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WALKTHROUGH

A Full Expedition, Day by Day

Every expedition is three in-game days. Your job is to out-level the clock and walk into the final night ready. Here's the rhythm of a clean run, from the opening drop to the killing blow.

Day 1

  • Land and immediately scout — split the squad to clear camps and mini-bosses for runes.
  • Grab your Nightfarer's key gear and hit the first Site of Grace to level up.
  • Regroup and survive Night 1's field boss together before the storm closes in.

Day 2

  • Push bigger targets — Evergaols and field bosses give the largest power spikes.
  • Coordinate upgrades: everyone should have a leveled weapon and a couple of stat levels.
  • Clear Night 2 — after it there is no more map to route through: Day 3 is a merchant stop and then the Nightlord.

Day 3 — the Nightlord

  • Spend your last runes and buy from vendors to match the Nightlord's weakness.
  • Enter the arena together; assign roles (tank aggro, ranged marks, burst).
  • Learn the pattern on attempt one, revive fast, and burst during openings to win the run.

If the run goes wrong

  • Falling behind on levels? Cut losses on risky bosses and farm safe camps to catch up.
  • Lost a teammate mid-boss? Peel off, revive, and reset spacing before re-engaging.
  • Wrong damage type equipped? Pivot at a merchant before the final night rather than brute-forcing it.
  • A wipe still grants relics and progress — the next run starts a little stronger.

Night-boss checkpoints

Nights one and two each end in a boss that gates your progress — treat them as difficulty checkpoints, not optional. If a night boss is near and you're struggling, you're probably under-levelled; farm a couple more camps or a field boss first. Arrive at each night regrouped, healed and with your Ultimate charged, keeping the finale (the Nightlord) in mind as the run's real exam.

Sources

Cross-checked on 1 October 2026 against the guides of Eurogamer and EliteGuias.

The clock, in actual minutes

Everything above says «before the ring closes». Here is when that is. Days 1 and 2 last 15 minutes each, and the ring closes on the same schedule both days.
Into the dayWhat happens
4m 30sFirst shrink
11mSecond shrink
~14mThe night boss
Day 2 is not faster — it is smaller. The timings are identical, but the ring starts tighter, so fewer of the map’s outer locations are reachable at all. A route that worked on Day 1 can simply be outside the play area on Day 2, and that is what usually reads as «the circle sped up».

Are you on pace? The level check

By the night boss onYou want to be
Day 1Level 6–8
Day 2Level 11–14
Level 2 is free, in the first minute. You land next to a small camp of weak enemies — clear it and claim the nearest Site of Grace and you are level 2 before the first shrink is anywhere near. It is the cheapest level of the run and the easiest one to skip past while looking for something better.

Still to verify

Cross-checked on 5 September 2026 against community timing breakdowns and levelling guides from GameRant and GladiatorBoost — which agree on the 4m 30s / 11m / ~14m shrink schedule, the 15-minute days and the level 6–8 / 11–14 targets. The level targets remain a community consensus rather than a value the game states. What is still unverified is the only thing reading cannot settle — nobody here has played it. Re-checked on 1 October 2026 against Eurogamer, Vandal and EliteGuias, which confirm the 15-minute days and agree Day 3 is only a merchant stop and the Nightlord, so the Night 2 line no longer talks about routing to the arena.
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