you can walk into directly from here:
| Region |
|---|
| Ashlands |
| Sniper Valley |
| Stobe's Garden |
| The Crags |
| The Pits East |
Video citations
- Should You Settle The Pits or The Crags? | Kenshi Location GuidePaul Rogers Gaming