Mycopunk Walkthrough: The Order to Play Missions, Unlocks and Upgrades
A route from first drop to level 30: which missions to repeat, when to unlock the Mycologist, when to raise threat.
Mycopunk does not have a story walkthrough in the usual sense — the mission rotation is open from the start and the only gates are levels. What it does have is an order of operations problem: the board you build in the first ten levels decides whether levels 20–30 feel like progression or repair.
This is the route.
Phase 1 — levels 1 to 10: build the engine
Do: short rotating missions at Risky or Perilous. Saxonite Transport and Cleanup Detail are the fastest.
Goal: one damage cell infused and one movement or defensive answer. Do not chase variety.
Do not: raise threat past Perilous. At this stage the extra XP is not worth the wipe rate, and a failed mission pays nothing.
Unlock priority:
- A primary you actually like — you will infuse it, so pick early.
- Utility movement (Wrangler dash, or
Backboost). - A defensive cell.
By level 10 you should have a board that can clear Perilous without dying, using maybe half your available space.
Phase 2 — levels 10 to 13: prepare for infusion
Do: the Mycologist chain if you want infection — Expedition Alpha → Ground Zero → rescue. It is a detour that costs a few runs and unlocks an entire archetype.
Goal: be ready for Pattern Infusion at level 13, which is the single biggest power spike in the game. Since 2.0.2, infusing with a larger pattern increases stats more and infusing with a smaller pattern penalises less, so a big pattern is now a genuine multiplier rather than a luxury.
Practical consequence: do not infuse until you have a pattern worth infusing into. A 3-cell rare infused into a 5-cell cluster is the standard mistake.
Phase 3 — levels 13 to 20: consolidate
Do: Treacherous missions, and start clearing Deadly once you have a coherent board.
Goal: a full board with no dead cells. Rim fillers — cheap 1–2 cell standards — are how you get there.
Unlock priority at this stage:
| Priority | Why |
|---|---|
| Second damage cell | Threat scaling is health scaling |
Armour answer (Sunder) |
Bosses and armoured enemies appear more |
Sustain (Repair Siphon) |
Fewer resupplies at higher threat |
Level 15 also opens Abomination Assault, which is worth one run as a DPS benchmark even if you never farm it.
Phase 4 — levels 20 to 30: fill and specialise
Do: Deadly and Onslaught missions, the Amalgamation Hunt, and the specials (Paid Time Off, //CONTAINMENT//, The Fungal Moon).
Goal: level 30 with a board that has no wasted cells and one clear identity — burst, sustained, area, or infection.
At this point the meta builds are worth reading, because the differences between them are no longer cosmetic: they clear different threat tiers.
Phase 5 — level 30: the endgame
Covered in detail in the endgame guide, but the short version:
- Clear Deadly reliably.
- Benchmark two builds in Abomination Assault.
- Push Onslaught.
- Learn Ouroboros — it wipes your upgrades and hands you temporary ones.
- Attempt Predicament with a finished board.
The mistakes that cost the most
- Spreading upgrades across five weapons. You only carry two primaries. Infusion makes one weapon exponentially better than five mediocre ones.
- Infusing early. A small pattern infusion before level 13 wastes the multiplier.
- Raising threat for XP. A wipe pays nothing; a lower-threat clear always beats a failed high-threat run.
- Skipping movement. Every threat tier adds enemies that punish standing still. Mobility is defence.
- Farming Ouroboros for your main board. Contraband does not leave the mode.
How long is the walkthrough?
Reaching level 30 takes most players somewhere between 15 and 25 hours, depending on how much they repeat missions and how high they push threat. The mission XP table (100 at threat 1 to 216 at threat 6) means high-threat clears are worth roughly double, but only if you finish them.
FAQ
Is there a story to follow? No. Missions rotate freely and progression is level-gated.
When should I unlock the Mycologist? Around level 10, if infection interests you. It is optional.
When should I start raising threat? When you can clear the current tier without dying. The lever is the only difficulty control in 2.0.x.
What is the fastest way to level 30? Short, repeatable missions at the highest threat you can clear consistently — see the leveling guide.
Do I need to do every mission? No. Five of the six pay the same XP; only Regulated Rampage lags.
More Mycopunk Guides
Four Mycopunk co-op builds designed as a set: anchor, stripper, clearer and runner, and how they cover each other.
How Mycopunk scales with players, the lobby rules that prevent wipes, and the role split that works in a four-stack.
Turn Mycopunk's starter SMG into a threat-5 weapon: elemental reloads, Diffraction Driver splash, fire-rate scaling.
What Mycopunk's endgame is after level 30: Ouroboros, Abomination Assault, Onslaught clears and the order to do them.
The Mycologist unlock chain in Mycopunk: Expedition Alpha, Ground Zero, the rescue, and how to avoid wasted runs.
Which threat pays best per minute in Mycopunk, why duplicates matter before level 13, and the loop that feeds infusion.
A Glider build that keeps the wingsuit up: Star Fuel scaling, healing-to-flight conversion, Rocket Salvo as a third gun.
The Mycopunk XP table by threat, which missions pay best per minute, and when to stop grinding and start climbing.
