Vulcan Breach - Neomuna Dungeon
The Shadow Legion has infiltrated the Vulcan Complex - The nanite creation and distribution facility at the center of the city - Neomuna's heart. They are attempting to gain control of the flow of nanites and use them for their own plans, Threatening the whole of the city. The Fireteam is instructed to stop the shadow legion's operation by all means.
Pre-1st encounter - Descent - The fireteam descends the outside of the central building, where the facility is located. A linear jumping section around the building, while fighting shadow legion, all the way to the maintenance door. To open it, players must obtain two encrypted keycodes from Major enemies.
1st encounter - Breach the Facility - The fireteam is in the entrance, but the door is locked from inside and reinforced, with no way to open it. Players must build a laser to melt through the door and create a way in. In the center of the room, there is a 3x3 grid. Each square is a part of the laser, and it needs to be built using nanites dropped by enemies in adjacent rooms to both sides. There exist more types of parts than are needed, and players have to figure out which ones to build.
The laser, facing the door, is built like this:
Top Right & Left - Lens Frame
Top Middle - Heavy Focusing Lens
Central Right & Left - Core Containment
Center - Heavy Laser Core
Bottom Right & Left - Power Supply Input
Bottom Middle - Laser Console
While the parts are being built, Saboteur units will spawn and try to destroy those parts.
Once all parts are built and locked in, 2 Minibosses will spawn, and on defeat drop arc charges. Insert the arc charges into the power supply parts and activate the console to fire the laser and complete the encounter.
Pre-2nd Encounter - Traversal - Traversal area with some jumping and some crawling, and also enemies. At the end another door that requires keycodes to open.
2nd Encounter - 1st Boss - Hijack Disruption - A large, 4 legged Cabal Spider Mech has taken over the mainframe of the complex. It is immune and does not attack until stunned. To stun it, players will need to build 4 EMPs around a large circle in the center of the room. Each EMP is made of a base and a core. The core is above the base, and cannot be built until the base is.
Same mechanics as before. Once all 4 are built, 4 slightly weaker minibosses will spawn and drop arc charges, which will power up the EMPs. Once all 4 are charged, Interact with one to activate them all and stun the boss.
The boss has a gun and can also attack with its legs. Players can shoot and damage the legs, which will limit its attack capability.
Repeat until the boss is destroyed. After that, a player has to activate the console, after which all players must gather on the circle. The circle is an elevator, and will then begin descending.
Pre-3rd Encounter - When the players get to the bottom, there is a jumping section with no enemies and then a short puzzle to open the door to the facility core. The puzzle solution is randomized every time but the method of solving it is the same.
3rd Encounter - Final boss - Core Critical - A Shadow Legion Centurion has fused himself with the nanites and is attempting to take control of the entire facility. The players must disable his shields to start damage.
Same mechanics as before.
To the sides of the boss, there are two towers with shield generators connected to him.
To the sides of the entrance, there are two large squares. Near each square is a machine.
Players must create two cannons to shoot the shield generators and disable the shields.
The large square - Cannon Base
On it will appear 2 squares - Center and Top Middle.
Center - Cannon Operator Seat
Top Middle - Cannon Barrel.
Order is Base > Seat > Barrel
The Ammunition for the cannons is created using the machines nearby.
Shoot the shield generators, Damage the boss, Repeat until dead.
After the boss is dead, The core will destabilize and go into meltdown. Players have 60 seconds find and activate 6 switches across the central room and sides to prevent the core from going into meltdown.
On success, Core Meltdown is prevented.
On Failure, The entire place will start to heat up. Players will have to gather at a vent which will throw them back down to the start of the jumping section before the boss. The puzzle will have reset. The boss is still dead though. Once they open the door, the switches will have to be activated, this time with no time limit but the room is overheating so they will be taking damage and dying. No wipe mechanic on this part.
Once all switches are activated in either scenario, the dungeon ends and the rewards chest drops.
Dungeon Exotic - Impetus Axle
Heavy Kinetic Rocket Launcher
"PROTOTYPE. DO NOT TEST-FIRE. Results of test-firing include, but are not limited to: Operator Injury. Operator Fatality. Environmental Destruction. Violation of Physical Laws."
Exotic Intrinsic - Showstopper- Fires a devastating kinetic projectile that overpenetrates targets on kill, can deal precision damage, and creates a powerful damaging shockwave on impact when hitting a surface or an enemy it fails to kill.
Exotic perk - Impossible engine
- No damage falloff. Projectile damage increases the further it travels without hitting anything.
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Beautiful 🥺
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A few criticisms I have is that it’s the same pattern as the last many dungeons. Encounter/boss/boss. The last one to be unique was warlords with boss/boss/boss. And the only the one before that was… duality I think. So just shake up the pattern make it not so predictable. And then the force multiple exotic perk is the exact same name for the Titan gauntlets no backup plans. Also first boss sounds way more fallen than cabal. It sounds like a mix of Taniks in deep stone and aksis from d1. Also the emp mechanic sounds just like how it works for Perseus is spire of the watcher. But other then that a cabal dungeon would be cool and I think it’s the one they gotta make next or a vex one since the last ones have been taken/hive/dread/fallen not in order. But building a laser to break in sounds really cool and neomuna is the one of few places that doesn’t have a dungeon
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I love this, this is wicked, I like the idea of diving deep into Neomuna, and I like what you did with the exotic, sounds sweet and powerful! Nice work!
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I think instead of placing emps then powering them in the second encounter. the emps should be loaded into a drake tank and fired onto the spider and then later detonated to start damage, the more shot the longer damage phase