The Dunes

The Dunes is the second playable zone in Wastenauts.

Zone Mechanics
The Dunes is an intermediate difficulty level with very few added mechanics. The primary goal of the zone is to draw as many cards as possible to depower the boss of the level, the Shrapnel Whirlwind. Statuses like Out After Dark and Stun can make an appearance.

Story Mode
''The Dunes are a sandy desert infested with smaller bots. Gangs of scavs are rare but organized.''

The zone takes place in an unidentified part of the Arizona desert. It is themed similar to the Sahara, with Middle Eastern-influenced music and rolling sand hills different from The Wastes. It is not on the path to Beam City for the divers, but the crew must take a detour through the Dunes after encountering dozens of Behemoths in the Wastes.

Encounters
The Dunes has two event cards in Story Mode
 * Storm-Ravaged Oasis (card 16 in the deck) - the party may stay Out After Dark in exchange for benefits the next day
 * Strong Gust of Screws and Nails (card 30 in the deck) - low party members take an injury

Additionally, at card 8 the players will encounter the Lone Clergyman. The clergy will give players a Metal Detector, which can be used once per camp to trade for. This card pulls out of the deck, and so can be a tool to reduce the health of the boss.

After beating the Dunes on Story Mode for the first time, the clergy will be waiting for the players aboard the Havala, and the Church will be made available to the player. This is the starting point for unlocking the ability to upgrade cards.

Core Monsters
The core monsters that always appear in the Wastes are:
 * Sand Skimmer
 * Camel

Encounters
Any 3 of the following encounters can appear in Adventure Mode:
 * Traveling Merchant (all varieties)
 * Field of Dead Sandskimmers
 * Buried Treasure
 * Jagged Sea
 * Oasis
 * Electric Pole You Thought Was Unpowered