MARS
- MISSION 3
- MACHINES
- 16 KINDS
- THE FOUNDER
MARS is the third venue of the campaign, and it ends when its boss goes down — THE FOUNDER.
The run calls the things here MACHINES: 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.
The place
- SIZE3600 by 2300 world units — about 9 phone screens across.
- GRAVITY520 — a jump here comes back down about when you expect it to.
- SUITThe hero arrives in the EVA suit, because outside it he would not last.
- 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.
- CHESTS4 hand-placed containers. Your weapon smashes one like a crate, but the haul is richer and guaranteed.
- 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 | 15–21 | 19 | — | 34 |
| MEDIUM | 16–22 | 19 | — | 34 |
| HARD | 18–25 | 22 | — | 34 |
| NIGHTMARE | 46–50 | 47 | — | 54 |
Who is waiting
16 kinds of thing live here, and the run calls them MACHINES. 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.
- DERELICT ROVER
- FEMBOT
- MINING ROVER
- MISPRINTED FEMBOT
- OLYMPUS ENGINE
- PHOBOS SHEPHERD
- SCOUT ROVER
- SERVO UNIT
- SUCCESSOR
- THE TITHE ASSESSOR
- UNIT ZERO
What the place itself does to you
- SAND STORMSEvery 9s to 16s a dust gust drifts across. It moves slowly enough to walk clear of, which is the whole defence — caught, you go down prone while it passes over 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.
- 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
- GRAVITY MAULL16
- GRAVITON MAWL18
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
- RED DUST CHARML1
- 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
- THE MONOGRAM HOLDALLL15
- 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 11 this one can drop.
FIRE ORBS
STORM CELL
STASIS FIELD
MAGNET
ION WAKE
BLAST SHIELD
OVERPRESSURE
MOONFALL
PALE SHROUD
DUST DEVIL
REACTOR SURGE
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 | DUSTBORN, REDWIND, COLOSSUS PLATE, THE RED WALL |
| MEDIUM | DUSTBORN, REDWIND, COLOSSUS PLATE, THE RED WALL |
| HARD | DUSTBORN, REDWIND, COLOSSUS PLATE, THE RED WALL |
| NIGHTMARE | PYRELIGHT, IRONROOT GREAVES, DEEP POCKETS |
| JESUS CHRIST! | METEORFALL, SUNSPEAR, CROWN OF RUIN, THE PILGRIM STAR, THE BULWARK, THE EMBER HOUR, THE MOTHERLODE |
- SCRIPTED OPENINGA SMART PISTOL is handed over around 10–22 kills in, so no run starts empty-handed however the odds fall.
- SCRIPTED OPENINGA CYBER KATANA is handed over around 55–95 kills in, so no run starts empty-handed however the odds fall.
- LEFT LYINGSCRATCHED MESSAGE, TERRARIUM KEYCARD and TRIBUTE SCHEDULE 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.
THE MERCHANTA BREATHING CUSTOMER. AT LAST. I RAN THE COLONY COMMISSARY TILL THE AI RAN THE NUMBERS.
THE MERCHANTIT KEPT THE DOME. I KEPT THE SCALES. SELL ME WHAT THE MACHINES DROP - BUY WHAT HELPS.
Who is not fighting you
3 people stand on this map with something other than a fight to offer, and between them 6 errands: THE GREENHOUSE, PEST CONTROL, THE HOTHOUSE, RECOVERY REQUEST, THE UPLINK and WHAT THE TITHE IS WORTH. 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 HEROHE SAID THE MOON WAS GOODCO'S BIG MISTAKE - THE COMPANY PACKED IT ALL INTO CRATES AND RAN. TO MARS.
THE HEROI KNOW WHAT A GOODCO COLONY LOOKS LIKE - I REBUILT THEIR LANDER ONCE. DOMES. ROBOTS. SECRETS.
THE HEROSOMEBODY DOWN HERE TRADED MY GIRL AWAY LIKE CARGO. BAD TRADE. FOR THEM.
What stops him mid-run
The run halts on its own, once each, when he first lays eyes on OLYMPUS ENGINE and PHOBOS SHEPHERD, and when he first kills SCOUT ROVER and FEMBOT.
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.