The ruins and the Wardens
The Ruins
- Hit Bike to the Ruins and pick a depth. Each trip generates a fresh ruin full of crates and enemies. Clear every enemy on your deepest depth to unlock the next one.
- Deeper means tougher enemies (+35% HP, +15% damage per depth) and better loot (item level = 5 × depth, max 50).
- Enemy hits add heat and fear, not damage. Getting mobbed can force a reboot or make him flee.
- XP: 12 per crate, 15 per kill (more at deeper depths).
| Enemy | From depth | Notes |
|---|---|---|
| Glitch Drone | 1 | Twitchy and territorial. Hits for 18 heat. |
| Static Wisp | 2 | Fast and fragile. Hits for 9. |
| Rust Brute | 3 | Slow as a tractor, hits like one: 30. |
| Loop Warden | every 5th depth | The boss. See below. |
The Loop Warden (depth 5, 10, 15...)
Every fifth depth is one big room with the Loop Warden in it. It never moves and it never changes its loop, which is how you beat it:
- It marks tiles (orange outlines) in a pattern: rows, then columns, then a ring, then a cross. 1.5 seconds later the marked tiles blast (red). Anything standing on one takes heat and fear.
-
After the cross, it vents for 6 seconds: shield down.
attack()only hurts it then; while the shield is up, attacks bounce off. - The tiles right around the caretaker are always safe.
Read it with danger(), scan_danger() and boss_open(). Beating it gives Duskberry cuttings, glitch cores and a 35% shot at a legendary part, and opens the next depth.
The Relay Commons (shared ruins, level 5+)
A huge relay hall that never empties, shared by everyone online (the Relay Commons button on your farm, from Poncho level 5). You see the other Ponchos, and programs run as in the ruins.
- Glitches keep coming back (more when more people are there) and go after the nearest Poncho.
- Loot is your own: everyone who hit a glitch in its last 10 seconds gets their own drop and XP when it goes down, whoever lands the last hit.
- Crates are your own too: opening one gives you loot and leaves it for everyone else. You can loot the same crate again after 5 minutes.
- The glitches are as tough as at depth 6, and loot drops at your own best item level, so it's a sociable place to farm, not a shortcut to better gear.
The Great Warden (world boss, level 5+)
Every 3 hours the Great Warden wakes in the Warden's Arena (the Warden's Arena button on your farm, from Poncho level 5). Everyone online is warned in chat 5 minutes before. Everyone in the arena fights the same Warden, and you can see each other's Ponchos.
-
Same loop as the Loop Warden (marked tiles, blasts, then a vent where
attack()works), and the same commands read it:danger(),scan_danger(),boss_open(). Programs run in the arena. - It has 500 health for every Poncho in the arena, more as people arrive. As it weakens, its warnings get shorter (down to half).
- You have 15 minutes. Beat it and everyone who did at least 2% of its health gets the spoils by mail (even if they've logged off): 2 Loop Cores, 3 Glitch Cores, 300 XP, and a 40% shot at a Legendary part (at your best item level, 25 at least). If time runs out, it sinks back and nobody gets anything.
- The bar at the bottom shows its health and when its shield is down; When? says in chat when it next wakes (or how the fight is going).
-
A starter program: walk up beside it, then
while True:/if boss_open(): attack(East)/else: wait(1). Step off the marked tiles if you don't want the heat.