The Planet Hoxxes IV[edit | edit source]
Hoxxes IV is a scorched tidally-locked planet orbiting the blue star Creus, unique among the other planets in the system for her extraordinarily rich precious material deposits and her extremely hostile environment. Only the mining corporation Deep Rock Galactic, known for a lack of safety precautions, is stubborn enough to continue, offering hefty paychecks and bonuses to those willing to brave the depths of Hoxxes IV.
The dangers include, but are not limited to: electromagnetic storms. gravity anomalies, tectonic instability, seas of sulfuric acid, and one of the most hostile ecosystems in the galaxy. The creatures of Hoxxes only grow more hostile and dangerous under the unending radiation from Creus and the biomatter and microorganisms left by other mining corporations. And there are rumors of something much worse.
The Biomes[edit | edit source]
Hoxxes's surface is composed of several continents, each with a different type of biome. These biomes provide not only differing cave layouts and complexities, but also contain more or less of certain minerals, which can help those who are looking for specific crafting materials. The flora of each biome is diverse and offer different traits that can be helpful when dealing with enemies.
Crystalline Caverns[edit | edit source]
Main Article: Crystalline Caverns
- Among the most spectacular sights on Hoxxes, the aptly-named Crystalline Caves are truly a sight to behold. Massive crystals erupt from every surface, glittering and twinkling in the dark. Alas, the larger crystals are worthless silicate, but abundant deposits of valuable minerals dot the caves too.
The Crystalline Caverns are notable for their vast open chambers; mobility tools like the grapple gun and zipline gun are essential for getting around the region safely. The crystalline caverns also contain dangerous electric crystals that arc chains of high voltage electricity between each other at regular intervals.
Dense Biozone[edit | edit source]
Main Article: Dense Biozone
- Whoever said plant life needs access to sunlight has obviously never visited Hoxxes. This region is dominated by what can best be described as subterranean rainforest - masses of writhing, (mostly carnivorous) plant life, producing entire microcosms of life deep within the crust of the planet. Tread with care.
The Dense Biozone is visibly the biome with the most plant life. Grass, shrubs, and bushes cover the ground, which may conceal smaller insects. The Dense Biozone is also home to three stationary dangers not found anywhere else. The first is the Cave Urchin, which will deal a small amount of damage when either a dwarf or glyhpid treads on them. The second is the Ejector Cactus, which will launch high damage dealing spines towards any dwarf within range. While the urchins are a minor nuisance, you should approach Ejector Cacti with caution. There are two passive creatures that can only be found in this biome, the Cave Jelly and The Silicate Harvester. Elevator plants are also commonly found in Dense Biozone, and will lift the player up / down if standing on the leaf - when the yellow bulb connecting the stem and the leaf is hit with a pickaxe.
Fungus Bogs[edit | edit source]
Main Article: Fungus Bogs
- We're almost sorry to send employees in here, but the rewards are too great to ignore. So therefore: welcome to the Fungus Bogs! A truly awful region, built mostly from slime, mold, stinging insects, fungus, stinking mud, and corrosive lichen.
The Fungus Bogs contain maggots that burst into a toxic cloud upon death, very similar to the gas the glyphid praetorian emits on death. The biome also contains sticky green goo which is difficult to destroy, and greatly impedes the movement of any who happen to enter it. The mushrooms of the Fungus Bogs release toxic spores when approached, and for a few seconds after their destruction.
Glacial Strata[edit | edit source]
Main Article: Glacial Strata
- At least one of our xenogeologists quit in a rage when research started on this region. Instead of having conventional polar ice caps, and in violation of all physical laws we know of, the continental plates of Hoxxes rest on top of a planetwide permafrost layer several miles deep. As always, DRG recommends a "don't ask" approach when dealing with the peculiarities of Hoxxes' makeup.
In the Glacial Strata, dwarves will need to manage their temperature to avoid being frozen solid. Hazards include: cold vents, blizzards, crevasses, unstable icicles, explosive ice plants, as well as unique ice variations of several enemy types.
Magma Core[edit | edit source]
Main Article: Magma Core
- Among the deepest of our mining sites, the Magma Caves are a mellow 250-400 degrees and helpfully lit by the churning, molten innards of the planet. We advise that you do not touch anything not mandated by the mission objectives, as your employee insurance does not cover burns.
The Magma Core is home to explosive plants, explosive maggots, lava geysers, and earthquakes. Miners should be especially careful when operating in this area, as explosive plants, lava geysers, and maggots will explode (quite violently) if sufficiently damaged.
Radioactive Exclusion Zone[edit | edit source]
Main Article: Radioactive Exclusion Zone
- Ravaged by thousands of years of high-intensity gamma radiation, this region of the planet is now a veritable hellhole of radioactive ash and decrepit, mutated flora. Move with great care, and pay particular attention that you maintain full detox procedure upon return.
The Radioactive Exclusion Zone contains radioactive crystals that appear light greenish (no longer called white crystals, now radioactive crystals) which will slowly damage Dwarves when approached. The Radioactive Exclusion Zone also contains creepy (albeit harmless) walleyes and tumorous growths which emit green light growing on the walls.
Salt Pits[edit | edit source]
Main Article: Salt Pits
- The Salt Pits of Hoxxes was once the location of a huge underground lake. It dried up billions of years ago and left huge crystallized deposits of red salt. Red salt - although worthless - tastes really good on Glyphid omelettes.
The Salt Pits contain glowing crystal salt that can be a handy light source if not destroyed, as well as stalactites that can be dropped from the ceiling when damaged.
Sandblasted Corridors[edit | edit source]
Main Article: Sandblasted Corridors
- The region is dominated by wind blasted and arid tunnels reaching dozens of miles below ground. The particular composition of the surrounding rock means practically no moisture, resulting in one of the driest regions of the planet. With water being so scarce the inhabiting wildlife is particularly aggressive, ravenous for whatever fluids reside within their prey.
The rock in the Sandblasted Corridors is much softer than the rock in the other biomes, giving way with a single pickaxe hit. Due to this, it is recommended to save ziplines and platforms in favor of digging paths. Caution is advised when digging downwards for this very same reason, as your footing can quickly disappear from beneath you.
Shallow Grotto[edit | edit source]
The Shallow Grotto is only accessible through the tutorial mission, and can only be played with Gunner in Solo Mode. The Shallow Grotto contains various features from other planetary regions such as Glowing Blue Crystals and Spider Webs. Unlike other planetary regions, the Shallow Grotto doesn't contain any crafting materials, and no secondary objective minerals are present. The cave is abundant in Morkite, which must be collected as the primary objective to complete the tutorial mission.
The cave generations are mostly the same, such things as tunnels between caves, ore placement and glowing crystals are randomized.