THE MISSIONS
The campaign in the order it is played, plus the places you are not told about. Each page carries what the venue fields on every rung, who is waiting in it, what it pays out — and, behind covers, its map and what the hero says when he gets there.
GOODCO HQ
GOODCO HQ is the first venue of the campaign, and it ends when its boss goes down — PAYLOAD-1.
- FOESSTAFF, 20 kinds in all.
- GUARDED BYPAYLOAD-1.
- PAYS7 weapons, 26 pieces of gear, 7 powers, and relics that drop nowhere else.
THE MOON
THE MOON is the second venue of the campaign, and it ends when its boss goes down — THE FLAGBEARER.
- FOESGHOSTS, 15 kinds in all.
- GUARDED BYTHE FLAGBEARER.
- PAYS13 weapons, 37 pieces of gear, 9 powers, and relics that drop nowhere else.
MARS
MARS is the third venue of the campaign, and it ends when its boss goes down — THE FOUNDER.
- FOESMACHINES, 16 kinds in all.
- GUARDED BYTHE FOUNDER.
- PAYS20 weapons, 50 pieces of gear, 11 powers, and relics that drop nowhere else.
THE RIFT
THE RIFT is the fourth venue of the campaign, and it ends when its boss goes down — THE FOUNDER and BRO OMEGA.
- FOESENTITIES, 17 kinds in all.
- GUARDED BYTHE FOUNDER, BRO OMEGA.
- PAYS28 weapons, 68 pieces of gear, 13 powers, and relics that drop nowhere else.
BOOT HILL
BOOT HILL is the fifth venue of the campaign, and it ends when its boss goes down — THE BRO SUPERCORE, THE FOUNDER, BRO ALPHA, BRO BETA and BRO GAMMA.
- FOESHANDS, 16 kinds in all.
- GUARDED BYTHE BRO SUPERCORE, THE FOUNDER, BRO ALPHA, BRO BETA, BRO GAMMA.
- PAYS35 weapons, 74 pieces of gear, 15 powers, and relics that drop nowhere else.
THE GARAGE
THE GARAGE is the first venue of the campaign, and it ends on its own terms.
- FOESTROUBLE, 0 kinds in all.
- PAYS35 weapons, 30 pieces of gear, 15 powers.
THE BUNKER
THE BUNKER is the fifth venue of the campaign, and it ends when you reach its exit — THE VAULT WARDEN.
- FOESSECURITY, 18 kinds in all.
- GUARDED BYTHE VAULT WARDEN.
- PAYS17 weapons, 37 pieces of gear, 15 powers.