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Campaign reference

Mission atlas: levels 1–100

A player reference derived from the current browser game configuration, including a level-by-level inspector for the procedurally defined campaign.

Built from the current game configuration: the SHOTS FIRED browser bundle contains a training mission, seven individually configured missions and a generated sequence of numbered missions 8–100. The figures below describe configured waves and enemy pools, not a guarantee that every attempt will spawn an identical number of opponents.

Campaign map: training and the first seven missions

The first seven levels have individual briefings and difficulty steps. Train first, then use the wave count and enemy roster to decide which skills to practice before the next deployment. On a small screen, scroll the table sideways.

LevelOperation & objectiveConfigured wavesEnemy pool IDs
TrainingFlight Training
Training the primary shot, plasma burst, motion and crystal pickup.
Tutorialscarab, glint
01Desert Recon
Amber glass sands; scout drone clearance.
4scarab, glint
02Desert Outbreak
Reinforced swarm; armored and faster opponents.
5scarab, glint, obelisk, mirage
03Desert Strike
Rapid-fire volleys and shielding.
5glint, obelisk, mirage, facet
04Desert Assault
Precision threats and greater pressure.
6obelisk, mirage, facet, watcher
05Desert Inferno
Elite interceptors and armored enemies.
6mirage, facet, watcher, duelist
06Desert Apocalypse
High-density elite swarm.
7facet, watcher, duelist, reefRay, urchin
07Apex Boss Showdown
Boss-only showdown; no normal waves configured.
Boss onlynone

The names in the final column match the enemy identifiers in the game configuration. See the enemy reference for in-game display names, baseline hull and attack families.

Inspect any procedural level (8–100)

For levels 8–100 the game builds mission parameters using a deterministic formula. Use this inspector to see the configured wave count, initial wave-size parameter, per-wave growth, eligible enemy types, environment and boss selection for a chosen level. It is a planning reference, not an in-game level selector or a claim that you have unlocked the level.

Level 8

Enable JavaScript and choose a level to display the generated mission parameters.

How the later missions scale

The current bundle rotates seven visual environments—desert, swamp, forge, frost, mirror, astral and voidcrown—across the procedural levels. Its wave and enemy-count parameters become more demanding over time. For example, level 8 is configured for six waves, while level 100 is configured for 29 waves. The enemy pool also widens until all nine campaign enemy IDs are eligible. These are properties of the game's mission definitions, not estimates of how long a round takes.

Why a level may feel different from this chart: actual difficulty can depend on player upgrades, enemy behavior, boss logic, dynamic scaling and the particular moment you reach. Treat the chart as pre-mission intelligence rather than exact live telemetry.

Route-building advice that uses the configuration

  1. Training and level 1: work on keeping a target inside the reticle and checking hull between engagements. Only scarab and glint appear in the initial configured pool.
  2. Levels 2–3: four enemy IDs enter the roster, then facet appears. Identify the fast threat before settling into a long shot.
  3. Levels 4–6: watcher and duelist join, followed by reefRay and urchin in level 6. Review enemy attack families so you recognize why some volleys demand repositioning.
  4. Level 7: the configuration specifies a boss-only final encounter with the voidFortress. Do not expect a regular wave count here.
  5. Level 8 onward: use the inspector to see how many waves are configured and which boss identifier the current level uses.

What this page does not do

The atlas does not unlock levels, change game saves, guarantee encounters or claim to provide a walkthrough recorded from all 100 missions. It documents level data found in the playable browser build. For actual controls, see the control reference; for hardware checks before a long session, use the compatibility tester.