Termi-Nation Bunker unlock

Yep. I had a similiar experience with no unlock. Played vs voss in the block. Oh well.

Are we about to have yet another Bunker variant with an unsolved unlock condition? This is the Bunker I've been looking the most forward to aside from the FV variant. I wish I had the time to help figure this one out.

How many people so far has unlocked him? On Steam there's one dude who did, but no further detail about what he did before. 

 

I think a lt more people should attempt bunker, Unity and AZ are close to being figured out, we need more info for Bunker. Let's get out there friends! 

Well, it's not have all three Modes in play during one turn (not at the same time), draw a ridiculous number of cards using Ammo Drop, and have Chrono-Ranger utterly destroy Grand Warlord Voss.

There was a hint on the stream. Something about omnitron.  Still unclear. 

 

Lt Vance would be the first guy to tell you that Omnitron is a major threat.
Cosmic Omnitron was an even more dangerous iteration, but it won't be the last.
 

Defeated Omnitron in Omnitron-IV with Bunker in the lead position. Bunker did not land the final blow.

Defeated Cosmic Omnitron in Omnitron-IV with Bunker in the last position. Bunker killed Partial Omni-Drone during the match but did not land the final blow on Cosmitron.

No unlock, so it's not quite that simple. I admit my Cosmitron game was a little cheesy, I used the ol' Wrest the Mind / EPE / Throat Jab thing to end it quickly.

Based on the only (?) verified unlock we have so far (http://steamcommunity.com/sharedfiles/filedetails/?id=883759772), here's what we know:

  • The unlock occurs when the villain is defeated, or at least takes a certain amount of damage (Screenshot shows Cosmitron at negative HP, with Tachyon's Lightspeed Barrage still in mid-play.)
  • Bunker does not have to land the (killing) blow
  • Bunker does not have to be in first position
  • Bunker does not need to be incapacitated (hard to tell from screenshot, but his character portrait looks alive and beat up, but not incapacitated)
  • No other heroes need to be incapacitated (all other portraits look conscious as well)
  • The unlock does not play out the Termi-Nation Bunker story from the wiki (http://sentinelswiki.com/index.php?title=Bunker) -- it does not take place at Fort Adamant, the team does not have to be Bunker/Unity/AZ, and the villain does not have to be Chokepoint. 

Here's what might be possible, based on the screen shot:

  • Villain might have to be Cosmitron
  • Environment might have to be Omnitron IV
  • Bunker and/or other hero(es) might have to be at low HP.  (In the screen shot, Legacy is at 12 HP, Ra is at 10 HP, TLT is at 10 HP; you can't see Bunker or Expatriette's HP, but his character portrait looks pretty beat-up; <10 HP, by the looks of it.
  • Might have to be a five-character team (although this seems unlikely)
  • A hero *other* than Bunker might have to land the killing/triggering blow
  • Bunker might have to be in last place

And here's just pure guesswork:

  • None of the other two Termi-Nation unlocks involve the story from the wiki at all -- There's no loss to Chokepoint involved, and it doesn't have to involve the AZ/Bunker/Unity team.  So, while it's possible that Bunker's unlock might involve a "setup" loss to Chokepoint first, that seems unlikely.
  • ...however, (and this is much more of a guess) the other two Termi-Nation unlocks *do* appear to involve playing out the heroes' powers/doing a bunch of stuff all in the same turn:  
  1. AZ's story from the wiki is something about his powers being sort of amplified and out of control, and his unlock involves taking a bunch (>10HP) of fire damage, dealing a bunch of cold damage, and healing a bunch of HP all in the same turn.  
  2. Termi-Nation Unity's power is to destroy a golem, put it back in the deck, move a golem from the trash and draw a card; her unlock appears to require her to do some sort of combination of destroying equipment, playing equipment, playing golems and/or putting golems back in the deck, all in one turn.  
  3. If Termi-Nation Bunker follows the same model, then it might involve him approximating his power: Destroy an Ongoing/Equipment, then draw 1, play 1, and use a power -- and then win the game in some capacity.  Plus, Termi-Nation Bunker's power is called "Modulize," so it's not completely crazy to think that unlocking it might involve his Modes, right?

 

So, here's what I'm going to try:

  1. Just in case, I'll use the same team that the screenshot used (Legacy, TLT, Ra, Dark Watch Expatriette, and Bunker vs. Cosmitron in Omnitron IV)
  2. Start Bunker's turn with (at the very least) Ammo Drop, OmniCannon (with at least one Equipment loaded in it) and Upgrade Mode (play 2 cards in play) in play.
  3. Play one card, then for the second card play, play Turret Mode -- this will (a) "destroy" the first Ongoing, and (b) give Bunker two power uses.
  4. For at least one of the power uses, use the OmniCannon, which will "destroy" an Equipment.
  5. Make sure that one of the power uses also destroys a villain card, which will allow Bunker to draw a card using Ammo Drop.  With this, Bunker will have duplicated his Termi-Nation Bunker power:  In one turn, he'll have destroyed an ongoing *and* an equipment, drew one card, played one card (two, really), and used a power (also two, really).  
  6. Win the game.

 

 

Hi all, just had a thought based on John’s clue. We (or at least I) have been beating the snot out of Omnitron I & II in Omnitron IV, but I have been neglecting one important thing. Omnitron III or the Omniblade. I think we need a game where bunker is present with victories where I, II & III are destroyed. It may require that the Partial Omni-Drone in Omnitron IV is destroyed. Just throwing that out there.

It's not just

Defeta Omnitron 1, Omnitron II, Omni-Blade, (one of them in Omnitron IV) with Bunker on the team. There's more to it then just that. I think.

Maybe it's in the wording. Is versus Was. Is being that Omnitron is still around so he lost and Was being that Cosmitron is defeated. Maybe you just need to lose a game to Omnitron with Bunker(possibly in the first position) and then win a game with Bunker against Cosmitron in Omnitron-IV.

Confirmed. Just did all 3 (I & II in IV). No unlock. I have played so many games now with the various forms of Omnitron hoping to stumble onto something. I don’t know what to try next. This is not an obvious one easy to happen upon. I can’t believe that only 1 person has fpund it so far. I am willing to test ideas is anyone has something new.

Wait. OMNItron. OMNI-Cannon. Is there a connection between the two or are the names just similar? Probably has nothing to do with the unlock but I just noticed the similarity.

Just realized that the partial Omni drone never showed up in any of my last 2 games I guess I’ll go back in for more…

No luck with my "try to approximate Termi-Nation Bunker's power" attempt:

Heroes:  Legacy, TLT, DV, Parse, Bunker vs. Cosmitron in Omnitron IV

On what I hoped would be the "unlock" turn, all of the heroes were down below 10 HP (trying to replicate the circumstances of the unlock screenshot).  Cosmitron was not flipped, had 23 HP, with one component and the Electro-Pulse Explosive in play.  I don't remember if Partial Omni-Drone ever came out.  Bunker had Ammo Drop, Recharge Mode, Flak Cannon, Grenade Launcher, Heavy Plating, Maintenance Unit, and Omni-Cannon in play (With the exception of the Modes, most of those cards had been in play for several turns, and Bunker had drawn a bunch of cards via Ammo Drop).  Omni-Cannon had six cards under it.   Bunker did not go through his entire deck/reshuffle trash into deck.  On Bunker's turn:

Start of Turn:

Put three more cards under Omni-Cannon

Destroyed Upgrade Mode

Play:

Played Recharge Mode

Played Turret Mode (destroyed Recharge Mode)

Power:

Grenade Launcher (with lots of buffs) -- (1) did 7 dmg to Cosmitron, destroying component and giving Bunker a card draw via Ammo Drop; (2) destroyed Electropulse Explosive, giving Bunker another card draw via Ammo Drop; (3) destroyed Internal Defense Grid.

OmniCannon -- destroyed all of the cards under it, including more Equipments, Ongoings, and One-Shots, killed Cosmitron.

So, in one turn, Bunker:

  1. Had all three Mode cards in play at one point during the turn;
  2. Played two cards
  3. Destroyed a Component
  4. Destroyed two Devices
  5. Destroyed two Ongoings (plus more, if you count the ones under Omni-Cannon);
  6. Destroyed Equipment (at least two; however many were under Omni-Cannon);
  7. Drew two cards
  8. Used two powers
  9. Did a bunch of damage.

Unless there are additional requirements, like Bunker *not* being able to strike the killing blow, or something re: Partial Omni-Drone, or other heroes that have to be on the team, it looks like Bunker doing lots of things in a turn (like Termi-Nation AZ or Termi-Nation Unity's unlocks) is not the answer.

Let's not forget about Omni-tron III in Baron Blade's Vengeance deck.

I did not. It is not just defeating them (including the partial drone in Omni IV). Just randomly playing games now hoping to stumble on it so we hve a clue.

My current working theory is:

Bunker must be on the team. 

Defeat Omnitron 1 in Omnitron IV

Defeat Omnitron 2 in Omnitron IV.  The Omni-drone must be destroyed. 

 

Great thought!  The comments from the one Steam unlock (Steam Community :: Error) indicate that the guy beat Omni I and then went on to beating Omni II.

I tried that yesterday (see a few posts up) and it didn't work.