THE GARAGE
- MISSION 1
- TROUBLE
- 0 KINDS
THE GARAGE is the first venue of the campaign, and it ends on its own terms.
The run calls the things here TROUBLE: 0 kinds of them, from the rank and file up to whatever is guarding the far end.
It is a home rather than a mission: nothing here ends, and its doors are the way out — THE CAR to GOODCO HQ; THE ROCKET to THE MOON and MARS; THE RIFT SEAM to THE RIFT and BOOT HILL.
The car is the one you leave in rather than through: the road runs down the far edge of the lot, and the trip is not booked until the wheels are on it.
The place
- SIZE512 by 280 world units — about 1 phone screens across.
- GRAVITY800 — 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.
- KNOWN GROUNDNo fog of war here — the whole floor is lit from the first step, because you know your own home by heart.
- BREATHING ROOM1 pocket where nothing spawns and the wandering horde is pushed back out — a genuine rest, not just a quiet corner.
- DEAD AREAS1 stretch the ambient horde never spawns into. Authored content still lives there, which is the reward for going off the line.
- LOCKED1 door that will not open until the right key is in the bag.
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 | 1–7 | 6 | 34 | 34 |
| MEDIUM | 1–7 | 6 | 37 | 34 |
| HARD | 3–10 | 8 | 39 | 34 |
| NIGHTMARE | 42–45 | 42 | 58 | 54 |
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
- LAB COATL1
- SNEAKERSL1
- STEEL-TOE BOOTSL3
- KEVLAR VESTL4
- PADDED WORK PANTSL4
- WELDING MASKL4
- MISSION CAPL5
- RIOT HELMETL5
- FLIGHT JACKETL6
- LUNAR OVERSHOESL6
- THERMAL LEGGINGSL6
- APOLLO VISORL7
- MOON BOOTSL8
- PRESSURE TROUSERSL8
- MICROMETEOROID VESTL9
- TARGETING MONOCLEL10
- NEURAL VISORL12
- PRINTED HELML14
- SERVO STETSONL18
- SHERIFF'S BADGEL18
- RATTLESNAKE CHAPSL19
- EXO-DUSTERL20
- SPUR-JET BOOTSL21
- MIRRORSHADE VISORL22
- TIN STAR CUIRASSL23
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
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.
Who is not fighting you
One person stands on this map with something other than a fight to offer, and between them 3 errands: THE RECEIPT, THE DENT and THE SCALE. 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 HEROHOME. THE LAWN IS DEAD, THE BENCH IS A MESS, AND THE SHIP IS ONE PART FROM PERFECT.
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.