Junction

From Pacific Drive Wiki

Spoilers ahead
This page may contain story spoilers! Proceed at your own risk...

Route Planner map with every junction unlocked.

A Junction is one of the destinations the player can either scan using one of the Scanning Antenna's Scanner Charges while looking at the Route Planner, or drive through on their way to their desired destination.

When entering a Junction, the game will be saved. While in a Junction, leaving the game and rejoining will put you at the point where you entered said Junction.

The playable area of a Junction is surrounded by a multi-colored shimmering field. Attempting to leave the playable area, whether by car or on foot, will lead to the shimmer quickly intensifying until you're warped back within the boundaries. The warp is harmless, apart from minor damage to the car if you're driving at the time.

Junction Summary

This screenshot shows the Legend for a Junction Summary, visible from the Route Planner.
Legend for a Junction Summary, visible from the Route Planner, obtainable by pressing V.

The image below shows a summary of the Junction, its conditions, potential hazards and their expected frequency, as well as buildings or vehicles and their loot density.

All properties below the two horizontal lines in the Summary view are procedurally generated.

Junction Identifier

Every Junction has an identifier given to it, that is one letter and one number, such as E5, with letters ranging from A to G and R. These are similar, but not the same, to grid coordinates on maps, as the Letter is based off of the junctions position on the map in "sectors" and the number is simply used to uniquely identify the junction in that sector. For example, the player starts in The Auto Shop at E8, can move northwest to G1 then northwest again to G3, or northeast to F1 and northeast again to F3.

Biome

Every Junction has a biome that determines what the area looks like, the Anomalies that appear, and the possible resources the player might find. The biome for a Junction can be determined by the Junction's map icon, as well as the biome icon that appears next to the Junction Identifier in the Summary view. The biome is also spelled out in the label just below the Junction Identifier in the Summary view.

Junction Name

In the Upper Right corner of the Summary view is the Junction's Name. Some of these are notable and story-related, such as Sierram, others are flavor but provide a hint to the type of map the player may encounter. These names can be shared with other Junctions, as they have similar (or the same) map layout.

Conditions

Each Junction has up to four conditions that are randomly generated. These modifiers affect how difficult a Junction is, though some may make them easier (ex. Perpetual Stability).

Route Analysis

Every Junction has randomly generated tiers of certain elements that appear in the Route Analysis of the Junction Summary. These tiers can vary from "NONE" or "MAX". The analyzed elements are:

  • Atmospheric Shifts
  • Anomaly Density
  • Radiation Density
  • Zone Storm
  • Fuel Density
  • Vehicle Density
  • Building Density
  • Resource Density

The desirable elements are Fuel, Vehicle, Building, and Resource Density as these control the amount of vehicles and buildings you'll find, as well as the amount of resources. Note, even if Resource Density is NONE, this doesn't mean there are no resources anywhere in the Junction.

Hazards and Lootables

The final section of the Summary view shows the Anchors, Anomalies, and Lootables that The Driver may find in the Junction.

A screenshot showing the tooltip for an unscanned Exit Junction, viewed in the Route Planner, that a player can use a Scanner Charge to scan.
Tooltip for an unscanned Exit Junction, viewed in the Route Planner, that a player can use a Scanner Charge to scan.

Exit Junctions

These Junctions have Stable Exits and can be used to complete a Run. The amount of kLIM's necessary to open a Gateway is shown in one of several places:

  • their tooltip on the Route Planner's map
  • in the Junction Summary, viewable in the Route Planner when hovering over the Junction
  • on the Traveling screen when choosing the next Junctiono
  • upon entering a Junction
  • when viewing the ARC Device in the car

Typically, Exit Junctions are those that appear at the outer edge of how far you've explored and unlock new Junctions after exiting through a gateway. They can appear as Intermediate Junctions as well.

Intermediate Junctions

Early in the game, the player will start to unlock Junctions that require driving through other Junctions to reach them. These Intermediate Junctions are chained together to make a Run. Intermediate Junctions can also be Exit Junctions that the player can choose to open a Gateway in and end their run there, or they can choose to continue through a toward their destination.

Non-Exit Junctions

Some Junctions do not have any Stable Exits and cannot be used to complete a Run. These are "Intermediate Junctions" and show "NO STABLE EXITS" in the space where an Exit Junction shows the kLIMs required to open a Gateway.

Dead Ends

If a Non-Exit Junction generates with no outgoing connections to viable Exit Junctions, it becomes a Dead End. Entering such a junction is tantamount to failure, as the only ways to return to the Auto Shop at that point are either abandoning the run, or dying. The current active save will have been overwritten at the moment of entering the junction, removing the ability to reload into the previous junction.

Since these effects are quite devastating, the game takes multiple steps to warn against entering a Dead End. In the Route Planner, they are marked as such in the kLIM readout and it's impossible to select one as a route destination. When travelling between junctions, hovering over a Dead End will display a more prominent warning around the map border, and attempting to travel to one will sound a warning chime, allowing some time to react and release the button before the animation completes. Finally, as a statement more than a warning, the ARC Device status becomes "DEAD END: ABANDON TRIP" once inside a Dead End junction.

There are no Achievements or User Manual entries unlocked by visiting a Dead End.

Highway Junctions

Highway junctions may work slightly differently to regular junctions depending on some factors. Travelling to a highway via a regular road will result in the junction working the same as any other however travelling to a highway junction via a highway road will have an additional junction added to the trip that is not visible on the map and is located halfway along the highway. These mid highway road junctions are usually more straightforward maps than the usual junction maps and contain minimal Structures.

If the Junction Bypass has been unlocked, the Driver is able to travel along highway roads without needing to stop at the main junctions and will travel along mid highway road junctions.

All Zone Highway Nodes
Type Identifier Junction Name Connections

Highway
HWY A3 N/A JCT A5
HWY D1
JCT R2
JCT R4

Highway
HWY B1 N/A JCTA5
JCT C1
JCT C2
HWY C3
HWY F1
JCT F2
JCT F5

Highway
HWY C3 Rest Stop HWY B1
JCT C2
HWY D1
JCT E2
JCT E6

Highway
HWY D1 N/A HWYA3
JCT A4
JCT A7
JCT A8
HWY C3
JCT C5
JCT D2
HWY D3

Highway
HWY D3 Acrid waters HWY D1
JCT D2
JCT D4
JCT R3

Highway
HWY F1 N/A HWYB1
JCT E1
JCT E2
JCT E8
JCT F2
JCT F3

Highway
HWY G1 N/A JCTC5
HWY D1
JCT E7
JCT E8
JCT G3
HWY G4
JCT G8
JCT G9

Highway
HWY G4 N/A JCT D2
JCT D4
HWY G1
JCT G6




Junction Nodes

All Zone Junction Nodes
Type Identifier Junction Name Connections

Junction
JCT A1 N/A JCT A2
JCT A6
JCT A7
JCT R2

Junction
JCT A2 N/A JCT A1
JCT A6
JCT A9
JCT C4

Junction
JCT A4 Tourist Attraction JCT A7
JCT A8
HWY D1
JCT R2

Junction
JCT A5 N/A HWY A3
JCT A6
HWY B1
JCT C1

Junction
JCT A6 N/A JCT A1
JCT A2
JCT A5
JCT C3

Junction
JCT A7 N/A JCT A1
JCT A4
HWY D1
JCT C5

Junction
JCT A8 N/A JCT A4
HWY D1
JCT R3

Junction
JCT A9 Old Wall JCT A2
JCT C4
JCT C5

Junction
JCT C1 Red Meadow JCT A5
HWY B1
JCT C2
JCT E2
JCT F2

Junction
JCT C2 N/A JCT A6
HWY B1
JCT C1
HWY C3
JCT C4
JCT E2

Junction
JCT C4 N/A JCT A2
JCT A9
JCT C2
JCT E6
JCT G9

Junction
JCT C5 N/A JCT A7
JCT A9
HWY D1
JCT D2
HWY G1
JCT G9

Junction
JCT D2 N/A JCT C5
HWY D1
HWY D3
JCT D4
JCT G2
JCT G3
HWY G4

Junction
JCT D4 N/A JCT D2
HWY D3
HWY G4

Junction
JCT E1 Sierram JCT E2
JCT E4
JCT E5
HWY F1

Junction
JCT E2 The Downs JCT C1
JCT C2
HWY C3
JCT E1
JCT E5
JCT E6
HWY F1
JCT F2

Junction
JCT E3 N/A JCT E4
JCT F3

Junction
JCT E4 N/A JCT E1
JCT E3
JCT E8

Junction
JCT E5 N/A JCT E1
JCT E2
JCT E8

Junction
JCT E6 N/A HWY C3
JCT C4
JCT E2
JCT E8
JCT G9

Junction
JCT E7 N/A JCT E8
HWY G1
JCT G9

Home Junction
JCT E8 The Auto Shop JCT E4
JCT E5
JCT E6
JCT E7
HWY F1
HWY G1
JCT G8

Junction
JCT F2 N/A HWY B1
JCT C1
JCT E2
HWY F1
JCT F3

Junction
JCT F3 N/A JCT E3
HWY F1
JCT F2
JCT F5

Junction
JCT F5 N/A HWY B1
JCT F3

Junction
JCT G2 Expansion Wall JCT D2
JCT G3

Junction
JCT G3 N/A JCT D2
HWY G1
JCT G2
JCT G7

Junction
JCT G6 N/A HWY G4
JCT G7

Junction
JCT G7 N/A JCT G3
JCT G6
JCT G8

Junction
JCT G8 N/A JCT E8
HWY G1
JCT G7

Junction
JCT G9 N/A JCT C4
JCT C5
JCT E6
JCT E7
HWY G1

Junction
JCT R2 N/A JCT A1
HWY A3
JCT A4
JCT A5

Junction
JCT R3 N/A JCT A8
HWY D3

Junction
JCT R4 N/A HWY A3