Story Progress & Enemies
Stage 2: stabilize Story clears, handle waves and boss cues, and compare your completed runs.
On this page
Make Story Clears Reliable
Turn your first clear into a repeatable route that you can finish and evaluate with your current loadout.
Route organized Oct 8, 2026 · Follow your current in-game prompts. These checkpoints are planning advice, not level or entry requirements.
What to do
- Choose a Story Act and difficulty you have already reached; check the live list for its area count and entry prompt rather than assuming later content unlocks at a particular account level.
- Before starting, equip the weapon you handled well in Stage 1, check its current skill and title descriptions, and make sure you can identify your dash, block prompt, and available defensive options.
- During each run, track Area, Wave, enemies alive, Next Boss, and timer together; clear threatening ranged or added enemies, keep room to move, and watch an unfamiliar boss's attack cues.
- After a completed run, claim any available result, quest, milestone, or achievement rewards and record the Act, difficulty, full elapsed time, result, and actual payout.
- Repeat the same route enough times to see whether you can finish consistently; only then compare another route or raise difficulty, including loading, matchmaking, and result time in your comparison.
- Use the measured route to decide which resource or weapon improvement would help next, and carry that specific need into the Resource Plan.
Ready to move on?
- You can complete the chosen Story route consistently with your current loadout.
- You have a run record with difficulty, completion result, elapsed time, and actual rewards to compare against another route.
If you get stuck
- The enemies-left counter reaches zero but the run appears to continue.
- Check Area, Wave, and Next Boss together; an empty counter alone does not confirm the full run is over.
- A boss attack catches you during a long skill animation.
- Observe its cues, preserve room to move, and use a shorter opening or defensive option; exact boss timings and invulnerability windows are not confirmed.
- A harder run fails more often or takes longer overall.
- Return to the route you can finish and compare completed-run rewards per total session time, including failures and re-entry, before switching farms.
What to spend and save
- Use completed rewards and the equipment you already own to stabilize clears before purchasing another upgrade.
- Defer higher difficulty, unverified fastest-stage claims, and any upgrade whose effect or cost you have not checked in the current menu.
Details for this stage
Your next step
Once you meet this stage's checkpoints, continue to Stage 3: Resource plan. If a checkpoint is still difficult, use the fixes above and repeat a manageable run.
More tips & details
Oct 8, 2026 · Player report
In an Oct 6 video, LUXR recommends Story Act 1 on Nightmare for Coins and reports roughly 20,000 Coins in a two-minute clear with the creator's setup. This is a run example with equipment and title bonuses, not a base reward or a guaranteed rate. Compare several completed runs at a difficulty you can reliably finish, recording time and actual Coins. The creator considers Act 1 quicker than later acts; equal payouts across every act are not independently established.
The same video highlights Level Road/Milestones and Achievements as claimable Coins alongside your runs. Check those menus before grinding the final Coins for Evolution. It also reports a fourth weapon slot costing 1,000,000 Coins; that slot is not Unit Storage, whose capacity and retrieval rules remain unknown. Keep slot unlock and Evolution budgets separate. Fortune or a Coin accessory may change your results, but no stacking formula or fixed hourly yield is established. LUXR farming guide, route at 2:38
Reading Story Progress
#Watch these indicators during a Story run to see what is left to clear.
| Indicator | How to use it |
|---|---|
| Difficulty | Check which difficulty you selected. |
| Area | Follow your current area and the total shown for the run. |
| Wave | Track the current wave separately from the area. |
| Enemies Alive / left | See how many enemies remain at that moment. |
| Next Boss | Look for the area where the next boss is expected. |
| Timer | Follow your run time, especially for timed quests or titles. |
An empty enemy counter does not necessarily mean the entire run is finished. Use Area, Wave, and Next Boss together to follow progress.
Regular Enemies Seen in Early Gameplay
#Early screenshots show enemy labels Suit Katana, Suit Leg, and Suit Gun. Suit Gun appears as LV. 04 in one pictured scene; that level is specific to the screenshot. Enemy moves and drops are not documented.
An older beginner guide warns that ranged gunmen can interrupt or stun players and suggests dealing with them instead of standing still. Treat that as a general combat tip from the guide; the exact Suit Gun range, attack pattern, and drop table are not confirmed. Earlier beginner guide