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Dungeons

Dungeon tiers, route planning, restricted mechanics, and the runs that gate top-end progression.

dungeon Routes

Dungeons are one of the main gateways to top-end progression. They hold some of the best gear on the server and apply restrictions that make route planning matter as much as raw combat strength.

Dungeon Tiers

TierMeaningTypical expectation
VeiledEntry dungeon pressureLearn restrictions, pacing, and basic route discipline
GrimMid-tier operational pressureBetter gear checks and tighter execution
GraveHigh-end operationsTop-tier risk, better rewards, and harsh punishment for mistakes

Universal Dungeon Rules

RuleWhy it matters
Do not bring everything you ownA bad run should not wipe out your whole progression state
Expect stripped toolsMany dungeons remove grappling hooks, backpacks, or vehicles
Start southThe easiest first clears are near the southern shores
Bring sustainAmmo, meds, and armor condition matter for the whole run

First Dungeon Route Notes

Vault of Fargo

Usually the easiest first dungeon. The route starts with the elevator, moves into cave space, and then asks players to manage the vault switch sequence while respecting the automated defenses.

Blackmill

Known for heavy infected pressure on the ground level. The parkour route becomes much safer once you are off the floor, but mistakes can still end the run quickly.

Named Dungeon Directory

  • Vault of Fargo
  • Blackmill
  • IMC Lab
  • Four Winds Tunnel
  • Maze of Alysium
  • Frozen Mines
  • Moonstone
  • Trecu Temple
  • Flooded Valley

What Dungeons Usually Reward

  • high-tier armor, including dungeon-biased modifiers
  • stronger firearms and endgame loadout pieces
  • unique items that do not appear reliably in easier open-world routes
  • progression that cannot be matched by staying permanently in safe lanes
ArmorLootEvents and Special Threats
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