Bunker

The Military Bunker is a raid location on the Northern side of the map. It contains mid tier loot by itself, but also contains both locations in which Red Keycards can be used to obtain contraband. Entering and exiting the Military Bunker requires two Blue Keycards; two uses of one keycard will get you into the bunker, and you will need at least one extra use to leave the bunker. Due to the high interest of the location, enemy players often patrol this area and may wait outside after you have entered to try and steal your loot or valuables.
== Entering ==
Entering the bunker requires only a single player to swipe a Blue Keycard on both towers overlooking the gate. You can coordinate this task between multiple people, but this is not necessary as it is possible to swipe your keycard in the first tower, run across the courtyard to the other tower, and swipe your keycard a second time before the time window closes. If the two keycards are not swiped fast enough, the process will reset resulting in a failed opening, wasting a keycard use. After both cards are swiped, the bunker gates will slowly open, and then close after a few seconds. 
While the bunker gates are opening and closing, an extremely loud alarm will alert the entire server that the Military Bunker is opening. This alarm is audible anywhere on the map, including in Metro Station or Access Denied. The sound of the bunker gates opening and closing is only audible in the immediate surrounding area of the bunker. 
Once the outer gate is fully opened, players can proceed into a small checkpoint with cover. There is only a short timeframe when both bunker gates are open that players can enter or exit the bunker, so it is advised to reach the inner checkpoint as quickly as possible. Players from across the map will have heard the bunker alarm, so take some time to defend the entrance until both gates fully close behind you and you are certain that only your party made it inside. 
The bunker gate has a cooldown of 5 real life minutes, so you won't need to worry about it opening again for a short time after the gate was opened. 
== Obstacles ==
Upon entering the Military Bunker, you will find yourself in a large room that leads to 2 side halls. A large number of military NPCs will patrol the area and continually respawn much like the Military Outpost. These NPCs can drop keycards, so be sure to check their bodies if you forgot a second Blue Keycard to leave the bunker with. Remember to watch your ammo gauge when fighting these enemies, as there are no merchants in the bunker to replenish your ammunition stores. If you think it will be a problem, consider bringing an Ammo Crate. 
Continuing forward from the checkpoint after entering the bunker is a large pit of lava which will instantly kill any player or NPC that falls in. Refrain from deviating from the pathway too much if you don't want this to happen. 
Several rooms within the bunker are flooded with toxic gas, and require a Gas Mask to access. These rooms will contain bunker crates, but no contraband or otherwise. Consider bringing a Gas Mask if you wish to access these areas. 
== Bunker Rooms and Loot ==
The Bunker has multiple rooms, each with a unique layout. Within most main hallways and rooms, there are special white bunker lockers. Bunker lockers are superior versions of standard lockers that contain better weapons and more cash compared to their regular counterparts. Bunker lockers always require a lockpick to open. Remember to bring enough for your purposes. If you have none, 1-3 lockpicks will rarely spawn in duffel bags found in the left wing of the bunker. 
In the left wing of the bunker, there are several rooms which contain special white bunker crates. Some of these rooms require a Gas Mask to access, so consider this when deciding on a loadout to bring into the Military Bunker. Bunker crates, like bunker lockers, are also superior versions of the existing military crates found in the Military Outpost. Bunker crates contain better weapons such as M4A1s, AK-47s, or G3s, and much more cash and valuables than military crates. Bunker crates always require a lockpick to open.
The right wing of the bunker houses the Contraband Containment Facility. Within it, there are some military lockers and two conspicuous metal roll-up doors. These roll-up doors require a Red Keycard to open, and each house a single contraband crate. Contraband crates will contain a single contraband weapon or Scar-20 as well as some cash and valuables. Contraband crates require a lockpick to open, so be absolutely sure to bring them else you will lose a full Red Keycard. Each contraband crate will be guarded by an Operator NPC, so make sure to bring high penetration weapons to kill them such as SCAR-20s, or Greataxes. The roll-up doors will only remain open temporarily, during which time the Operator NPC must be fought and killed to ensure safe access to the contraband crate. Alternatively, you can bring a second person to distract the Operator NPC indefinitely while you loot the crate. After the roll-up door closes, the Operator NPC will despawn if not already killed.
Both hallways will eventually converge and lead to the Military Bunker's final area, the Bunker Wave Defense. This raid is complex, and it therefore has its own page if you wish to learn more that can be accessed here. But, as a general overview, the Bunker Wave Defense involves fighting waves of NPCs in order to obtain the coveted Operator Gear, a set of armor with high survivability and unique benefits which make Player vs Player encounters much more favorable.
== Escape ==
There are 2 main methods of exiting the Military Bunker. Players may exit the way they came in through the main bunker gate, or take the safer exit through the gas tunnels which will require each person to have at least one functional gas mask. Regardless of which method you pick, the bunker alarm will sound as usual and alert the entire server that someone is entering or exiting the bunker. 
=== Main===
Escaping through the main entrance is no easy task, as other players have a tendency to wait outside and ambush you in order to take your loot and valuables, or just to make you lose the gear you worked so hard for. If you have a teammate outside, have them scout the area for would-be counterers so you can make a more informed decision. As of 9/02/2024, the bunker gate is now a combat zone, meaning that you will have to reach a Terminal, Broker, or Merchant without being shot once if you have intentions to log with your gear, which may or may not be possible depending on the server. You should always prepare for a fight when taking this option. 
=== Gas Tunnels ===
While either the inner or outer bunker gate is open, a small hatch will be open inside of the bunker gate checkpoint leading to the gas tunnels. The gas tunnels will require a functioning Gas mask to successfully traverse. Entering the gas tunnels will lead you to three separate exits, often called "Short" to the right, "Station" to the center, and "Long" to the left. After reaching the end of any gas tunnel, you will find a metal hatch that can only be opened from the inside. At this point, you can still turn back to either of the two other exits if you hear players on the other side of the door. However, it is impossible to make it back to the bunker gate, even with Impact Boosters. Exiting the gas tunnels will end you up in one of three locations: the building near Rebel Caves, the wall beside the bunker offloading area, or the entrance to Metro Station.
== Recommended Gear ==
Required
*Several Lockpicks
*2 Blue Keycards (2 uses for the entrance, 1 use to exit the bunker)
*A weapon to protect yourself
Recommended
*Heavy Tactical Armor to increase your survivability against NPCs
*Backpacks to carry weapons out of the bunker
*Grenades
*A party of 2+
*1-2 Gas masks per person (If you intend to visit the contaminated rooms or use the gas escape)
*Red Keycards (If you intend to access Contraband weapons or Bunker Wave Defense/anything useful)
== Gallery ==
Bunker door.webp
Bunker Panel Thing 2.jpg
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== Trivia ==
* In the 8th Blackout Sneak Peek, there is a currently unreleased raid/event inside The Bunker. Inside the room where the Red Keycard is used, a computer on a table could be interacted with, which would set off an alarm and order players to "Protect The Unit" for 2 minutes. When this raid starts, dozens of guards will spawn and attempt to rush into the room where you activated the event and try to kill you. After the two minutes are up, the two industrial metal doors in front of the computer would both open, and players would be ordered to "Get the loot". Inside each room, a white container could be found that once opened would allow access to rare weapons, as well as other items. Currently, the location where this raid takes place only contains the two doors which require the Red Keycard to open. The white crates inside were likely an early version of what would become the red contraband crates. Unlike the current red crates, these early version crates also granted other miscellaneous items and money. This raid feature is likely going to be used in a future expansion to the Bunker.
**Something similar to this has been added in the 1/29/2024 update. 
Category:Locations