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Drug Den

Story-driven bounties, syndicate drama, and the Master Prism forge.

Drug Den storyline

The Drug Den is a story-driven quest line. Each level is a new chapter with bounties and a time limit.

Complete bounties, survive the timer, then pay the cost to advance.

Chapters 11 levels Story runs from Rook to Mia.
Bounty types 3 Catch, specific, or rarer.
Final reward Master Prism Forge it once per server.

How to start (step‑by‑step)

  1. Unlock the Den by catching the rare red button spawn.
  2. Open /drugs and read the current chapter intro.
  3. Press Start bounties to reveal your tasks and begin the timer.
  4. Complete each bounty while the stash timer is active.
  5. Pay up to advance and lock in the perk.
Rule: progress only counts after you press Start bounties. Before that, nothing is tracked.

Your stash timer (what it really means)

Each level grants a stash window. While the timer is active, your bounties are live and progress is recorded.

  • Timer ends: you lose the level and drop one step if you did not pay up.
  • Timer active: every eligible catch moves your bounties forward.
  • Timer pauses: it does not pause while offline. Plan your run.
Planning tip: Save rain minutes and prisms before you start a level. The timer is your real boss.

Story chapters (levels 1-11)

The story so far — told in full, in order. Each level is one chapter, with its own mood.

Level 1

Whisperline - Rook

You step into the Crownline with empty hands and a steady stare.

Rook shows you the quiet routes where deals stay invisible.

Your first catches are not trophies. They are proof of control.

The crew watches how you move, not what you say.

The city is loud, but your name stays low.

You learn the rhythm of rain, the pulse of spawns.

Rook reminds you that trust is rented, not owned.

You start to feel the weight of a future crown.

A shadow at the edge of every run whispers about a forge.

You do not chase it. Not yet.

You walk away with a new title and a sharper eye.

The next rung is already waiting.

Level 2

Backroad - Maris

Maris puts you behind the wheel of the night.

Every alley is a shortcut or a trap.

You learn to read mirrors and the eyes behind them.

A clean run keeps the crew fed and the Crownline hidden.

Your catches start arriving faster than the rumors.

Maris teaches you that speed without silence is chaos.

The city watches, but it cannot keep up.

You hear the name M for the first time, spoken low.

No one explains it. That makes it heavier.

You keep running anyway.

The backroads feel like a maze you now control.

You start hearing your name in whispers.

Level 3

Lab Hand - Sol

Sol opens the lab and the air tastes electric.

Prism dust swirls in beams of neon light.

You learn to stabilize the pipeline and hold a steady hand.

Too fast ruins the mix. Too slow kills the night.

Sol warns you about the old mistakes hidden in the walls.

You keep your focus, and the batches hold.

The crew starts to nod when you walk in.

Your name is no longer a whisper. It is a signal.

Somewhere above, someone measures that signal.

You are being weighed.

Your hands stop shaking. The lab trusts you now.

You feel the next door unlock.

Level 4

Gatewatch - Knox

Knox guards the doors like a storm in a suit.

He wants numbers. He wants consistency. He wants no excuses.

Your bounties tighten, and the pressure climbs.

You learn to keep a smile while the walls close in.

Every completion feels like a signature in steel.

The Crownline starts to feel like home and prison at once.

Knox tells you the crown is a weight, not a prize.

You carry it anyway.

In the distance, sirens hum and fade.

Your path stays unbroken.

Knox’s stare softens for a heartbeat. You passed.

The city shifts beneath your feet.

Level 5

Ledger - Vera

Vera counts everything, including your mistakes.

She teaches you the cost of every ounce of power.

Pay ups are filters, not punishments.

You learn to trade pain for momentum.

The crew starts calling you reliable.

Reliability becomes expectation.

The ledger grows heavy and your name sits at the top.

Vera hints the crown is not the end of the line.

You catch a glimpse of the forge in a whispered rumor.

It feels closer than ever.

She stamps your entry and says, “Next.”

You do not hesitate.

Level 6

Fixer - Cairo

Cairo cleans the mess and keeps the spotlight off you.

You start to feel the weight of attention.

Every win brings eyes, and every eye brings heat.

Cairo smiles and says the Crownline wants to see you shine.

Your bounties push deeper into rare territory.

You stop blinking when the pressure spikes.

The crew begins to treat you like the crown itself.

You are no longer chasing. You are being chased.

The name M echoes louder now.

You still have not met her.

Cairo calls you a problem in the best way.

The city starts to answer to your pace.

Level 7

Steelhand - Juno

Juno stands between you and the throne.

Her tests are sharp, unforgiving, precise.

She wants to know if you can bleed without breaking.

You pass the bounties with a quiet fury.

The crew starts to believe you can take the crown.

Juno warns you about the hound they keep in the dark.

Brutus is built to erase kings and queens.

You feel the air grow colder when his name lands.

You do not turn back.

You sharpen anyway.

Juno nods once. That is her applause.

You walk into a deeper night.

Level 8

High Crown - Reina

Reina watches from above, calm and sure.

She asks why you climb and waits for a real answer.

Your bounties twist around rarities and risk.

You begin to feel the storm forming under your feet.

Reina tells you the crown is not given. It is taken.

You take it, but the night is not finished.

A low growl moves through the city.

The Crownline hound is awake.

The crew gathers as the rain turns metallic.

You run toward the next chapter.

Reina smiles, like she expected this all along.

The skyline bends to your will.

Level 9

Crownline - Orion

Orion meets you in a room that feels like a throne.

He speaks of the forge like a myth, then like a verdict.

He says the crown is a test you already passed.

The city expects you to freeze it in place.

You refuse to stop moving.

Your bounties drag you through the hardest nights yet.

Orion finally admits there is someone above him.

He calls her M and lowers his voice.

She has watched every rung you climbed.

She waits for proof.

Orion hands you a key you did not know you needed.

The door ahead is not a door. It is a vow.

Level 10

Final Door - El Patron

El Patron waits with a calm that feels like an ending.

He tells you the crown is not the top. It is the gate.

You are offered a final contract with no applause.

Two doors glow in the dark. A left mercy. A right tax.

Mia calls it her last game, a price you choose.

The hound is gone, but the silence is sharper.

You sense the forge before you see it.

The city holds its breath for your next move.

You hear the name M like a bell in the dark.

The doors open. The ledger waits.

El Patron watches as you choose the fire over safety.

The night waits for your signature.

Level 11

Mia - The Forge

You climbed every rung. That was the test.

Mia meets you in the glow, calm as a queen in a storm.

She says the Syndicate does not crown by blood, only by nerve.

Every deal was a blade. You never flinched.

The forge waits for the name you choose to carve into it.

Power is loud, but legacy is louder. She wants legacy.

You step forward and feel the heat write your name back.

The crew kneels without being asked.

The city goes quiet, as if listening.

Mia smiles. “The story is yours now.”

The Master Prism is born and the night changes color.

Nothing above you remains. Only what you build next.

How the Drug Den works

Unlocking the Den

A rare red button can appear on spawns. Catching it unlocks the Den and opens your first mission.

Bounties

Each level gives multiple bounties. Finish them all to reach the pay up phase. Many bounties use the rarity ladder.

Bonus missions

Some levels add a bonus mission for extra rewards. It appears after the main bounties.

Pay up

Once bounties are done, pay the cost to move forward. The final contract replaces the price tag with Mia's two-door choice.

Progress rules (what counts and what does not)

  • Only catches made after you start bounties count.
  • Rain catches count, but they do not update fastest/slowest records.
  • Boosted or doubled catches count as multiple animals for bounty math.
  • Specific animal bounties require the exact animal or a higher‑rarity option when stated.
Example: If your bounty is “Catch 3 Tigers or rarer,” a single doubled Tiger catch counts as 2.

Mia's final game (two doors)

The final contract is a crossroads. When your bounties are complete, Mia offers two green doors:

  • Left door: Mia stays silent. The cut is hidden.
  • Right door: Mia stays silent. The cut is hidden.

The cuts rotate each time you reach the choice, and they are only revealed after you pick a door.

No tricks beyond that. The cut is never worse than half, and it applies across your entire inventory in that server.

After you choose, the bot runs a cinematic reveal that shows the cut, the totals lost, and what you kept.

The narration shifts each run, so no two finales read exactly the same.

Packs, prisms, and rain minutes are untouched. Only animals are affected, and the cut is based on what you own at the moment you choose.

Pay up costs

Pay ups are paid from your server inventory. Each level has its own cost, and the final contract swaps a fixed number for Mia's two-door cut.

Think of pay ups as a test of commitment, not a punishment.

Small collections can still feel the cut, so do not wait until the last moment to prepare.

What you lose (and what you keep)

  • Animals: used for pay ups and the final cut.
  • Packs: never consumed by pay ups.
  • Prisms: untouched by the final cut.
  • Rain minutes: untouched and still usable.

Bounty types (in plain words)

  • Catch X animals: any species counts.
  • Catch X of a type: the bounty lists a specific animal.
  • Catch X or rarer: any animal below the target on the rarity ladder counts.
Example: “Catch 3 Tigers or rarer” includes Tiger, Panda, Gorilla, and anything below them.

Typical bounty targets

These are the kinds of animals that show up in higher bounties. You’ll often need a mix of rain, prisms, and teamwork.

Zebra
Zebra
Your everyday sighting. Great for streaks and bulk trades.
Giraffe
Giraffe
Tall and patient. A clean step up the rarity ladder.
Elephant
Elephant
Solid value and a favorite for many quest lines.
Lion
Lion
Rare enough to feel good, common enough to still chase.
Tiger
Tiger
Part of the ElysianZoo roster.
Panda
Panda
A cozy mid-rare, and a fan favorite for trades.
Gorilla
Gorilla
Part of the ElysianZoo roster.
Crocodile
Crocodile
Part of the ElysianZoo roster.
Rhino
Rhino
Part of the ElysianZoo roster.
Flamingo
Flamingo
Part of the ElysianZoo roster.
Hippo
Hippo
Part of the ElysianZoo roster.
Wolf
Wolf
Part of the ElysianZoo roster.
Otter
Otter
Part of the ElysianZoo roster.
Polar Bear
Polar Bear
Part of the ElysianZoo roster.
Snow Leopard
Snow Leopard
Part of the ElysianZoo roster.
Chameleon
Chameleon
Part of the ElysianZoo roster.
Shark
Shark
Part of the ElysianZoo roster.
Owl
Owl
Part of the ElysianZoo roster.
Peacock
Peacock
Part of the ElysianZoo roster.
Kangaroo
Kangaroo
Leaps toward the top. Great for high-tier quests.
Dolphin
Dolphin
Aquatic legend. A prime example of true rarity.
Koala
Koala
One of the hardest finds. Keep your eyes peeled.

Time limits

Each level has a timer. If it expires, the level fails and you drop back one step with the perk you just earned removed.

Longer timers unlock as you rise. The final contract gives the longest window.

Stacking your odds (smart play)

  • Start a short rain right before you begin bounties.
  • Use prisms during bounty runs that require rarer animals.
  • Time your play when your server is active to share spawns.
  • Finish bonus missions first if the reward boosts your main bounties.

How story lines appear in-game

Each level’s story is delivered in stages: a short intro when you start, mid-level messages, and a closing line on pay up.

This page shows the full chapter in one place so you can follow the whole arc.

All levels

Level 1

Whisperline

Duration: 2h

Bounties: 1 · Standard

Pay up cost: Revealed after bounties, based on the current level's deal.

Chance of Epic

Level 2

Backroad

Duration: 2h

Bounties: 1 · Standard

Pay up cost: Revealed after bounties, based on the current level's deal.

Chance of Legendary

Level 3

Lab Hand

Duration: 3h

Bounties: 1 · Standard

Pay up cost: Revealed after bounties, based on the current level's deal.

Better Perks

Level 4

Gatewatch

Duration: 3h

Bounties: 1 · Standard

Pay up cost: Revealed after bounties, based on the current level's deal.

New Bounty

Level 5

Ledger

Duration: 3h

Bounties: 2 · Standard

Pay up cost: Revealed after bounties, based on the current level's deal.

Higher Duration

Level 6

Fixer

Duration: 4h

Bounties: 2 · Standard

Pay up cost: Revealed after bounties, based on the current level's deal.

Higher Duration

Level 7

Steelhand

Duration: 6h

Bounties: 2 · Bonus mission

Pay up cost: Revealed after bounties, based on the current level's deal.

Better Perks

Level 8

High Crown

Duration: 8h

Bounties: 2 · Bonus mission

Pay up cost: Revealed after bounties, based on the current level's deal.

New Bounty

Level 9

Crownline

Duration: 12h

Bounties: 2 · Bonus mission

Pay up cost: Revealed after bounties, based on the current level's deal.

Better Perks It might be time to stop.

Level 10

Final Door

Duration: 48h

Bounties: 2 · Bonus mission

Pay up cost: Mia's final game. Two doors, two hidden cuts.

Final Contract The forge whispers your name.

Level 11

Mia

Duration: Finale

Bounties: None (max level)

Pay up cost: None (max level reached).

Prism Forge Claim your master mark.

Perks and stash time

Each level grants a perk when you pay up. Perks can increase catch multipliers, improve pack drops, or boost prism odds.

While your stash timer is active, you can progress bounties. When it ends, you must pay up or you drop back.

  • Catch multipliers: chances to double or triple animals on catch.
  • Pack catchers: small odds to drop packs while catching.
  • Prism boosts: better odds for prisms to jump two rarity levels.
  • Rain perks: tiny chance to trigger a short rain burst.
  • Time perks: extend your stash timer if luck lands.

Bonus missions

Some levels include a bonus mission. It’s optional but worth it — bonus missions are often where the best perks live.

Fail states

  • If your timer expires, you drop one level and lose the most recent perk.
  • You can restart the level immediately — there is no lockout.
  • Max level players keep their Master Prism even if they fall later.

Finale rewards

Finishing the finale unlocks the Master Prism Forge. The prism is server-specific and appears in your inventory forever.

  • Custom name + custom color.
  • Counts as 22 prisms for the server boost, 44 for the owner’s personal boost.
  • Triggers a cinematic cutscene for the server when forged.

Survive Mia's final game, then claim your mark.

Forge steps

Step 1 — Finish the finale

Complete the final contract bounties and survive Mia's two-door cut.

Step 2 — Name the prism

Pick a custom name that becomes part of your server’s history.

Step 3 — Choose a color

Select a color name (like red or gold) to make the prism instantly recognizable.

At max level

Once you reach the highest level, /drugs becomes a trophy room. You keep your Master Prism and your chapter title forever.

Future levels may appear in later seasons. Your progress is safe until then.

Note: Max level does not start new bounties. It’s a celebration state.

Common mistakes

  • Starting bounties without a plan and running out of time.
  • Ignoring rarity tiers and wasting catches on the wrong animals.
  • Not using rain or prisms when bounties demand rare targets.
  • Paying up without checking your inventory balance first.

Prep checklist (before you press Start)

  • Rain minutes ready: even a 2-minute rain can make a level feel easy.
  • Prisms ready: a single boost can satisfy a rarity bounty faster than ten normal catches.
  • Active channel: you want people catching with you, not an empty room.
  • Inventory check: make sure you can afford the pay up if this is a high tier.
  • Time window: do not start if you are about to go offline.

Goal: make the timer feel generous, not scary.

Example run (Level 6)

  1. Start bounties: “Catch 12 animals,” “Catch 3 Pandas+,” “Win roulette once.”
  2. Run a 5-minute rain to clear the total catch bounty.
  3. Use a prism boost for the Panda+ bounty.
  4. Finish roulette in the casino, claim the last op.
  5. Pay up immediately to lock the perk and extend your stash.

This is the rhythm the Drug Den is built for: short bursts, deliberate decisions, then a clean exit.

Next chapter: Territory Control

After the forge, the city opens. Territory Control is the endgame loop that follows Drug Den level 11.

Run /territory to pick a faction, complete ops, and flip zones for your banner.

Quick links