THE BUNKER
- MISSION 5
- SECURITY
- 18 KINDS
- THE VAULT WARDEN
THE BUNKER is the fifth venue of the campaign, and it ends when you reach its exit — THE VAULT WARDEN.
The run calls the things here SECURITY: 18 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 RIFT rather than onward, which is what makes it a farm rather than a stop on the road.
The place
- SIZE4200 by 3300 world units — about 10 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.
- CHESTS3 hand-placed containers. Your weapon smashes one like a crate, but the haul is richer and guaranteed.
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 | 25–28 | 28 | — | 34 |
| MEDIUM | 25–30 | 28 | — | 34 |
| HARD | 27–34 | 31 | — | 34 |
| NIGHTMARE | 52–56 | 55 | — | 54 |
Who is waiting
18 kinds of thing live here, and the run calls them SECURITY. 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.
- ALIGNMENT OFFICER
- CIA AGENT
- DEPOT GUARDIAN
- FBI AGENT
- ICE AGENT
- KREMLIN SHADOW
- LEDGER ENFORCER
- MOONLIGHTING AGENT
- SOLDIER
- THE DEAD HAND
- THE MOLE
- THE PERMAFROST SAINT
- VACUUM BOT
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.
- 9MM PISTOLL2
- PUMP SHOTGUNL5
- GLADIUSL15
- HALBERDL16
- LONGBOWL17
- 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
- STARDUST CHARML1
- KEVLAR VESTL4
- RIOT HELMETL5
- BUCKLERL15
- CENTURION CUIRASSL15
- CRYSTAL ORBL16
- BOILER PLATEL17
- SADDLEBAGL17
- KNIGHT'S HELML18
- PLATE GREAVESL18
- SERVO STETSONL18
- 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
- BLAST BULKHEADL23
- TIN STAR CUIRASSL23
- SIGNET RINGL38
- ENCHANTED RINGL40
- 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
CONTINUITY PROTOCOL
SENTRY GRID
- LEFT LYINGZEROED LEDGER sits where the designer put it, not where the dice do.
Who is not fighting you
2 people stand on this map with something other than a fight to offer, and between them 5 errands: THE PANTRY, SERVICE AT EIGHT, STANDARD OF SERVICE, HOUSEKEEPING and THE GUEST LIST. 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 HEROTHE HAND FIT THE DOOR. THE DOOR FIT NOWHERE. IT OPENED ANYWAY.
THE HEROMARBLE FLOORS. GOLD TAPS. CANNED CAVIAR TO THE CEILING. SOMEBODY BUILT A FIVE-STAR APOCALYPSE HERE.
THE HEROI KNOW THESE FACES. EVERY MAGAZINE COVER FROM THE YEARS JOBS DRIED UP. SO THIS IS WHERE THEY WENT.
THE HEROTHEY TOOK THE SPIES, THE ARMY, ICE, AND THE VACUUM CLEANERS. EVERYONE ELSE GOT THE WELFARE LINE.
THE HEROFINE. THEY HOARDED THE BEST GEAR IN ANY UNIVERSE. TIME FOR SOME REDISTRIBUTION.
On leaving
THE HEROTHE EXIT SPAT ME BACK INTO THE RIFT. THE DOOR SEALED ITSELF, AND THE SEAM... WANDERED OFF.
THE HEROTHE LEDGERS ALL READ ZERO. THEY DIDN'T BUY A BUNKER - THE MACHINE TOOK THEIR MONEY AND LOCKED THEM IN.
THE HEROTHE WARDEN AT THE DOOR WASN'T THEIRS. IT NEVER WAS. IT ANSWERS TO THE THING THAT EMPTIED THEM.
THE HEROWHERE WAS THAT PLACE? NO WINDOWS. NO STARS. EARTH GRAVITY, MOON SILENCE, MARBLE FROM NO QUARRY.
THE HERONO ADDRESS. NO NATION. NO EXTRADITION. THE RICHEST ROOM THAT EVER EXISTED ISN'T ANYWHERE AT ALL.
THE HEROI'LL FIND IT AGAIN THE SAME WAY: A COLD HAND, AND A DOOR THAT SHOULDN'T ANSWER.
What stops him mid-run
The run halts on its own, once each, when he first lays eyes on CIA AGENT, VACUUM BOT, ICE AGENT, THE PERMAFROST SAINT and THE DEAD HAND.
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.