PLAY ADA'S TRAIL Ada's Trail

GOODCO HQ

GOODCO HQ is the first venue of the campaign, and it ends when its boss goes down — PAYLOAD-1.

The run calls the things here STAFF: 20 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

  • SIZE3400 by 2200 world units — about 8 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.
  • 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.
  • CHESTS5 hand-placed containers. Your weapon smashes one like a crate, but the haul is richer and guaranteed.
  • LOCKED2 doors 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.

JESUS is the one rung that scales to the hero rather than to an authored number, so it has no fixed figure to state and is left out.
DIFFICULTYMOB LEVELCOMES ATLEAVES ATRELICS FROM
EASY1–7634
MEDIUM1–7634
HARD3–10834
NIGHTMARE42–454254

Who is waiting

20 kinds of thing live here, and the run calls them STAFF. 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, on the once-a-run unique roll and as the scripted first foe.

What the place itself does to you

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.

Gear it introduces

The armor, jewellery, trinkets and bags on this venue's own table, gated the same way.

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 7 this one can drop.

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.

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.

THE MERCHANT

EASY, FRIEND. I'M NOT STAFF. I STOCK THE VENDING MACHINES. SOMEBODY HAS TO, EVEN TONIGHT.

THE MERCHANT

LOCKDOWN IS A SELLER'S MARKET. I'LL BUY WHAT WEIGHS YOU DOWN, SELL WHAT KEEPS YOU UPRIGHT.

Who is not fighting you

3 people stand on this map with something other than a fight to offer, and between them 8 errands: FORM 7-B, THE LAST BOX, THE COUNTERSIGNATURE, THE NIGHT LOG, STOP THE LINE, WALK HER OUT, COUNTERSIGNATURE and THE LAST ORDER. 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.

A top-down view of the whole of GOODCO HQ, drawn in the game's own pixel art
The place as you actually see it, drawn from the game's own sprites at the game's own coordinates and shrunk to fit — the ground, the walls, the buildings and the landmarks. The scattered rocks and rubble are rolled fresh every run, so treat those as a likeness rather than a plan; everything built stays exactly where it is.

What he says

Spoilers for this mission, covered until you ask for them.

On arriving

THE HERO

THE TRACKER I SEWED INTO HER JACKET JUST PINGED - FROM SPACE. SOMEONE IS TAKING HER OFF THE PLANET.

THE HERO

TO FOLLOW HER I NEED A SHIP. I'VE BEEN BUILDING ONE IN THE GARAGE FOR YEARS. IT'S ALMOST DONE.

THE HERO

ALMOST. THE ENGINE STILL NEEDS ONE PART I COULD NEVER GET. GOODCO KEEPS IT IN THEIR CLEANROOM VAULT.

THE HERO

I KNOW, BECAUSE I WORKED THERE. I BUILT THEIR ENGINES - TILL AN AI LEARNED MY JOB AND THEY FIRED ME.

THE HERO

THE WHOLE BLOCK LOST ITS JOBS THE SAME WAY. NOW WE ALL LIVE ON WELFARE AND MOVIE NIGHTS.

THE HERO

THEY NEVER CHANGED THE LOCKS. EVERY DOOR STILL KNOWS MY HAND.

THE HERO

SO TONIGHT I TAKE THE PART, FINISH THE SHIP, AND GO GET ADA BACK.

What stops him mid-run

The run halts on its own, once each, when he first lays eyes on INTERN, SUCCESSOR, TUNGUSKA WALKER and THE FIRST INVESTOR.

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.