Campaign

*This article intends to overview the campaign mode and the story. For more specific details about the missions, see the District pages.*

The **Campaign** is the primary solo game mode for Hero Hunters. Most missions require you to kill every enemy in multiple waves, but some missions have a survival counter or require specific boss enemies be killed.

These missions require Stamina to be played, the cost of the mission increases per district starting at 5 energy for **District 1** and ending at 10 energy for **District 14**. Upon a missions completion, the player will receive rewards such as **Bucks**, **Team XP**, **Hero XP** and gear pieces required to upgrade and promote your heroes. As can be seen below, when you complete a mission there is an option to watch an **Advertisement** and receive free gold, this is only available when you complete a mission for the first time.

Campaign has 3 tiers, Normal, Hard and Extreme. Hard and Extreme missions can be completed after you beat Normal Mission 2-5, however you will only be able to complete hard missions as the requirements for Extreme is significantly targeted at end-game players. Below you can see the difference between the 3 types of campaign.

## Synopsis

You play as a team trying to establish themselves in a post-apocalyptic world, fighting through a city that's been nearly annihilated afterrost

- the day where a massive bomb made with Heronium disrupted society. The KLG - Kurtz' Lawgivers, led by The Man Who Broke the World - are the antagonists that currently control most of the city with an iron fist.

#### Outskirts

Ryker and Nightingale, United Armed Forces soldiers, meets up with other UAF members in attempt to dispose Kurtz. They have a brief skirmish with KLG infantry, but are unable to clear the area in time for the reinforcements to land via helicopter. This is when the team meets Cross, a sadistic bounty hunter that shoots down the incoming troops before they arrive.

The team has to regroup at base, where Butter joins their side to directly combat Cross. He survives their first encounter, but they meet once again at the fringes of Kurtz' territory and is thoroughly convinced of their cause through combat.

#### City Hall

Now allied, Cross informs them of a highly skilled gunsmith supplying hi-tech weapons to Kurtz to load his armoury. They embark to take him down in the City Hall to end his weapon trafficking. They meet multiple Kurtz mercenaries on the way, and finally reach the Magistrates' fortress led by Dogface.They engage, and the player emerges victorious. Ryker uses the opportunity to give Dogface a chance to continue his firearm production only if he uses his skills for the UAF.

#### Armory Park

Dogface directs them to the stockpile of weaponry that is in Kurtz' armoury. They plan to provoke Kurtz into retaliating by seizing it. Opposition is stiff, and the Heroes require assistance from aerial bombers to clear the area so they can advance inside. There is no less trouble in the armoury, with the resilient Phalanx holding the line. She is eventually defeated, but not without offering her aid should the team successfully dispose of Kurtz.

#### Fort Anchor

Afterwards, the squad moves to Shack City, a former port that was previously owned by the Shoremen but is now claimed by Kurtz who uses the area to test his new mechs. The team has to destroy a powerful **Mobile Attack Unit** before moving on to an abandoned ship where they now hire Cast to defend. He valiantly holds his position, but is eventually overwhelmed. With Kurtz' forces now completely driven out of the area, they restore the Docks to Shoremen control and allow Cast to join them in defeating Kurtz deeper into the city.

#### Bridges District

In order to strain Kurtz' supply lines, the team move to the bridge to take control. They end up having to employ destructive measures to cut off the bridge from use. Destroying the connection was indeed the goal, but now they have to find another way to get to Kurtz directly. Fortunately for them, Cross knows of an alternate path to the city in the subways.

#### Subway

Intel is received from command that Kurtz has turned the Blackthorn city prison into a base and is fortified there. The squad has to travel by train to reach there. They receive help from The Watch, who are another anti-Kurtz alliance and offers direct combat support.

#### Little Tokyo

Now in the city, Ryker calls in a helicopter to get them directly to the prison. However, the area is infested with KLG troops so they have to move out and a clear a suitable area the chopper can land on. They make way for a nearby tower, now engaging Kurtz' army of ninja assassins. On the way, they join forces with the People's Guard who are defending a civilian camp. The sentient sentry Castellan offers his arms to protect the innocents. There is another assassin waiting for them inside the tower but the Heroes make quick work of him and proceed to the top, where they have to hold their ground until the chopper finally arrives.

#### Blackthorn

After the transport successfully made its way to the prison, they must climb deeper in the building to find Kurtz. What they found was surprising. Not only has Kurtz already evacuated, but they find a lab hidden in the prison that was being used to make super soldiers from the prisoners.

#### Morlock's Den

The squad finds a path under the lab. Wherever Kurtz went, he must have escaped through there. They must now travel underground through the sewers to follow his trail. The labyrinth of underground pipes are too complex for any outsiders; only the Morlocks know how to get around. The Morlocks themselves have been enslaved to do Kurtz' underground bidding. By freeing them from the oppression of the KLG, they assist in guiding the Heroes through.

#### The Outskirts

Once they escape the sewers, they find themselves at the beachfront outside the city limits, and well outside Kurtz control. However, they still encounter large amounts of enemy forces. They see them congregating around a wrecked bomber (a CN-73 N-Class, apparently). It becomes clear that they are salvaging the wreckage for the supplies it carried, with assistance from the Rangers.

A few battles later, Colonel Wesson from Comms contacts Ryker and orders that they evacuate the area for UAF reinforcements to clean up. Ryker objects, disobeying his superior and push further into the territory. They continually face Ranger troops, wondering why they are so persistent in their presence of the area. The team begins to see strange fog as they progress, leading them to what appears to be a biological weapon that may have caused the Zero Day events. There is hardly time to investigate, as they are immediately ambushed by the Ranger's leader, Prophet. However they notice that the weapon has the UAF emblem on it, surprising everyone.

#### Lawgiver's Stadium

The squad seeks to inquire Colonel Wesson about the weapon. The Colonel wants none of it, and for disobeying orders, put them on patrol duty to take care of KLG forces near the city stadium. The search for Kurtz will be left to the UAF Airborne. With no shortage of enemies to fight, they find a stash of Magistrate prototypes that were being designed for Kurtz' armies. Inside a skyscraper's upper floors, a design of the **Helios Aerial Assault Vehicle** has come to fruition and attacks the squad. After a tough battle, they manage to destroy it. They recon the area, and find out that there are multiple of these Helios craft, using the stadium itself as an FOB. The team gets a plan to hijack one of the helis and use it to infiltrate enemy territory. A hard fight gets them inside the stadium, but once inside they meet a pair of Helios craft planning to finish them off. A last showdown on the field ensues, but they are pushed back right down to the end zone and are defeated.

#### The Club

Colonel Wesson is informed of the victory. He then sends out the team to rendezvous with the People's Guard at the civilian evacuation point. They are surprised to see the KLG in the area. The story becomes clear that the People's Guard are in a deal with Kurtz, requiring payment for their protective services, leaving the civilians to the KLG to be disposed of if they cannot meet the price.

The squad pushes through the People's Guard holdout and find a massive headquarters that was paid the extortion money from the services they offer. They interrogate Ronin and find out that they are nothing but another front by Kurtz to leech more money under his rule - all of the extortion money goes to him alone. The defeated Ronin admits this was the only way they can stay alive. Ryker offers them freedom from Kurtz in exchange for information of Kurtz' location.

Hideo is the first enemy Hero to be encountered following the new allegiance. He is promptly eliminated, but not before letting the team know what consequences await them. Using Ronin's terminal access, they clear out the area so their captured Helios can make its way through the blast door to Kurtz' base. Ryker comms Colonel Wesson with the information that they have located the entrance. He is impressed, and prepares to send the Airborne squadron to the entrance for an offensive push.

The forces arrive and the entrance door opens, but meeting them is a giant Gorgon Mech, an even stronger version of the MAU-08 fought at the Fort. The United Armed Forces put it down, and uses the Helios to break inside afterwards.

#### The Fortress

Now inside the base, there are hordes of KLG fighting back to stop any further advance toward Kurtz. On the way, they find additional Heronium warheads like they found at the Outskirts. The Colonel explains that these weapons of mass destruction were made only as a deterrent, but Kurtz decided to use them as an offensive tool to rebuild civilization in his image. It turns out that Kurtz was a former respectable UAF Major, but was mentally altered after he got wounded in battle and stole the weapons for his own use.

After explaining, Colonel Wesson orders the team to split up and to capture Kurtz at any cost. The player team passes through a lab that looks similar to the one they found at the prison. Anvil then reveals himself, displaying that Kurtz was eventually successful in making cyborg super soldiers. Digging deeper, they also find a training simulator that has been programmed to train soldiers against fighting the UAF. Even further down, they find a power generator that is maintained by the paranoid scientist Surge. They finally manage to get to the building's control room, where Beck, a high-ranking KLG officer comes out to fight them. She gives a subtle hint that Colonel Wesson may not be the virtuous leader he appears to be.

At last they finally confront Kurtz at the central of the fortress. Kurtz expects their arrival, and claims that the UAF is holding society back by preventing progress. Colonel Wesson was the one who sought to prevent any disruptions to the status quo. Zero Day was the retaliation to those disruptions, which Kurtz tried to prevent by going AWOL to steal some of the weapons before they could be launched. Colonel Wesson tried to have Kurtz killed, but the biological augmentations perfected in the secret lab saved his life. Ryker adamantly denies any of these allegations against the UAF's leadership, convincing Kurtz that not everyone is willing to see the truth and opens fire on the squad.

The KLG leader puts up a fight, but eventually succumbs to the combined power of Ryker's team. He radios in Colonel Wesson, who prepares to sentence Kurtz at the UAF HQ.