Duck King Campaign
What is it
- The mod's first story campaign: six chapters of contracts, each with a story beat, a piece of evidence, and a payout.
- It does not add a new mode. You keep playing the modes you already play — there's just one extra layer of "and while I'm in here, do this too."
- The full loop: build a Campaign Board at your base → take a contract → go into the mode it names and complete its special objectives → come back and hand it in → hear the Broker out → collect the evidence and the cash → and for the first three chapters, unlock something out at the arena back mountain.
- The story hangs on the Duck Cup Hall of Fame rule: the plaque holds exactly thirty-two slots. When number thirty-three walks in, the name at the bottom walks out. That's how one champion disappeared — nobody erased him, the queue just pushed him off the end.
- Three familiar faces (Awen, Dingdang, Yuzhi) take turns testifying on the evidence. The rest is yours to piece together.
The Broker
Getting started
1. Build a Campaign Board
- Find
Campaign Boardin the base bunker's build menu. It costs 500. - One per save, placed wherever you like. Walk up and interact to open the contract panel.
2. Take a contract
- The panel lists all six chapters. Each card tells you the mode, the objectives, and the payout.
- Only one contract at a time. Want to switch chapters? Hit "Abandon" first — there is no penalty at all. The chapter goes back to available and you can re-take it whenever.
- Chapters unlock in order; the next one opens only after you hand in the current one. Locked chapters don't even show their title, just
Chapter N · ???.
3. Go play that mode, normally
- Objectives track themselves. There's nothing extra to press.
- Once you're in, a tracker strip appears in the top-right of the screen, one line per objective:
·in progress,✓done,✗failed for this run. Counted objectives show your current tally. - Playing a different mode won't confuse it. Tracking only starts when you enter the mode that chapter names, and nothing that happens anywhere else counts.
4. Come back and hand it in
- When every objective is met you'll get a prompt telling you to head back.
- The cash, the evidence and the story only arrive when you press "Hand In" at the board. Skip it and you get nothing — but the completed state is saved, so you can go do something else and hand it in later.
What each chapter asks for
Both objectives have to be met in the same run. The payout lands when you hand in.
Chapter 1 · Echoes of the Ring
Chapter 1 — Echoes of the Ring
- Go to Standard BossRush (the board calls it "Standard Arena")
- Clear one run
- Take zero damage through wave 2
- Reward 20,000
Chapter 2 · Vow of the Empty-Handed
Chapter 2 — Vow of the Empty-Handed
- Go to From Scratch
- Reach wave 5 from nothing
- Put down 5 with melee
- Reward 35,000
Chapter 3 · Planting the Banner
Chapter 3 — Planting the Banner
- Go to Faction War
- Defeat 8 bosses
- Stay on the field a full 10 minutes
- Reward 50,000
Chapter 4 · The Kill List
Chapter 4 — The Kill List
- Go to Blood Hunt
- Take down 3 targets carrying a bounty mark
- Extract successfully once
- Reward 75,000
Chapter 5 · The Last Beacon
Chapter 5 — The Last Beacon
- Go to Zombie Mode
- Ride the tide to wave 4
- Extract successfully once
- Reward 100,000
Chapter 6 · Shadow of the Champion
Chapter 6 — Shadow of the Champion
- Beat the Shadow of the Champion in the arena
- Reward 200,000
How the final showdown works
Shadow of the Champion
- With the final contract active, head into the arena — but don't touch the central signpost to start a run. The showdown can't begin while any mode is running.
- An altar stone rises next to you. Hold it to start. There's a monologue before the fight.
- The Shadow of the Champion is an upgraded variant of the Phantom Witch: higher stat multiplier, noticeably larger, crimson from head to toe. Same moveset, far less room for error — don't bring your normal Phantom Witch pacing.
- Losing or walking away doesn't lock you out. The contract stays, the altar stone comes back when you return to the arena, and you can try as many times as you like.
- If you start another mode mid-showdown, the showdown stands down and cleans itself up.
What you walk away with
- Cash: 480,000 across all six chapters.
- Evidence: one piece per chapter, written into the game's own notes. Read end to end, the six of them are the whole case. Unlocked entries stay readable forever.
- Arena back mountain, one per chapter for the first three:
- Chapter 1 → the garden: Bosses start dropping seeds, and what you grow becomes raid meals
- Chapter 2 → the Trophy Showcase: a base building where you display Boss-specific drops
- Chapter 3 → jukebox battle tracks: the base jukebox picks up the mod's own music
- Chapters 4 through 6 unlock no back-mountain facility — they pay in cash, evidence and ending
Questions you might have
- Does progress carry between runs? No. Every objective is judged within a single run. Miss one and the progress resets for the next attempt. The contract itself never drops, so retry as often as you want.
- Do kills by others count? No. Only kills where you dealt the fatal blow. Companions, pets, mercenaries and environmental damage don't count.
- I broke the no-damage objective — should I finish the run? The tracker marks it
✗. That objective is done for this run and the others can't make up for it. Restarting is faster. - Does Infinite Hell count as a Chapter 1 clear? No. Chapter 1 only accepts the standard tiers.
- Do the Chapter 2 melee kills have to be Bosses? No, regular enemies count too — the weapon in your hands just has to be an actual melee weapon. Bashing with a gun doesn't count; that's still a gun.
- What's a "bounty mark"? The marked bounty targets in Blood Hunt. Only kills on marked targets are counted.
- Can I farm the same chapter's reward? No. Each chapter can be handed in once.
- What happens across save slots? Campaign progress follows the save slot, so each save runs its own campaign.
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