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Endgame run

Timeless RIFT

An endless numbered-floor run with LIGHT pressure, six rotating finals, and a build that carries forward after timely clears.

Reviewed 9 October 2026Reference: Spirit Awakening 0.6.2
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Unlocking the RIFT

Defeat Chapter V — Abyss on Mortal to unlock the standalone Timeless RIFT. Unlocking the Abyss entry alone does not grant access. Once the clear is recorded, Chapter Select can start a fresh RIFT separately from a chapter run.

A RIFT has its own attempt and progress. It does not import a chapter’s wave clock or chapter build.

One run, one floor at a time

  1. A fresh run starts at RIFT · 1 with the selected character’s starter and your permanent Ancients. Your RIFT build carries between floors.
  2. A roster arrives across the floor’s opening pressure window. Clear the roster before the deadline to reach the timely final phase; if the deadline arrives first, the run can still reach a final as an overtime or salvage result.
  3. The final encounter is defeated in the same arena. Its reward is delivered before the exit opens.
  4. Choose the next upgrade or floor transition when it is offered. A clear unlocks the next numbered floor from the result screen, and the next floor refills Health and LIGHT.

If the opening roster outlasts its clock, the run enters an overtime final. Defeat it for a salvage result: the current floor stays uncleared and the run does not advance. If you are defeated, the Death screen can offer one revive while it is still available; End Run closes the attempt and returns you to Chapter Select. If the next floor cannot be prepared, Retry keeps the same transition available, while Return saves the current run before leaving.

The opening deadline is 90 seconds on floor 1, increasing to 120 seconds by floor 10 and staying there on later floors. Combat pressure continues to grow with the floor number.

LIGHT is part of the field

LIGHT starts full and drains while the opening roster is active. Your vision radius follows the remaining LIGHT, so the space becomes harder to read as the bar falls. Defeating a marked Gloom enemy returns more LIGHT than an ordinary kill; use that target as a reason to move toward danger instead of waiting at the edge of the arena.

When the roster phase ends, the final duel restores a readable amount of light and stops the opening decay. The final’s own telegraphs still matter: keep a lane open and read its ritual, beam, prison, or projectile warning before committing to a route.

Current final rotation

Finals repeat in a six-floor order. Floor 7 returns to Warden, floor 8 to Soul Harvester, and so on, with later-floor pressure. The identities resemble chapter adversaries, but these are RIFT encounters with their own helper counts and tuning.

First floor Final Main response
1 Warden Read the gaps in Rune Halo and the warned Blade Fan.
2 Soul Harvester Break all eight ritual targets to expose the body.
3 Blight Shepherd Destroy nests and use the replacement-planting opening.
4 Chain Warden Break three seals to loosen the prison and remove body protection.
5 Hollow Conductor Redirect a warned beam through a leader, then leave its lane.
6 The Unmaker Break the single Void Focus to interrupt the active pattern.

Warden

Rune Halo leaves openings in its projectile ring. Blade Fan announces a spread before releasing it. Move through the readable gaps and leave room for the next pattern instead of retreating into the boundary.

Soul Harvester

The compact ritual uses eight targets. Clear all eight before siphoning finishes to open the body for damage. The opening lasts four seconds from its first accepted hit. Unlike the chapter duel, the RIFT ritual does not grant the chapter’s partial four-target opening.

Mortar warnings and combat summons continue to pressure your route between rituals. Prioritize the ritual targets when they appear; attacking the protected body cannot substitute for severing them.

Blight Shepherd

The garden starts with two nests on floor 3, grows to three on floor 9, and uses four from floor 15 onward. Destroy a nest, leave the mature auras, and attack the Shepherd during its replacement-planting cast, when nest protection drops away. Its summons and nest growth make the same route less safe over time.

Chain Warden

Three prison seals restrict movement and each contributes 20% body-damage reduction. Breaking them progressively enlarges the reachable area, eases the slowdown, and removes protection. Destroy all three to end confinement and earn a brief stagger before free combat.

This arena is more compact than the chapter prison. Watch sweep and Retribution warnings while moving between seals; chapter movement distances and opening durations do not carry over unchanged.

Hollow Conductor

The RIFT version uses two leaders, rather than the chapter’s three. Guide the warned beam through a leader and step out of its lane. The hit creates a four-second daze, during which the body and struck leader are exposed. A leader in the beam does not prevent it from also hitting you.

Soldiers continue to arrive and defeated leaders can return. Use the earned opening instead of trying to maintain an empty arena indefinitely.

The Unmaker

This version has one Void Focus. Read the warning, leave the active void pattern, and direct damage toward the focus to interrupt it. An interruption earns three seconds of recovery, compared with 1.5 seconds after a natural ending. These are shorter windows than the chapter version; keep the floor’s own rhythm in mind.

Continuing an older RIFT

The current encounter set requires a compatible saved RIFT. Older encounter checkpoints are not automatically converted into these fights. If an older attempt is unavailable in Continue, start a fresh RIFT; its former pattern is not a selectable variant of the new rotation.

For the chapter route that unlocks this mode, see Chapters and difficulty. For automatic casting and between-run progress, see Getting started and Basic systems.