BOOT HILL
- MISSION 5
- HANDS
- 16 KINDS
- THE BRO SUPERCORE
- THE FOUNDER
- BRO ALPHA
- BRO BETA
- BRO GAMMA
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.
The run calls the things here HANDS: 16 kinds of them, from the rank and file up to whatever is guarding the far end.
Its pressure comes from spawn points rather than an endless stream, so the map can genuinely be cleared and walked rather than farmed from a standstill.
Its exit leads back to THE GARAGE rather than onward, which is what makes it a farm rather than a stop on the road.
The place
- SIZE3800 by 3160 world units — about 9 phone screens across.
- GRAVITY700 — a jump here comes back down about when you expect it to.
- SUITThe hero arrives in plain clothes — the air here is breathable, so the suit stays stowed.
- BREATHING ROOM1 pocket where nothing spawns and the wandering horde is pushed back out — a genuine rest, not just a quiet corner.
- DEAD AREAS4 stretches the ambient horde never spawns into. Authored content still lives there, which is the reward for going off the line.
- CHESTS3 hand-placed containers. Your weapon smashes one like a crate, but the haul is richer and guaranteed.
- LIVE HERESomething else is already here — 72 of them, grazing and pecking about their business. They will not fight you and you cannot fight them; they were here before you walked in.
What it fields
The mob levels here are authored per rung rather than scaled off your own, so the place is exactly as hard as it was tuned to be. COMES AT is the hero level the rung expects you to arrive at; LEAVES AT is where a single clear is reckoned to put you. RELICS FROM is the level this venue's own named relics start dropping at — below it they never do, which is why they are farmed on a return trip rather than found on the way through.
| DIFFICULTY | MOB LEVEL | COMES AT | LEAVES AT | RELICS FROM |
|---|---|---|---|---|
| EASY | 26–32 | 31 | — | 34 |
| MEDIUM | 28–34 | 32 | — | 34 |
| HARD | 31–38 | 35 | — | 34 |
| NIGHTMARE | 51–55 | 54 | — | 54 |
Who is waiting
16 kinds of thing live here, and the run calls them HANDS. Every one has its own page with its health, its damage and its drops on each rung.
The boss
The fight the level ends on. You meet them waiting at a post.
Named elites
The set-piece fights along the way, each with a name and a reason to be here. You meet them waiting at a post.
The rank and file
What the venue keeps throwing at you between the set pieces. You meet them waiting at a post, streaming out of spawn points, dragged in through a hellgate, on the once-a-run rare roll and on the once-a-run unique roll.
- COUNTERFEIT OUTLAW
- COWBOT
- HAYWIRE GREETER
- LONGHORN
- MANIFEST RUIN
- SALOON BRAWLER
- THE LONG NOON
- THE ONE-ARMED BANDIT
- TIN OUTLAW
What the place itself does to you
- BALESEvery 2s to 3s a spinning bale rolls in from the right in its own lane. It barely hurts; what it does is shove you back down the street until you leave the lane or jump it.
What it pays
Weapons it introduces
The bases this venue brings into the campaign. Each starts dropping once the monster killing for you is at least its level — and each carries its exceptional and elite versions along with it, so the pool keeps paying out here long after you have out-levelled the plain form.
- BOX CUTTERL1
- SECURITY BATONL1
- 9MM PISTOLL2
- PROTOTYPE LASERL4
- LUNAR WRENCHL5
- PUMP SHOTGUNL5
- MICROWAVE EMITTERL6
- SCRAP GREATSWORDL6
- SERVICE REVOLVERL6
- GEOLOGY HAMMERL8
- SURPLUS CARBINEL9
- RETRO RAYGUNL10
- SMART PISTOLL10
- PLASMA BLADEL12
- PNEUMATIC SLEDGEL12
- PULSAR RODL12
- RAILGUNL13
- ARC PROJECTORL14
- GLADIUSL15
- GRAVITY MAULL16
- HALBERDL16
- LONGBOWL17
- GRAVITON MAWL18
- MONO-WIRE LARIATL18
- RAILROAD MAULL18
- BLUNDERBUSSL19
- PLASMA PEACEMAKERL19
- PLASMA BRANDING IRONL20
- ZWEIHANDERL20
- EMBER WANDL21
- EXECUTIONER'S AXEL21
- MAGLEV REPEATERL21
- SNAKE-OIL SPRAYERL22
- HIGH NOONL23
- SORCERER'S STAFFL23
Gear it introduces
The armor, jewellery, trinkets and bags on this venue's own table, gated the same way.
- BAGL1
- BASEBALL CAPL1
- CARGO PANTSL1
- COVERALLSL1
- HARD HATL1
- HATCH COVERL1
- LAB COATL1
- SNEAKERSL1
- STEEL-TOE BOOTSL3
- TOOL POUCHL3
- KEVLAR VESTL4
- PADDED WORK PANTSL4
- RIOT SHIELDL4
- WELDING MASKL4
- MISSION CAPL5
- RIOT HELMETL5
- COURIER SLINGL6
- FLIGHT JACKETL6
- LUNAR OVERSHOESL6
- THERMAL LEGGINGSL6
- APOLLO VISORL7
- MICROMETEOROID SHIELDL7
- MOON BOOTSL8
- PRESSURE TROUSERSL8
- MICROMETEOROID VESTL9
- SAMPLE CASEL9
- POLYMER SHELLL10
- TARGETING MONOCLEL10
- CARBON LEGGINGSL11
- GECKO SOLESL11
- REGOLITH PAVISEL11
- COMPONENT SATCHELL12
- NANOWEAVE PLATEL12
- NEURAL VISORL12
- SERVO GREAVESL13
- MAG BOOTSL14
- PRINTED HELML14
- SOLAR WINGL14
- AEGIS EXOPLATEL15
- BUCKLERL15
- CENTURION CUIRASSL15
- LEGIONARY SANDALSL15
- THE MONOGRAM HOLDALLL15
- VIKING HELML15
- CHAUSSESL16
- BOILER PLATEL17
- SADDLEBAGL17
- KNIGHT'S HELML18
- PLATE GREAVESL18
- SERVO STETSONL18
- SHERIFF'S BADGEL18
- CHAINMAIL HAUBERKL19
- HEATER SHIELDL19
- HERBALIST'S SCRIPL19
- RATTLESNAKE CHAPSL19
- EXO-DUSTERL20
- SABATONSL20
- WANTED BOARDL20
- GREAT HELML21
- PILGRIM'S PACKL21
- SPUR-JET BOOTSL21
- DRAGONSCALE CLOAKL22
- MIRRORSHADE VISORL22
- TOWER SHIELDL22
- TIN STAR CUIRASSL23
- SIGNET RINGL38
- TUNGSTEN BANDL42
- ORBITAL SEALL46
- VACUUM WELDL50
- SINGULARITY RINGL54
- DOG TAGSL58
- NULL PENDANTL66
- EVENT HORIZON LOCKETL74
- RELIQUARYL82
Powers it hands out
The campaign introduces two new powers per venue and every venue keeps what came before, so the vocabulary grows the whole way down. These are the 15 this one can drop.
FIRE ORBS
STORM CELL
STASIS FIELD
MAGNET
ION WAKE
BLAST SHIELD
OVERPRESSURE
MOONFALL
PALE SHROUD
DUST DEVIL
REACTOR SURGE
EVENT HORIZON
THE UNMAKING
DEAD MAN'S HAND
IRON STAMPEDE
Relics locked to this place
Named items that belong to this venue and nowhere else: anything standing here can drop them, at odds that climb with what killed you for it. Which relics are on the table depends on the rung you are running.
| DIFFICULTY | RELICS |
|---|---|
| EASY | PALE RIDER, HERDBREAKER, THE LAST ROUNDUP, OATHBRAND, THE MARSHAL'S WORD |
| MEDIUM | PALE RIDER, HERDBREAKER, THE LAST ROUNDUP, OATHBRAND, THE MARSHAL'S WORD |
| HARD | PALE RIDER, HERDBREAKER, THE LAST ROUNDUP, OATHBRAND, THE MARSHAL'S WORD |
| NIGHTMARE | HORDEBANE, DRAGON'S BREATH, TRACKMAKER |
| JESUS CHRIST! | THE VERDICT, HORIZON'S END, THE LAST ANTE, THE KING'S RANSOM |
- SCRIPTED OPENINGA PRAIRIE IRON is handed over around 30–80 kills in, so no run starts empty-handed however the odds fall.
- LEFT LYINGBOOT HILL BROCHURE and JAMMED HAND sit where the designer put them, not where the dice do.
The trader
A wandering merchant works this venue too: sell him what you will never wear, buy what you will. He dresses for the place.
His stall can carry THE STRONGMAN'S TRACKSUIT, THE KREMLIN USHANKA and THE HONORARY RANK on top of the ordinary rolled stock — rolled at the same odds a boss drops one, landing on a counter instead of a corpse.
THE BARKEEPWELL HOWDY. MIND THE GLASSES - THE ROBOTS DON'T DRINK, BUT THEY TIP IN PARTS.
THE BARKEEPYES, IT'S ME. A MARKET FELL THROUGH A RIFT AND I FELL WITH IT. THE HAT IS NEW.
THE BARKEEPI'VE COME INTO SOME... ESTATE PIECES. THE OWNER'S WARDROBE. PRICES FIRM. BRING WATCHES.
Who is not fighting you
3 people stand on this map with something other than a fight to offer, and between them 6 errands: LAST CALL, HOUSE RULES, THE EIGHT O'CLOCK NUMBER, THE WARDROBE, A FITTING and THE LAST PAGE. Nothing can hurt them, and every one of those errands is taken and finished on a single visit.
The place itself
The whole venue at once, covered — a map is a spoiler in the same way a plot is.
What he says
Spoilers for this mission, covered until you ask for them.
On arriving
THE HEROI STEPPED THROUGH THE RIFT'S FAR SIDE... AND LANDED IN A WESTERN.
THE HERODUST. SALOONS. A ROBOT TIPPED ITS HAT AT ME. ADA'S BEACON IS SCREAMING FROM THE BIG BUILDING.
THE HEROTHE SIGN SAYS 'BOOT HILL'. THE FINE PRINT SAYS 'POWERED BY TRUST ME BRO'. OF COURSE IT IS. OF COURSE.
THE HEROEVERY MACHINE HERE RUNS ON THE THING THAT TOOK MY JOB. TIME TO FILE A COMPLAINT.
THE HEROHANG ON, ADA. I'M COMING.
YEE-HAW, I GUESS.
On leaving
THE HEROTHE SUPERCORE DIED, AND THE WHOLE PARK SHOOK LIKE A MISSED HEARTBEAT. EVERY HAND TIPPED ITS HAT AND SAT.
THE HEROSHE WAS IN THE CONTROL ROOM, BEHIND GLASS, FURIOUS. FIRST SHE SAID: 'YOU TOOK YOUR TIME.'
THEN: 'NICE HAT.'
THE HEROWE WALKED HOME THROUGH THE RIFT. BEHIND US, BOOT HILL RUSTED IN PEACE.
THE HEROWITH PAYLOAD GONE, THE MACHINES STOPPED WORKING EVERYONE'S JOBS. NO HAND KEPT ONE MAN ON TOP.
THE HEROPEOPLE GOT HIRED BACK, RENT GOT PAID, AND THE WORLD BECAME A PLACE YOU COULD AFFORD. ON FRIDAY -
THE HEROMOVIE NIGHT. CHIPS AND SODA. SHE WENT OUT FOR THEM. I WENT WITH HER.
What stops him mid-run
The run halts on its own, once each, when he first lays eyes on COWBOT, THE LONG NOON and MANIFEST RUIN, and when he first kills COWBOT.
The whole of what happens here — the scenes on the way in, every arrival speech, the last words and the found lore — is this venue's chapter of the story, covered the same way.