Dungeon (PvE)

Dungeons are runs through abandoned systems full of hostile hosts. These ones hack you back. Clear every sector, collect what you find, and walk out with the loot. Lose a fight and you lose the run.

DUNGEON: two dungeons. Energy and the daily reputation counter are at the top right.

Two Dungeons, Three Difficulties

The Encryption Vault and the Command Centre play the same way but hide different fragment sets. Pick one, then a difficulty.

Loading dungeon data...
Choosing a difficulty. Locked ones show the level they need.

Energy

Every run costs energy. It refills on its own, offline too.

Sectors

A dungeon is a row of sectors. Each sector holds 3 minions and a boss. The boss stays locked until every minion of the sector is down; beat the boss and the next sector opens.

Sector 1: one minion down. Select an enemy, then Connect.

The Fight

Select an enemy and press Connect: you land on its login screen, like any hack. Press Crack and watch two rows of timers:

  • Your timers: time to crack, trace-back time, safe time. Same rules as a normal hack.
  • ENEMY → YOU: after a short delay ("Awakens in") the enemy starts its counter-hack. Two clocks: when it cracks you, and when you trace it.
  • When Enemy traced in hits zero, a KILL button appears. Press it: the counter-hack dies and you work in peace.
Your crack against the enemy's counter-hack. Trace it first and KILL it.
WARNING
If the enemy cracks you, or the trace catches you, the run fails: the loot you were carrying is gone. Bosses are stronger and faster than minions.

Disconnect in time and the enemy is down. Anything it drops goes into the run's loot, which you only keep if you finish.

Fragments

  • Some enemies carry a fragment: their card and their login screen show a FRAGMENT badge.
  • Crack them, open Files and copy the fragment file to your host. It may be hidden in a backup folder or start with a dot.
  • Every fragment you take adds Bits to the run's final reward.
  • Each dungeon has its own set. Complete it and combine it in Fragments: the Vault gives a Cipher Core Module, the Centre a Command Override Key. See Items.

Finishing a Run

  • Clear the last sector and claim: Bits, reputation and all the loot of the run go to you. Dungeon reputation has a daily cap, shown next to your energy.
  • Failed: the loot is lost and you wait a short cooldown before the next run.
  • Abandon: you walk away, the loot is lost, no cooldown.
  • You can only have one run going at a time.

Getting Ready

  • Dungeon modifiers (Quantum Cracker, Ghost Protocol, Stealth Protocol) only work in here. Use them from ITEMS or from the buff panel on the login screen.
  • Crack and trace buffs hit harder inside a dungeon than outside.
  • Modules with stats against NPCs are made for this. See Modules & Fabricator.
  • The Drops button in the lobby shows what each dungeon can give.