Duck King Campaign ​

From BossRush · Qinglan Archipelago Wiki

What is it ​

  • The mod's first story campaign: six quests, each with a story beat, a line in the ledger, 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 quests come from Jeff, the game's own NPC at your base, and sit on his quest page next to his vanilla quests. The full loop: see Jeff at base and accept → go into the mode the quest names and complete its objectives (two chapters also ask for one thing at base) → come back and hand it in on Jeff's quest page → hear Jeff out → collect the cash and the clue, and for the first three chapters, unlock something out at the Arena Backyard.
  • The story is simple. Jeff is tired of the arena paying the bunker like drifters, so he wants its name in the arena's ledger. The six chapters are the six lines the bookkeeper wants, and every line Jeff turns into something you can actually use at base. The last line is the gatekeeping bout: the one holding the ring wears the old champions' armor, the ledger only prints a silhouette for him, and you have to go through him to sign.

The BrokerThe Broker

Getting started ​

1. See Jeff at base ​

  • Walk up to Jeff at your base and open his quest page. Chapter 1 is under "Available".
  • The title, description, objective lines and reward all show on the official quest page, like any vanilla quest.
  • Locked chapters don't appear at all. The next one shows up only after you hand in the current one.

Campaign BoardCampaign Board

2. Take a quest ​

  • Press "Accept" and it's on. Only one campaign quest at a time.
  • The official quest page has no "abandon" button. Take it and finish it; if a run goes wrong, just start another one, nothing is lost.

3. Go play that mode, normally ​

  • In-run 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.
  • Objective lines starting with "Base:" are base-side objectives (build the garden, put a trophy on display). Do them at base whenever you like; they don't need to happen in the same run.

4. Come back and hand it in to Jeff ​

  • When every in-run objective is met you'll get a prompt telling you to head back.
  • Open Jeff's quest page at base and press "Complete" under "In progress". That's when the cash, the clue and the story arrive. Skip it and you get nothing, but the completed state is saved, so you can go do something else and hand it in later.
  • Handing in shows the official completion panel first, then Jeff says a few words, then a notice tells you what this chapter unlocked and where to use it.

Forgot what the chapter wants? Check the top-right tracker in a run, or open Jeff's quest page at base; the active quest lists the objectives and your current progress.

What each chapter asks for ​

In-run objectives must be met in the same run; base-side objectives can be done any time. The payout lands when you hand in.

Chapter 1 · Sign Us Up ​

Chapter 1 — Echoes of the RingChapter 1 — Echoes of the Ring

  • Go to Standard BossRush (the quest calls it "Standard Arena")
  • Clear one run
  • Take zero damage through wave 2. If your filtered run has fewer than two waves, finish the whole run without damage.
  • Reward 20,000 + BossRush Ticket x2. Handing in opens the base's garden site for you.

Chapter 2 · The Fighter With a Garden ​

Chapter 2 — Vow of the Empty-HandedChapter 2 — Vow of the Empty-Handed

  • Base: build the backyard garden (pay at the site to start construction)
  • Base: give Jeff 2 backyard harvests (Dragonbreath Fruit, Emberheart Chili or Umbral Mushroom, any mix). Carry them in your backpack; they are taken when you hand in. Crops need watering and ripen in about 20 minutes.
  • Go to From Scratch
  • Enter with only a ticket, including an empty pet bag, and reach wave 5. Equip anything you find during the run.
  • Kill 5 with a melee weapon. While this quest is active, the starter kit includes a melee weapon.
  • Reward 35,000 + Dragon Seed, Ember Seed and Phantom Spore x2 each. Handing in unlocks the display bonus.

Chapter 3 · A Proper Front ​

Chapter 3 — Planting the BannerChapter 3 — Planting the Banner

  • Go to Faction War
  • Defeat 8 hostile bosses. Allies and neutral characters do not count; hand in as soon as the tally is met.
  • Base: put 1 Boss trophy on a weapon display rack or a dummy
  • Reward 50,000 + Affix Forge Stone x2. Handing in unlocks the jukebox tracks.

Chapter 4 · Collect and Leave ​

Chapter 4 — The Kill ListChapter 4 — The Kill List

  • Go to Blood Hunt
  • Kill 3 targets carrying a bounty mark
  • Extract successfully once
  • Reward 75,000 + Cold Quench Fluid x2 + Bloodhunt Transponder x1

Chapter 5 · The Match Nobody Takes ​

Chapter 5 — The Last BeaconChapter 5 — The Last Beacon

  • Go to Zombie Mode
  • Hold the tide to wave 5
  • Extract successfully once (the extraction opens once the wave 5 Boss is down)
  • Reward 100,000 + Zombie Tide Invitation x1 + Portable Safe-Zone Device x1

Chapter 6 · The One Holding the Ring ​

Chapter 6 — Shadow of the ChampionChapter 6 — Shadow of the Champion

  • Beat the Shadow of the Champion in the arena
  • Reward 200,000 + Relic Egg x2 + Affix Forge Stone x3

How the final showdown works ​

Shadow of the ChampionShadow of the Champion

  • With the final quest 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.
  • A sign-up stone rises next to you. Hold it to start. The one holding the ring has a few words before the fight.
  • The Shadow of the Champion takes the form of a sandstorm spirit, with swirling sand, orbiting debris, and amber eyes.
  • Phase one cycles through five dashes, 21 breakable sand bubbles, five dashes, and twin tornado seeds. Below 50% health, phase two uses three faster dashes, an orbit that fires 31 bubbles inward toward you, three more dashes, then a homing seed that creates a large cyclone near the player.
  • Twin sandstorms launch two ground rings from either side of the boss, which then chase you. They become stationary tornadoes upon contact or after three seconds, with a ground warning before damage begins. Walls block the rings without triggering them early. Small tornadoes have a 3.4 m radius and stand 12 m tall; large cyclones have a 5.6 m radius and stand 24 m tall. Layered sand clouds and fine grains form the storm, with ground-level sand marking its danger zone. Rising sand crystals crown the boss, while dashes shed short-lived dust and bubbles carry soft membrane highlights.
  • Sand-spirit guards pursue and react faster, and randomly use all three Astral Staff heavy attacks: a wide forward sweep, a two-beat spin whose second beat pulls you in, and a leaping slam. A warm orange fan or ring lights up on the ground before each one; roll on time to avoid it, and walls block the hit. Layered dust, broken sand streams, and fine golden grains shape the storms; ground circles mark their danger radius.
  • The champion's dashes lead your movement: while it winds up, the ground warning turns to follow where you are heading and only locks in a moment before release. Running in a straight line will not save you; roll as it locks.
  • Below 15% health, the champion fades into the storm with its eyes still visible, briefly revealing itself during its one-, two-, and three-dash chains. These dashes pass through walls and keep steering toward you. After each dash chain it rotates between twin sand funnels, an unseen circling bubble barrage, and a full sandstorm.
  • The champion summons sand spirits wielding Astral Staffs of light without interrupting its tornadoes. Tornadoes fire fast sand sharks shaped like sand dragons with sandy wings and swaying tails; bubbles and sharks can be destroyed by attacks. Guards drop no items; defeat the champion to obtain the staff.
  • Stay within the arena around the sign-up stone. Leaving the battle area enrages the champion; returning calms it. Phase transitions briefly grant invulnerability. Watch its eyes and ground warnings.
  • Victory guarantees the Astral Staff, a melee staff of light with Focus built by left-click hits or holding right-click. Release right-click for one of three heavy finishers.
  • Losing or walking away doesn't lock you out. The quest stays, the sign-up 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. Each chapter also pays an item reward (see above), delivered to your backpack first, then storage.
  • Clues: one per chapter, written into the game's own notes. They are the six lines of the ledger. Unlocked entries stay readable forever.
  • Arena Backyard, one per chapter for the first three:
    • Chapter 1 → the garden: the base's garden site opens; pay Shovel ×1 and Poop ×9 to build it. You get a starter pack of seeds, the base vendor sells more and the three mod Bosses drop them; eat the harvest during combat for 30 seconds in its matching Boss form
    • Chapter 2 → the display bonus: put Boss trophies on the weapon display rack or on a dummy, each one raises your max health
    • Chapter 3 → jukebox battle tracks: the base jukebox picks up the mod's own music
    • Chapters 4 through 6 unlock no backyard facility; they pay in cash, clues and ending

Questions you might have ​

  • Does progress carry between runs? In-run objectives don't. Miss one and the progress resets for the next attempt. The quest itself never drops, so retry as often as you want. Base-side objectives (garden, display) stay done once done.
  • Do the garden and display objectives have to happen in the same run? No. Do them at base any time, then hand in to Jeff.
  • Do kills by others count? Usually only fatal blows attributed to the main player count. Ordinary companions, pets and environmental finishing blows do not. In Faction War, kills by a Boss you hired are attributed to you, subject to the entry's other mode and target requirements.
  • 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.
  • I already built a Campaign Board in an old save. What now? Keep it as a souvenir or tear it down; your progress is safe either way. Quests now come from Jeff, and old progress carries over.
  • What happens across save slots? Campaign progress follows the save slot, so each save runs its own campaign.

Jeff's new-content introductions ​

Alongside the six campaign chapters, Jeff offers fourteen one-time introductions. They come one at a time: Jeff only hands you the next one after you turn in the current one. The garden and display introductions wait until campaign chapters 1 and 2 are turned in (which unlock the garden and the display bonus), and the Sky Island gear introduction waits until Coordinates Above the Clouds is turned in and the route is open. None of them holds up the rest. Accept them at base, follow the quest log, then return and hand them in yourself. Acceptance, trial completion and hand-in survive reloading. These introductions do not change chapter order.

Every hand-in pays a reward, and the item is usually what the next introduction needs, so you can go straight on without buying it first. Reward items go to your backpack first, then storage. The fourteen together pay 74,000 cash.

  • Bring Your Own Gear (Fate Echo) — 3,000 + BossRush Ticket x2
  • Your Turn in the Stands (Black Market Duck Cup) — 3,000 + Relic Egg x1
  • Room for a Cub (Pet Nest) — 3,000 + BossRush Ticket x1
  • Expect a Surprise (random events) — 5,000 + BossRush Ticket x1
  • Something from the Clouds (Sky Island gear, hand in Brass Scrap x5) — 10,000
  • Start with Empty Hands (From Scratch) — 5,000 + Random Flag x1
  • Choose Your Side (Faction War) — 5,000 + Bloodhunt Transponder x1 + BossRush Ticket x1
  • Borrowed Time (Blood Hunt) — 3,000 + Zombie Tide Invitation x1
  • Hear the Horde (Zombie Mode) — 5,000 + Affix Forge Stone x2
  • A Place for Seeds (garden) — 3,000 + Dragon Seed, Ember Seed and Phantom Spore x1 each
  • Keep a Trophy (display) — 6,000 + Dragonbreath Fruit, Emberheart Chili and Umbral Mushroom x1 each
  • Give Gear Some Character (affix forging) — 5,000 + Cold Quench Fluid x2
  • Give Old Gear a Chance (reforge) — 8,000
  • Read the Daily Paper (daily report) — 10,000 + Relic Egg x1

What each one asks for:

  • Modes: From Scratch, Faction War, Blood Hunt, Fate Echo, Black Market Duck Cup and Zombie Mode. Each quest explains the entry items and preparation; starting a real run is enough, with no first-try victory required.
  • Pet Nest and random events: hatch or deploy a cub, or experience a random event in a supported mode.
  • Sky Island gear: obtain exclusive gear from an island boss and bring it to base in your backpack or wear it. Visiting the island alone does not count. You also hand Jeff 5 Brass Scrap (mined from the island's brass veins). The route still follows Coordinates Above the Clouds.
  • Base facilities: finish the garden, display a Boss trophy, and open the daily report to sign in once.
  • Equipment growth: return with gear carrying a real affix or a reforge record. The quests point you to the goblin.

A finished trial stays in your active quests until you return to Jeff at base and press Complete. Existing cubs, built facilities and qualifying gear count; you do not have to start them over.