Story-driven bounties, syndicate drama, and the Master Prism forge.
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.
Each level grants a stash window. While the timer is active, your bounties are live and progress is recorded.
The story so far — told in full, in order. Each level is one chapter, with its own mood.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A rare red button can appear on spawns. Catching it unlocks the Den and opens your first mission.
Each level gives multiple bounties. Finish them all to reach the pay up phase. Many bounties use the rarity ladder.
Some levels add a bonus mission for extra rewards. It appears after the main bounties.
Once bounties are done, pay the cost to move forward. The final contract replaces the price tag with Mia's two-door choice.
The final contract is a crossroads. When your bounties are complete, Mia offers two green doors:
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 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.
These are the kinds of animals that show up in higher bounties. You’ll often need a mix of rain, prisms, and teamwork.
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.
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.
Duration: 2h
Bounties: 1 · Standard
Pay up cost: Revealed after bounties, based on the current level's deal.
Chance of Epic
Duration: 2h
Bounties: 1 · Standard
Pay up cost: Revealed after bounties, based on the current level's deal.
Chance of Legendary
Duration: 3h
Bounties: 1 · Standard
Pay up cost: Revealed after bounties, based on the current level's deal.
Better Perks
Duration: 3h
Bounties: 1 · Standard
Pay up cost: Revealed after bounties, based on the current level's deal.
New Bounty
Duration: 3h
Bounties: 2 · Standard
Pay up cost: Revealed after bounties, based on the current level's deal.
Higher Duration
Duration: 4h
Bounties: 2 · Standard
Pay up cost: Revealed after bounties, based on the current level's deal.
Higher Duration
Duration: 6h
Bounties: 2 · Bonus mission
Pay up cost: Revealed after bounties, based on the current level's deal.
Better Perks
Duration: 8h
Bounties: 2 · Bonus mission
Pay up cost: Revealed after bounties, based on the current level's deal.
New Bounty
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.
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.
Duration: Finale
Bounties: None (max level)
Pay up cost: None (max level reached).
Prism Forge Claim your master mark.
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.
Some levels include a bonus mission. It’s optional but worth it — bonus missions are often where the best perks live.
Finishing the finale unlocks the Master Prism Forge. The prism is server-specific and appears in your inventory forever.
Survive Mia's final game, then claim your mark.
Complete the final contract bounties and survive Mia's two-door cut.
Pick a custom name that becomes part of your server’s history.
Select a color name (like red or gold) to make the prism instantly recognizable.
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.
Goal: make the timer feel generous, not scary.
This is the rhythm the Drug Den is built for: short bursts, deliberate decisions, then a clean exit.
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.