The two hidden weapons, step by step
Mycopunk never calls them hidden. The Codex just lists them with the note that some things are “really secret”. Here are the two unlock chains players worked out — including the eight Saxonite nobody warns you about.
Two weapons, two very different chains
| Weapon | Type | Chain | Tier |
|---|---|---|---|
| The Carver | Chainsaw chassis (melee) | Four modules across four maps + 8 Saxonite | B |
| Globbler | Acid grenade launcher | Three-light bunker + Ground Zero mission | A |
Both are in the 1.0 tier list, so neither is a novelty. Both chains are also community-mapped, not developer-documented — see the version warning at the end before you spend an evening on them.
The Carver, part one: the Broken Frame
The Carver is the final evolution of a chassis called the Broken Frame. You do not find it; you assemble it.
Step 1 — Panels level, residential block
Go to the Panels level and find the building near the residential area — the same building entrance that appeared in the demo, though the part has been moved since. Inside is the Broken Frame part, and picking it up also puts Server Access Codes in your storage.
Step 2 — The HUB server room
Take the codes back to the HUB and open the door above your spawn rooms. Inside the server room is the first of four Weapon Modules.
This is the step that gates everything else: the remaining three modules only spawn after you have the access codes. If you have been searching Gravity Farms for a module with an empty storage, that is why you could not see it.
Step 3 — The other three modules
| Map | Where |
|---|---|
| Gravity Farms | Where the Panels entrance was in the demo — on top of the fungus |
| Flourishing Desert | Inside the bottom-left thruster of the massive crashed spaceship |
| Moldy Tundra | On a large building, roughly two storeys up, on a ledge near two cylinders sticking out of it — visible from a hill |
The Carver, part two: eight Saxonite
Each module needs two Saxonite to activate. Four modules, eight Saxonite. This is the real cost of the weapon, and it is not a short farm.
Where Saxonite comes from:
- High-threat mission completions. Early Access rates quoted by the Carver guide: roughly 30% at Threat 6, 28% at Threat 5, 21% at Threat 4. Not worth farming below Threat 4.
- Overtime Assignment — locked to Threat 5/6 with six modifiers, requires level 12, and guarantees one Saxonite per completion. This is the route to plan around.
Step 4 — Assemble
With all four modules activated, buy the upgrades and arrange them in a triangle shape. The frame transforms into The Carver.
The Globbler: the three-light bunker
This one is a puzzle, not a fetch quest. On Gravity Farms, roughly straight ahead toward the big ring from your landing point, there is a bunker with three inactive lights.
Each light has a switch hidden behind a breakable wall somewhere else on the map.
Magenta light
Go right from the bunker toward the map border. You will pass a lot of large purple mushrooms and reach a silo with a breakable wall. Inside the silo is the switch.
Cyan light
Go back-left from the bunker. Look for a green/cyan building with an entrance on its side. Inside is a breakable wall with the switch behind it.
Yellow light
Go due left toward the dome, then on to the globe structure. It has a breakable wall on its side with the final switch behind it.
Globbler, part two: Ground Zero
With all three lights on, the bunker opens and gives you a consumable item that unlocks the Ground Zero mission.
Ground Zero:
- Survive, and follow the bubble until you reach a crashed ship.
- Inside there are two breakable walls. The left one has a switch behind it.
- Flip it and you receive the Acid and the blueprint for the Globbler, plus a cargo pod call-down.
What 1.0 added to both
- Turkey's Bloodlust (Carver, Exotic) — hold Reload to spend all your blood stacks on a temporary damage boost.
- Solidified Acid (Globbler, Rare) — raises impact damage.
- The Codex inventory tab, added with Ouroboros, lists every weapon, upgrade and skin in the game and tells you how each is acquired — unless it's really secret. It is the fastest in-game way to confirm you have actually unlocked a thing.
If a step does not work
Three plausible causes, in order of likelihood:
- You are on 1.0 and the Panels route moved. This is the known risk. The building is still near the residential area; the part inside is not where the demo put it.
- You do not have the Server Access Codes. The three later modules will not exist in the world until you do.
- You are looking at the wrong map instance. Modules and switches are per-map, and missions rotate.
Where to go next
Frequently asked
How many hidden weapons are in Mycopunk?
How much Saxonite do you need for the Carver?
Where is the first Carver part?
How do you open the Globbler bunker?
Sources checked
- Gameplay Tips — How to Unlock The Carver (2026-03-25)Carver steps and Saxonite rates
- Spot.monster — How to get the Broken Framesecond source for the four modules
- Cheatbook — Mycopunk Globbler guidebunker switches and Ground Zero
- Steam — Mycopunk patch notesCodex tab, 1.0 upgrades