Personal Bunker

The Personal Bunker serves as the player's home base and hub area. It contains several interactable objects.

## Rooms

### Core

This is the room you spawn in, and has doors that go to each of the rooms. It contains the control monitor where you can select map, missions, and access the contacts menu. There is also a target, cans and balls for testing accuracy, and practicing throwing items. Some rooms are locked off with metal gates, while others are open. Rooms will be unlockable through DLCs and buying rooms from Marek.

### Trade Room

The trade room is where you can turn in any items you have accumulated for a quest, sell items for koruna, and receive items you have bought from a trader. You can receive the items through the Kiosk, the screen that you see upon entrance of the Trade Room. There are also two storage shelves for miscellaneous junk, consumables, or other items; there is also a weapon wall and a mannequin. There is a locked door that will work as a market exit in the future.

### Kitchen

The kitchen is where you can store consumables on shelves. You can fill up water containers in the sink at the cost of a water filter. There is also a table, oven and refrigerator which are currently cosmetic.

### Armory

The Armory is where you can store weapons on the gun wall, mount attachments to your guns with the vise, reload magazines with the magazine **reloader**, and craft your own bullets with the **ammo press**. There are also places to store body armor and helmets (on **coat-hangers** in the lockers and helmets on the top shelf, and a mannequin), as well as places to store backpacks (they look like **coat racks**), there are more **shelves** to put junk, food, and ammo onto in the armory as well. Below are some stats for both unlocking and upgrading this room.

Armory Room LVL⬆️ Requirements
 3

### Storage Room

This is a room with one shelving unit and a wall mounted **shelf**. It leads to two extra storage rooms that contain a lot more shelves. Below are some stats for both unlocking and upgrading this room.

Storage Room LVL⬆️ Requirements
 3

### Shooting range

This is a room consisting of a shooting range and a button to reset the targets.

### Engine room

This is a room containing the generator which powers the lights. This can be refilled by emptying gas canisters into the small engine on the left. Once filled, press the large red button to turn it on. However, do not forget to turn it off when you log off, as it will still run whilst you are not in the game (this is not recommended if the intel or nursery room is running, as the intel room's GPU farm requires power and nursery plants die after enough time without power provided by the generator.) A generator can hold 4 cans of gas. 4 cans of gas can run the generator for 48 hours. Below are some stats for upgrading this room.

Generator UTILITY LVL⬆️ Requirements
 2
 3

### Vault

This is a room consisting of a shelves that fill as you gain more koruna. There are also two wall mounted **shelves**.
Cash can be grabbed from the cash bag, cash bundles are worth 5,000 TK and available upon having 5,000 TK. Silver and Gold bars are worth 25,000/50,000 TK respectively and available upon stage 5 vault.

Visual Stages

### Barracks

This is a room consisting of cosmetic furniture, a locker for armour and two **coat-hangers**. It is accessible through the vault.

### Maintenance room

This room has two shelves and a cabinet similar to the armory along with a (non-working) crafting

### Nursery (Garden Room)

This a room consisting of planting beds for Takistan Sun seeds. These seeds will grow into fully developed plants
that can be used in the Medical Room or sold in the Trade Room for Korunas. The Medical room will turn
the fully developed plants into NRS. Plants require constant water and power to fully develop. Below are some stats for both unlocking and upgrading this room. (External calculator website can be found here: https://www.ghostsoftabor.org/nrs-calculator)

Nursery Room LVL⬆️ Requirements
 2
 3

Nursery UTILITY LVL⬆️ Requirements
 2
 3

### Intel Room (Previously Radio Room)

This is a room consisting of a Computer with Surveillance cameras and GPU mining rigs. The GPU mining rigs can be
used to produce passive Korunas while the bunker is powered by the generator. Upgrades to this room will increase
the number of GPU slots and rate of Korunas earned per minute. Below are a TON of stats for this room, including: Unlocking, Upgrading, and stats such as koruna per GPU, koruna per day, etc. (External calculator website can be found here: https://www.ghostsoftabor.org/crypto-calculator)

Intel Room LVL⬆️ Requirements
 2
 3
 4

Intel UTILITY LVL⬆️ Requirements
 2
 3

Crypto Mining Rig (Gasoline costs are 7,636 TK for 48hrs)
 2
 3

### Medical Block

This room once spawned a healing syringe in between every raid for the player to use however since it was reintroduced in the new bunker the machine in which the syringes spawn does not seem to function. It now has two machines used to craft NRS and Bandages, which use Takistan Sun Product (see the Nursery page for more info) and Toilet Paper respectively. The amount crafted scales with the Utillity level of the room starting with 2 NRS and 1 Bandage at level 1, 3 NRS and 2 Bandages at level 2, and 4 NRS and 3 Bandages at level 3. (External calculator website can be found here: https://www.ghostsoftabor.org/nrs-calculator)

Medical Block LVL⬆️ Requirements
 2

Medical UTILITY LVL⬆️ Requirements
 2
 3

## Machinery

### Mag Loader

The Mag Loader is located on the table in your armory. Ammo is fed through the hopper located on the top, and a magazine or ammunition box can be inserted into the front of the Mag Loader where it will tell you on the display what caliber the magazine takes, and how many bullets are in the Mag Loader. Pressing the load button will load as many bullets as possible into the magazine or ammunition box. If there is no magazine or box inserted, the loader will throw every bullet on to the floor.

BUG WARNING: The Loader has a capacity of 100. It will suck in more than 100 and the counter will go up but the outcome normally means you just lose your cartridges over 100. You may get sensible results such as Loader=101 Mag=0/30 AfterReloadLoader=70. Or you may get stranger results such as Loader=169 Mag 30/30 AfterReloadLoader=72. You may also see the counter "roll around" from a high number (200+) to a low number if you put too many cartridges in. Be safe and stay at 100 or below in the Loader. Confirmed by logs: "ArmoryReloader":{"Capacity":100,

### Vice

Weapons can be held by the vice for easy application of attachments.

### Ammo Press

The Ammo Press is located in the armory. It has 2 hoppers covered by a thin mesh. The larger one is for brass. The smaller one up front is for gunpowder. Brass and gunpowder can be purchased from Shiro Ammunition or Jiri's Euro Mart. Brass piles are deposited straight into the hopper. Gunpowder jars need to be opened and upended over the hopper. A stream of powder will pour out. The jar has a level indicator on the side. The ammo press has a gauge for brass and one for powder. The powder gauge updates when you switch ammo type. Cycle through your ammo types to see all powder levels. The display on the front allows you to select caliber, ammo type (FMJ, AP, or TR) and number of ammo boxes to make. Currently most recipes require 1 brass and 5 powder. This is shown on the bottom of the display. A large lever is located on the left side of the Ammo Press. When pulled there is a audible hum while the ammo is produced. Boxes of ammo will pop out on the right side of the Ammo Press.

A jar of powder contains 25 powder, enough to make 5 boxes of ammunition. A jar of brass contains 20 brass, enough to make 20 boxes of ammunition. The gauge scale stops at 180. I suggest stopping at 150 or 175 when filling powder and brass. When the contents reach 180 and beyond, the pointer becomes unreliable. I don't think the press is meant to accept more than 180, but it will to some degree and the pointer will be beyond the scale when making ammo and jumping back to 180 when refilling brass and powder. Before trader discounts, a box of FMJ costs 976, a box of tracer costs 1037, and a box of armor piercing costs 1805. Common calibers like 9mm, 5.56mm, and 7.62mm have 50 cartridges in a box.

### Conveyor Belt

The Conveyor Belt allows you to sell items to Traders and turn in quest items, each Trader will purchase items at different prices depending on the item.

### Item Retrieval

The Item Retrieval station is a rotating gun wall similar to those seen in the market with an accompanying monitor that displays items bought with a "Receive Items" button, and a favorites tab where you can purchase favorited items from within your bunker. When the receive items button is pressed, the gun wall will rotated to reveal the items purchased.

## Item and Equipment Storage

### Armor Mannequin

Armor Mannequins can be used to store chest rigs and helmets, preview gear, and attach items.

### Lockers

Each locker can store 3 chest rigs on the hangers and 3 helmets on the top shelf. They feature swinging doors that open outward. There are a total of 12 chest rig slots across the two gunrooms.

### Wall Hook

Wall Hooks can be used to store backpacks. There are 3 wall hooks near the first Armory Room's entrance and 8 wall hooks near Armory Room #2's entrance. Any items contained within a backpack will also be stored when a backpack is hung on a wall hook.

### Weapon Rack

Weapon Racks can store guns and magazines (those found in the Tabor Market and **Trading Room** can hold any item however). Hovering an item close enough to the wall in the correct orientation will display a preview of the item; simply letting go will place the item on the wall.

### Item Shelves

Item shelves are used to store various items (excluding backpacks, chest rigs, and helmets). Each shelf's storage area is marked by a blue rectangular border; only items placed within this border will be saved. Any item that is not fully within the marked border will glow red, indicating that the item will not be saved. Keycards can be saved on shelves with the most recent update.

## Trade Terminal

### Equipment Ration

Equipment rations are periodical free items that you can receive in the Trade Room under the "Rations" tab on the terminal screen and can be collected once the timer has reached it's end. Once the items are collected, the timer resets. These timers consist of 6 hours, 1 day, and 1 week.

 Daily
 Weekly

### Favorites

Favorites are favorited items from the Tabor Market. Adding an item to your favorites will allow you to buy it through the Kiosk without having to go to the Tabor Market. The tab can be found in the Trade Room on the Kiosk. A max number of 11 items can be listed as a favorite in the trader room receival Kiosk.

### Purchased Items

The Purchased Items tab shows all the items you've bought from the Tabor Market, this is also where you can find your DLC's equipment, or wipe rewards. You can click on an item individually to collect it or you can click "Receive Items" to collect items in bulk.

### Storage Fees

You will be charged a fee each day if you leave too much in your terminal. Once you go over 100 kg, you will be charged 250 TK for every kg over 100 kg each day. For example, if you had 150 kg in your terminal, you would be charged (150 - 100) \* 250 = 12500 TK.

## Trivia

* There is a poster with Proper-D wielding a lightsaber in the med-bay.