Bunkers

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Disambig.svg For similar pages, see Caves and Grottos.
Food and Dining BunkerEntertainment BunkerResidential BunkerLuxury BunkerMaintenance AMaintenance BMaintenance C
Interactive image, hover over to see the names.

Bunkers are a primary point of interest in Sons of the Forest. Exploring them is key to progress the story. Exploration also yields loot, outfits, weapons, utility items, and lore snippets. Bunkers are initially invisible on the GPS map, they can however be revealed if the corresponding GPS Laptop is discovered and activated. Entrances to some of them are buried and requires the Shovel to expose the entrance hatch.


The Food and Dining Bunker, accessible through a cave leading to a hatch marked "Food and Dining," is situated in the north-western region of the island. Initially serving as a key facility for food storage and hydroponic farming, the bunker also includes extensive freezer areas and dining amenities for the Holosprings community.

Upon entering the bunker, you will find yourself in a food storage room stocked with various supplies like energy bars, cereal, and meat bites. This room also contains crossbow bolts and an email providing some lore about the location. Progress deeper into the bunker is blocked by a door that requires the Maintenance Keycard. Once this door is unlocked, it leads into the hydroponics area, which is filled with valuable supplies but also home to hostile creatures such as fingers and baby mutants.

The hydroponics section is notable for its numerous crossbow bolts and a crossbow, particularly found in the room where the baby mutants reside. Navigating through this area, you'll encounter a flooded section requiring you to swim around obstacles. In this area, you can find the VIP Keycard and a laptop with GPS coordinates for another bunker.

The dining hall, which you can access using the VIP Keycard, hosts a challenging battle against the mutated Mr & Mrs Putton. These enemies are tough and require strong weapons to defeat. After the battle, you can explore the dining hall to find additional items and Virginia's dress, which can be gifted to her.

The final stretch of the bunker involves a straightforward cave tunnel populated by more enemies. It is often best to run past these foes to save ammunition as you head towards the exit, thus completing your exploration of the Food and Dining Bunker.


GPS Icon[edit | edit source]

Bunker Food Icon.png

The Entertainment Bunker is situated near the river basin where the forest helicopter crash occurs. Access to the bunker is gained through a cave that collapses into a utility tunnel. To advance beyond the initial utility section, players must use the Maintenance Keycard. Upon entering, you'll find yourself in a utility tunnel that leads to a maintenance room equipped with a 3D Printer, providing a good opportunity to save your progress using the available sleeping bag. Beyond the maintenance room, the bunker requires the Maintenance Keycard to unlock further sections. Once through the locked door, you'll enter a large gym area, followed by a spa section featuring sensory deprivation tanks and other recreational facilities. These areas are inhabited by various mutants, so proceed with caution. In the next section, you'll come across a pool area characterized by its tall windows and high ceilings. Here, the Guest Keycard is required to unlock specific doors. This keycard can be found in the nightclub section of the bunker, on a table surrounded by corpses. The Guest Keycard not only allows access to additional areas within the Entertainment Bunker but also unlocks doors in other significant locations on the island. Exploring further, you'll find various loot items, including energy drinks, track suit for your companion, and tools like the chainsaw. The bunker layout progresses from the gym and spa areas through dining and living spaces, eventually leading to an atrium with pools and a nightclub.

GPS Icon[edit | edit source]

Bunker Entertainment Icon.png

The Residential Bunker is located on the eastern side of the island, near the largest lake. This bunker is one of the more challenging locations due to its mutant-infested corridors and complex layout. The entrance is through a cave that leads to one of the bunker's utility tunnels, requiring the Guest Keycard for access. Upon entering the bunker, you will find several floors filled with narrow corridors and multiple rooms. The first notable area includes a security room where you can activate a red laptop to reveal the GPS location of the bunker. As you descend, you will encounter a variety of mutants, including puffies, twins, baby mutants, and multiple fingers. Exploring the Residential Bunker thoroughly will not only equip you with powerful items but also reveal crucial plot points and the backstory of the island and its inhabitants. Make sure to prepare adequately with weapons and supplies before venturing into this dangerous area.

GPS Icon[edit | edit source]

Bunker Residential Icon.png

The final bunker. Entrance is by the beach on the other side of the mountain. Access requires opening the door through the control panel room in Residential bunker. It leads to the Hell Cave.

GPS Icon[edit | edit source]

Bunker VIP Icon.png

The digsite is down from the airstrip with the crashed light aircraft. A cannibal camp is set up right over it and accessing the digsite may require clearing out the campsite. Entrance to this bunker is situated inside one of the cannibals Villages.

GPS Icon[edit | edit source]

Bunker Maintenance Icon.png

The digsite lies next to the golf course on the other side of the mountain. Inside lies the corpse of a maintenance worker.

GPS Icon[edit | edit source]

Bunker Maintenance Icon.png


Gallery[edit | edit source]

Bunker Icons.png

Update history[edit | edit source]

Version Changes
Patch 01
  • Added mid game boss fight into food bunker
  • Added Logic to allow hatches and doors to be forced open when player is spawned inside
  • Bunker food fixed some small lighting issues
  • Added radio to bunker food
  • Turned the table cards for Mr. and Mrs. Puffton into story pickups
  • Should no longer be able to get through locked doors with a stick (Sorry speed runners!)
  • Fixed keycard guest not opening the two doors in bunker entertainment and not being needed to get into bunker residential
  • Fixed issue where walking over entertainment bunker could cause trees and other world objects to disappear.
  • Fixed opening hatches removing weapon upgrades from currently held weapon
  • Spittle audio added to first spittle nest in entertainment bunker
Patch 01 - Hotfix 1
  • We also added an extra guest keycard to the morgue of bunker residential in case anyone is stuck in there with a save game before our most recent changes
Patch 02
  • New surveillance room added to bunker residential
  • Removed keypad entrance to bunker luxury, will now need to open it an alternate way
  • Repositioned dead sluggy in bunker residential making it possible to come back inside bunker
  • Added books to bookshelves in bunker luxury
  • Removed shotgun pickup from bunker luxury
  • Added unique hit reacts to dining hall bosses and replaced their knockdowns from shotgun with smaller staggers
  • Camp Fires will no longer set off fire sprinklers until the fire has been lit
Patch 03
  • Added security camera model to bunker luxury entrance
  • Improved morgue lighting in bunker residential and added some dead cultists there
Patch 04
  • Added new binder prop to security rooms
  • Improved some of the lighting in bunker residential
  • Fixed wrong ceiling panel in bunker entertainment
Patch 05
  • Moldy food and dead flowers added to banquet hall
  • Renamed bunker locations to be clearer when discovered
  • Improved bunker food lighting
  • Bunker luxury details added; More decorative items, vases, and more dead bodies
  • Added cooking pot pickup to tech apartment in bunker residential
  • Set some various small objects in bunkers/morgue to have surfaces tagged for impact sounds and get melee impact physics
Patch 06
  • Countdown clocks added to dining area of food and dining
  • Blown apart limbs added to exploded bathroom in bunker luxury
  • Fixed issues with doors and hatches getting into a desynced state for multiplayer clients in some cases
  • Fixed stumps not appearing outside after loading a save game inside a bunker or cave
Patch 07
  • Player can no longer open their inventory right at the same time that they trigger a hatch or security door interaction
  • Chair inside bunker food will no longer show up in the inventory view
Patch 08
  • Added new vocal announcements to some bunkers
  • Bunker and Cave entrances optimized
  • Moved dead tacti with action camera in bunker entertainment to easier to see position
Patch 09
  • A few more light blockers for Food Bunker (fixed light leaking in) and added Distance Activated Groups
  • Bunker Entertainment spittle moved to work scheduler, missing LODs added
  • Bunker Entertainment sections now enabling and disabling by area
  • Food Bunker dining room tables and couches with collisions are now active for bosses when host is not in bunker
  • Cave rocks in Bunker Entertainment moved to work scheduler
  • Bunker Entertainment light blockers adjusted and added Distance Activated Groups
  • Fix for light leaking in maintenance bunkers on Ultra Low Shadow setting
  • Fix for light blockers visible in inventory view when inside maintenance bunkers hallways
  • Fix for multiplayer client stomping bunker hatch / door open state when loading in
  • Fixes for radio playback bugs in bunker entertainment
  • Fix for light popping when entering Luxury Bunker with flashlight held and SSR disabled in quality settings
Patch 10
  • Added Holosprings introduction video to screening room of bunker entertainment
  • New helicopter flyover moment added (leaving bunker residential)
  • Name card pickups in the food bunker no longer sound like coins when dropped
  • Entertainment bunkers curved stairs collisions updated to be smoother to walk on
  • Moved cave rocks, in entertainment bunker epic view room, out of work scheduler and setup prefabs with LODS, fixes them vanishing on low view distance settings
Patch 11
  • New cutscene added to the food bunker
  • Fires will now be put out by sprinklers
  • Made volumetric fog more visible in bunkers
  • Improved bunker food and bunker residential lighting
Patch 12
  • Burning player, torch, molotov and spreading fire now react to sprinklers
  • Improved sprinkler performance in bunkers
  • Sprinklers will clean blood off player and held weapons
  • Food Bunker tree base collisions synced in multiplayer so AI interact with them
  • Lighting transition improved in food bunker water
  • Fixed missing spittle in bunker entertainment
Patch 13
  • Improved bunker entertainment lighting
  • Merged collision meshes for cave and bunker transition groups and ice caves
  • Fixed ambient music not playing in bunker entertainment for clients in multiplayer (bar, spa, gym)
  • Fixed the counter top radio pickup in bunker entertainment spa area not being interactable
Patch 13 - Hotfix 1
  • Removed aipause, aighost and cavelight from release builds
Patch 13 - Hotfix 2
  • Re-added cave light debug command but with new visual settings that don’t break cave visuals
Patch 14
  • Pipes and drips added in bunker food corridor
  • Entertainment bunker entrance adjusted to not get momentarily stuck in rock when entering
  • Fixed twins climb out of ground not immediately completing when alerted, and disabled climbing out of bunker floors
Patch 15
  • Fix for player being able to do actions while opening hatches
Full Game release
  • Revised and added new voice acting and details to dining room, gold room, get down son and Jianyu intro cutscenes
  • Added new soft opening video to bunker food
  • Bunker Luxury entrance reworked and set dressing improved
  • All bunkers relit, and additional details added in some of them
  • Solar panels cannot be placed anymore in occluded areas (underground cellars)
  • Added a flashing Exclamation mark and bright red light to discoverable laptops
  • Required Items UI for structures is now hidden when the player is in caves or bunkers
  • Added Holosprings logo to screens in bunkers
  • Re-worked look of bunker icons on GPS to be distinct
  • Adjusted the enemy spawns in some caves and bunkers
  • Increased volume of bats
  • Added bunker announcement events to underwater group and tuned rebreather sounds
Full Game - Small Patch 1
  • Fix for zipline blocker at Bunker Residential and Bunker Entertainment exits
Full Game - Small Patch 3
  • Snow mound blockers added outside of CaveB entrance
  • Fix for some gaps in residential bunker doorways
  • First look animation for dining room table cards has been shortened

References[edit | edit source]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 The range shows the minimum to maximum enemies encountered depending on the chosen game difficulty.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 The enemy count is only applicable for the first 7 in-game days. The number of enemies and types encountered will become increasingly harder as time progresses.