In this post I will take a look at Fallen Earth's sector 1 in all its glory, from the starter towns to the capital. I've visited them all, and they all have a distinct place in my earliest memories of Fallen Earth. I was most amazed at how different the entire sector looks now, after all the graphical enhancements. I was looking at some old screenshots from last year, and everything looks so much better now. I'm not saying that an apocalyptic landscape can be a beautiful thing, but I sometimes stop killing whatever it is that I'm killing to admire the sunset. So, without any further ado, let's take a look at sector 1.
Boneclaw is a CHOTA town built inside a quarry or a strip mine of some sort. In laymen's terms: It's built in a hole in the ground. It's an endearing place if you like to solve all of your problems with brute force, and it's a good starting town for meleers. There is an old mine nearby that is filled with some of the apocalypse's most adorable creatures. These creatures would like nothing more than to eviscerate you and festoon their lairs with your entrails. The place is also filled with internal strife and surrounded by Blade Dancers. There is no lack of excitement in Boneclaw.
This town was founded at the site of an alpine rescue and medical center. It's not a farm at all. FARM is an acronym, but I've since forgotten what it stands for. Down the hill from the town is an abandoned mine that is contaminated, and it's slowly poisoning the town. You can bet they'll ask for your help on that one. Although the town has some overtly Vista and CHOTA inhabitants, there aren't many factional overtones, and the town seems quite neutral. If you get a chance, go inside the firehouse and listen to the Vista ranger teach the CHOTA students about firefighters. Funny stuff.
Depot 66 is an old train station that the travelers have fashioned into a town. It's my favorite starter town, and there is plenty of action in any direction. You'll likely level up twice just doing one of the missions there. Yes, Malibu Beach House, I'm looking at you. Depot 66 is, in my opinion, the ultimate starter town because of its proximity to Oilville, two PvP zones, and plenty of mobs to slaughter and loot. Hell, what other town offers a Shakespearean play in an amphitheater?
Midway is a traveler town that hosts a turf war between two traveler families. There is a bit of crafting and a bit of combat to be found here. The rooftop navigation can be a bit annoying for new players, but the riches of the "scorpion pit" more than make up for the jumping from building to building.
Mumford is a town with a nearby satellite crash site. This quaint little crash-site town has a smattering of different factional influences. The area around the crash site is a bit on the radioactive side. There is a Tech-run research facility nearby, and there are two schools of thought on what to do with the crash zone. Don't worry; you'll get to pick one side and completely dismantle the other. Mumford is also the only town near which you can find craterweed. No, it's not what you think -- there are already enough drugs in Fallen Earth.
This town has a major Lightbearer presence in it, so naturally there are no slot or blackjack machines in the local bunker bar. Lousy tea-drinkers. All-in-all, it's a well-adjusted little town that has its fair share of small problems. Nothing you can't handle.
This town is more like a hippie commune than anything else. But I've got to hand it to the Vistas -- they are self-sufficient. Most of the missions you'll receive here will tend towards crafting. But there is a smattering of combat here and there, just to break the monotony. One thing I like about South Burb is that there is a copper mine right on the edge of town (it has a bit of a creeper problem, though).
Terance used to be a full PvP starter town. It's no longer a PvP town (unfortunately, or I would start there every time), but it is no less dangerous. With raiders living in the nicest house in town and a LifeNet facility that constantly spits out zombie clones nearby, there is nothing cozy about Terance. It's a harsh, combat-heavy starter town, probably the toughest one to survive in. So if you're looking for a challenge, or you're a new player and a masochist, Terance is your town.
Zanesville is essentially an enforcer base. Aside from a few Techs, the town is very enforcer-centric. Most of your missions will involve combat, as a group of travelers have taken over the nearby airfield. There are also bandits and scavengers living on the periphery of the base, and they aren't exactly the friendliest bunch. Typically, outside the sand-bag walls of Zanesville, negotiations take place at the end of a blade.
This is the capital city of the Plateau Province and the place to do business. It has an auction house, a plethora of merchants, and even a VIP vault. Embry is a good base of operations for a dedicated crafter, as everything the budding crafter could possibly need is right within reach. Junk Fortress is also a great place to blow off steam in your off-hours. Embry is also where you will learn how to craft the ATV frame, so it is essential to visit for those who intend to craft vehicles.
Odenville is a decent-sized town near Midway, and it has an auction house and barter vaults. You will learn how to build an ATV control system here. Make it a point to visit Odenville if you ever want to craft vehicles in Fallen Earth.
Much like Odenville, Oilville is a barter town. Oilville is also where you will learn the art of engine-building. There is also a nice set of gear that can be had by taking part in the Oilville town events. Why not smack around some Gully Dogs for a sweet set of Rigger's gear?
This town is still being contested by the town's guards and Casta Gaunt's small army. The looming prison up on the hill is where Casta dwells. This will likely be your first real group mission. You won't be able to solo this bad boy until you've out-leveled it a bit, so bring a friend or two. In Kingman you will also learn how to make tires and find out how junkyard dogs got their nasty reputation. Again, this is important if you wish to ever build vehicles in the game.
Aside from being a place to fuel up, there's nothing special about Pass Chris. It's your typical post-apocalyptic settlement, and it has all of the typical problems. You'll want to stop in long enough to at least learn how to assemble an ATV. This will be the cornerstone of your further research into building cars from junk.
This "town" is controlled by raiders, and they make sure to keep the citizens in line with public executions. You might be lucky (or unlucky) enough to witness one. Although the populace has been subjugated by raiders, they will still scare up plenty for you to do.
Needle Eye is a town that's near another faulty LifeNet facility (get it together LifeNet). This one is full of throwbacks and giant sentient fungi. I'll give you one guess as to who has to clean up another one of LifeNet's blunders. Yup, you and all of your little replicas.
Rest Stop is a town that's inundated with zombies. It is crawling with "rotters," which are failed LifeNet clones with a taste for blood. Rest Stop wouldn't be too bad a place to hang out if the rotters just wanted to play poker. But they want to devour your innards, so there's no rest for the weary here. Luckily, rotters are slow and you (hopefully) have a gun.
Coppermine is a cheery little place that is in the vicinity of -- you guessed it -- a copper mine. Some Judges have taken up residence in the mine and around the town and are generally making a nuisance of themselves. This is where you come in.
This town is another that the Judges have deemed unfit, and they are poised to destroy it. I'm certain you'll have something to say about that, though, won't you?
This town has already been taken over by the Judges. Its former inhabitants have built a camp to the west and will ask you to help them with the Judges. The refugee camp is built on the edge of a precipice, and if you're like me, you will want to jump or drive off the cliff here. Why not? You're a clone.
Watchtower looks like a hastily fortified enforcer base. It's got an auction house but no barter vault. What it lacks in barter vaults it makes up for in sandworms. And who doesn't love those little guys?
Well, the good folks from Murphy have been run out by the Night Wolves, but I hear it's a prime place to pick up some books. I don't know if it's still possible, but I once built a motorcycle that was held together entirely by Night Wolf belt buckles.
Trumbull is an example of all six factions living within close proximity of each other without spilling blood. It is possible to overlook differences long enough to get things done, even after the world has been nearly destroyed. It's an interesting town that foreshadows a bit of the factional dynamics that you will experience firsthand in sector 2.
Spiders. For some people, the very sight of a spider will make their skin crawl. The spiders in Spider Hill will make even the bravest clones shudder. Some of these beasts are bigger than a horse... a giant, hairy, eight-legged horse. It's best if you just help the nice townsfolk out, quickly, and then move on. Spider Hill is the epitome of creepy.
This will be one of your last stops in sector 1. It's not the type of trailer park you're thinking of, but some of its denizens are. These guys will send you to the Hoffa Bunker and Murderhole and everywhere else. I recall doing a lot of traveling to and from Trailer Park.
That covers the main settlements of sector 1. There are a few others, but I just didn't have the space to squeeze them in as they are more like points of interest than towns. Until next week, stick to the roads and don't trust anyone in the wasteland.
Ed Marshall has been playing Fallen Earth since beta and leads the Outsiders clan. Wasteland Diaries is his weekly column that covers all aspects of Fallen Earth: PvE, RP and PvP. To contact Ed, send an email to email@example.com, find him on the official forums as Casey Royer, or hunt him down in the wastelands as Nufan, Original, Death Incarnate, and Knuckles Mcsquee.