Required
- Play on Forest.
- Reach 300,000 kills.
- Do it in one run.
- Keep the run alive until the counter reaches the target.
Achievement and hat unlock
Turn the 300,000-kill target into a manageable Forest run: choose a scaling build, check whether your clear rate is holding, and fix the run before it stalls.
To unlock Looooong Top Hat, get 300,000 kills on Forest in a single run. This is not a cumulative grind. Build for sustained map-wide clearing, keep enough survival to protect the run, and use your kill counter rather than the clock alone to decide whether the build is scaling.
There is no mandatory build. The safest route is to assemble an engine that creates more enemies, levels quickly, reaches across the screen, and survives long enough for those advantages to compound.
Take early upgrades that improve leveling consistency. More levels give you more chances to assemble the full run instead of waiting on a perfect opening.
Cursed Tome is common in historical high-kill runs because more enemies create more kill opportunities. Do not push density ahead of your ability to clear it.
Use weapons that cover different ranges and directions. Flamewalker, Katana, and Dexecutioner appear often in qualifying historical runs; Frostwalker, Firestaff, Axe, and Aura are also common supporting choices.
Damage while moving, crowd control, and a survivability layer reduce the time lost to evasive movement. A dead run has zero late-game scaling.
Once the build clears continuously, strengthen its weakest link. Add damage if enemies accumulate, coverage if they survive off-screen, and defense if movement is becoming erratic.
| Slot | Frequent choices | How to use the pattern |
|---|---|---|
| Character | Noelle, Fox | Treat these as proven starting points, then use the character you can keep alive and scale consistently. |
| Core weapons | Flamewalker, Katana, Dexecutioner | Favor continuous coverage and reliable clearing over a single burst-damage gimmick. |
| Support weapons | Frostwalker, Firestaff, Axe, Aura | Fill coverage, control, or close-range gaps left by the core. |
| Tomes | XP, Cursed, Chaos, Precision | Build growth and density first, then make sure output remains stable under the added pressure. |
How to read this: these are recurring patterns from 1,223 recorded runs with at least 300,000 kills in a historical leaderboard snapshot. They show what has worked, not what every current run must use.
Patch changes, difficulty, route, and build strength can all change the clock. Use these checkpoints as decisions, not as a promised schedule.
| Phase | What good progress looks like | Decision |
|---|---|---|
| Setup | Your first weapons clear nearby enemies without forcing constant retreat, and XP pickup remains steady. | If basic enemies already pile up, repair damage or coverage before adding more density. |
| Engine online | Enemies are dying across multiple ranges and upgrades arrive often enough to keep improving the build. | If levels slow down, improve collection and coverage before chasing luxury choices. |
| Pressure test | Your kill rate holds or rises as the screen becomes busier. | If the rate drops across two checks, stop adding pressure and strengthen output. |
| Final push | The counter advances continuously and your movement stays controlled. | Protect the run. Avoid optional risks that do not improve clear rate or survival. |
| 300K reached | The in-run counter shows 300,000 or more kills. | Confirm the unlock after the run; do not rely on an estimate before the counter reaches the target. |
Enter the kill count shown in your current run. This tracker stores the number in this browser only and calculates the remaining target.
Your density has outrun damage. Stop increasing pressure and invest in weapon levels, damage, attack frequency, or the range your current setup lacks.
You may need more enemy density or broader off-center coverage. Add pressure only while the current wave still dies reliably.
Your effective damage uptime is low. Add control or defense, then use weapons that continue clearing while you reposition.
Too many unrelated upgrades can dilute the engine. Reinforce a few weapons and tomes that directly improve growth, density, coverage, and survival.
Top Hat and Looooong Top Hat are separate thresholds. Reaching 100K is a useful proof of concept, but the longer unlock still needs 300K in that same run.
First confirm that the run was on Forest and the counter reached at least 300,000 before the run ended. Then check the in-game unlock list and Steam achievement state after returning to the menu.
Fast qualifying records are useful because they reveal build patterns, but copying a final screenshot skips the decisions that made the run work. Use leaderboard data in this order:
Get 300,000 kills on Forest in a single run.
No. The unlock requirement specifies one run, so a new attempt starts the challenge again.
You may pass the 100K threshold during the same run, but you still need to continue to 300,000 kills for Looooong Top Hat. A previous 100K run does not reduce the later target.
No character is mandatory. Noelle and Fox appeared most often in the historical qualifying-run sample, making them sensible starting points. Consistent scaling and survival matter more than copying one name.
There is no required completion time. Historical leaderboard examples show that some qualifying runs reached the target around 54-60 minutes, but ordinary attempts can take longer. Judge progress by the kill counter.
It is common in high-kill runs because added enemy density creates more kill opportunities. Take or upgrade it only while your build can clear the added pressure.