Why Mycopunk Requires Server Access Codes (and How to Unlock Every Secret Weapon)

Mycopunk requires server access codes before the last weapons spawn. Here's where to get the codes, all four Broken Frame modules, and the Globbler.

What the Server Access Codes Actually Do

Server Access Codes sound like something you type into a terminal. In practice, they are a key item: once you pick them up, they sit in your storage and quietly change what the game spawns across every biome. That is the whole reason Mycopunk requires server access codes before the last weapons appear.

Two things happen once the codes are in your inventory:

  • The hub server room opens. A door above your spawn rooms, normally sealed, becomes usable.
  • The first Broken Frame Weapon Module spawns inside it. This is the opening piece of the Carver, the melee weapon players often call "the saw."

The codes also act as a flag for the rest of the hunt. Three more modules exist on other maps, but according to player experience they only appear after the codes are stored. Search those maps early and there is nothing to find, which is why some players come away from the desert or the tundra convinced their run is bugged.

In short, the codes are not a reward in themselves. They are the switch that turns the endgame weapon hunt on.

How to Get the Server Access Codes

The pickup is short, but the location has moved since the demo, so old footage is misleading. Community reports describe the route this way:

  1. Head into Titan City and play the "panels" level — the same tile that appeared in the demo.
  2. Look for the entrance building near the residential area. The exterior looks unchanged.
  3. Retrieve the broken frame part from inside. The Server Access Codes land in your storage at the same time.
  4. Return to the hub and open the door above your spawn rooms.
  5. Take the first Weapon Module from the server room.

If you have been running the panels tile and coming up empty, check the building again rather than the open level. The part was relocated, so a video from the demo build will walk you to the wrong corner.

Where to Find All Four Broken Frame Modules

Once the server room is open, you have one module and three to go. Each of the remaining pieces lives on a different map, and none of them spawn until the codes are yours. Because Mycopunk requires server access codes before modules two through four exist, hunting them in advance simply wastes missions.

ModuleMapWhere to look
1Hub server roomBehind the door above your spawn rooms, opened by the codes
2Gravity FarmsOn top of the fungus, where the demo's panels entrance used to sit
3Flourishing DesertBottom-left thruster of the massive crashed spaceship
4Moldy TundraRoughly two stories up on a large building, on a ledge beside two protruding cylinders

Two caveats worth knowing before you load in. First, player reports do not describe the biome list identically — some summaries say the extra parts are scattered across the other biomes while excluding ice floes, and others name Gravity Farms, Flourishing Desert, and Moldy Tundra specifically. The table above follows the most detailed community account. Second, the tundra piece is easiest to spot from high ground; climb a nearby hill and scan the big buildings before you start climbing blindly.

Assembling the Carver

Collecting all four modules is only half the job. Each one has to be unlocked, and player reports put the cost at two Saxonite per module, eight total, before you can buy the upgrades. For reference only: reports disagree on the final layout — one popular write-up describes a diamond formation, another describes a triangle. Follow the current in-game grid rather than treating either shape as established.

The Globbler and the Accelerator

Not every secret weapon runs through the server room. If you assumed Mycopunk requires server access codes for all three of the final unlocks, these two work differently.

Globbler (blob launcher)

  1. Find and press three buttons in the singularity Gravity Farms.
  2. The buttons open a specific room near the center of the map.
  3. Retrieve the transponder inside.
  4. Activate it back at the hub to unlock a dedicated mission.
  5. Complete that mission to keep the Globbler permanently.

Accelerator (Oxythane gun)

The Accelerator is a straight combat unlock: finish the special Oxythane breach mission and the weapon is yours. For reference only: the checked player reports do not establish whether a minimum threat level gates the weapon or access to the special mission.

ApproachWhat it gets you
Special Oxythane breach completionAccelerator weapon unlocked; for reference only, the checked reports do not establish a minimum threat/access gate
Threat level 7 breach runForeign Hashetty Device and noticeably better rare drops
Exotic superchargingThe long-term destination for those rare resources

Community players specifically recommend pushing the breach to threat level 7, because the foreign hashetty device improves drop rates for the rare materials used to supercharge exotics — and those materials are scarce even with the boost. For patch notes and official announcements, the Mycopunk page on the Steam store is the place to watch.

Saxonite, PTO Runs, and the Grind Before the Carver

Saxonite is the real bottleneck. One community guide published in March 2026 reported the following drop chances per completed mission, and the numbers make the farming route obvious:

Hazard levelReported Saxonite chance per completion
Haz 6~30%
Haz 5~28%
Haz 4~21%

That same guide recommends the Overtime Assignment as the reliable source: it is locked to Haz 5 and Haz 6, carries six modifiers, requires level 12 to unlock, and guarantees one Saxonite per completion. Below Haz 4, the odds are low enough that farming is not worth the time.

A question that comes up constantly is whether Mycopunk requires server access codes again for Paid Time Off runs. It does not — the codes are a one-time pickup, and the server room stays open. Multiple players confirm that both standard missions and PTO variants count toward weapon parts, as long as you are deployed on the correct map type. If a piece will not appear, check the map first, not the mission type.

FAQ

Why does Mycopunk require server access codes in the first place?

The short answer to why Mycopunk requires server access codes is pacing. The codes gate the last three weapons behind exploration rather than a currency or a level, so the Carver and the Globbler reward players who comb biomes and press buttons instead of only running the mission list. The Accelerator is the exception — it is tied to the Oxythane breach mission instead.

Can I find weapon parts during Paid Time Off missions?

Yes. Community reports confirm that PTO runs count for the Carver modules and the Globbler buttons, provided you are on the right map. The map matters far more than the mission type.

Do I need a minimum threat level to unlock the Accelerator?

For reference only: player reports do not agree on whether the special Oxythane breach mission has a threat-level requirement. What is separately reported is that higher threat levels, especially level 7, improve rare-material drops after the weapon route is available.

The modules are not showing up. What did I miss?

Check your storage for the Server Access Codes before anything else. Without that item, modules two through four will not spawn in Gravity Farms, Flourishing Desert, or Moldy Tundra. If the codes are there and a piece still will not appear, confirm you are on the correct map variant — ice floes do not count.