Stage begins
Explore, collect XP, choose weapons and Tomes, and begin searching for the randomly placed Boss Portal.
Stage clock and event order
Use the 10-minute stage window correctly, locate the Boss Portal before overtime, and understand why Final Swarm and the next-stage Portal are separate systems.
10:00 = OVERTIME PRESSUREA standard stage gives you a 10-minute preparation window. The Boss Portal is already placed at a random map location and can be found and activated early. When the normal window expires, Final Swarm / overtime pressure begins; defeating the Stage Boss controls whether a next-stage portal appears.
Explore, collect XP, choose weapons and Tomes, and begin searching for the randomly placed Boss Portal.
Keep an open fighting area and avoid starting a risky Shrine charge just before this node.
Enemy pressure rises; judge whether clear speed is keeping pace.
Finish optional routing and begin prioritizing boss-ready damage and defense.
Treat the final two minutes as preparation rather than starting a long detour.
The normal stage window ends and survival pressure rises. The Boss Portal did not need to wait for this event.
These are the standard Forest/Desert reference nodes. Special maps, Crypt sections and challenge rules can use a different clock or objective.
Search the random map location early and remember the return route.
Activate the portal when the build and health are ready.
At 10:00, overtime or Final Swarm pressure begins whether or not the boss route is complete.
After the kill, use a stage portal only when another stage exists.
Common mistake: “Boss Portal” and “next-stage Portal” are not interchangeable. The first starts the boss encounter; the second advances the run after the boss and only exists when the selected tier has another stage. See the Boss Portal troubleshooting guide.
| Elapsed in Final Swarm | Meaning | Decision |
|---|---|---|
| 0:00 | The standard 10-minute stage window expires and Final Swarm pressure begins. | Finish the boss route, enter a valid progression portal, or commit to survival. |
| 1:00 | Surviving 60 seconds unlocks Ghost. | First practical survival target. |
| 2:00 | Surviving two minutes unlocks Bob (Dead). | Continue only if space and recovery remain stable. |
| 6:00 | Surviving six minutes unlocks Soul Harvester. | Major endurance milestone. |
| 20:00+ | Ghosts begin gaining speed; the Stun/Freeze cap starts falling from 15 toward zero. | Old indefinite control loops become unreliable. |
For builds, the 8x Silver cap and survival routing, use the complete Final Swarm section.
Use the timeline above. Find and activate the Boss Portal before or during the 10-minute window; overtime pressure begins when that window expires.
The Crypt uses a countdown. When it reaches zero, a short grace window begins before Spooky Steve appears. Follow the Graveyard route, not the standard 10-minute timeline.
There is no next-stage progression portal because the selected run contains only one stage. The survival phase remains relevant.
A next-stage portal appears after a qualifying stage boss when another stage remains. Entering it advances the route.
On standard stages it tracks the preparation window and scheduled pressure events before overtime begins.
The normal stage window ends and Final Swarm or overtime pressure begins. The Boss Portal can be found and activated earlier.
After the Stage Boss is defeated, and only when the selected tier has another stage.
Each standard stage runs its own event timeline. Treat a new stage as a fresh preparation cycle.
It is a different map mechanic. Reach the exit before zero when possible; zero begins a short grace period before Spooky Steve appears.