tibo.dog Wiki Game v75 Play tibo.dog

Endgame phases

Past 20:00

Standard runs continue through Hunt → Burrow → Court → Shell, then repeat. Story does not enter these phases. Each phase lasts five minutes, with its boss scheduled four minutes in. The first Hunt's terrain arrives at 20:00, but its family combat waits until 21:00, or until the Harvester is gone after the first second.[1][2]

First cycle Family New terrain Boss time Boss
20:00–25:00 Hunt Russet Moor 24:00 Pack Lord
25:00–30:00 Burrow Vinegar Shoals 29:00 The Root Hydra
30:00–35:00 Court Duchess Gardens 34:00 The Queen
35:00–40:00 Shell Roast Caldera 39:00 The Shell Titan

The next Hunt starts at 40:00. Previously explored chunks keep their terrain; newly generated ground takes the current phase's biome. Catalog numbers on enemy and boss pages are raw definitions: family-specific spawning, HP and protection rules can override them.

Hunt

Packs surround Tibo and telegraph lunges. Rats, crows, beetles and raccoons have different pack sizes; leaders coordinate attacks. The Pack Lord chains charges and calls packs. These are phase enemies, not ordinary biome-tier replacements.[3]

Burrow

The Root Hydra uses timed heads, attack windows and several forms: head, mire, frenzy and stump. Its encounter controls the surrounding packs and pest fire rather than simply adding another ordinary boss to the crowd. The head and form entries in Bosses are parts of this encounter, not five extra scheduled phases.

Court

New ground becomes a maze. Helpers give nearby enemies distinct advantages: banners raise movement speed to ×1.5, menders heal 4% of max HP per second, brood helpers spawn more pests, and shell helpers reduce incoming damage to ×0.35. Killing a mender drops a heal worth 25% of Tibo's max HP. The Queen is protected while any of her three attendants remains; defeated attendants return after 25 seconds.[4][5][6][7]

Shell

Armoured beasts and the Shell Titan take only 10% damage while protected. Beasts expose a 1.2-second opening after an attack; the Titan opens for 3 seconds and cycles three plates. Fuse Totems explode after 6 seconds in a radius of 180 units unless destroyed first.[8]

Crossroads

A Crossroads offers Sacrifice, Transmute or Wager once per phase, after the phase boss dies (90 ticks, or 1.5 seconds, later), or when the phase closes.[9]

  • Sacrifice: with at least two weapons, give up one and permanently seal its slot. Gain +15% might plus either +10% area or +6% cooldown reduction. Removing a weapon does not free a slot for a replacement.[10][11]
  • Transmute: replace a weapon with one of up to three eligible base weapons, including a draw aimed at the next family's counters. Lose two levels, with a minimum of level 1; an evolved weapon uses level 8 before that subtraction, then the result is capped to the replacement's maximum. It is a replacement in the same slot, not an extra weapon.[12][13]
  • Wager: for the next phase, accept tougher enemies for more gold. Stack 1 gives ×1.3 HP, ×1.2 damage and ×2 gold, with an extra pack member or ×1.2 bullets. Consecutive wagers stack up to four; bonuses are linear by stack, not repeated multiplication (stack 4: ×2.2 HP, ×1.8 damage, ×5 gold).[14][15]

Measurement limits

Headless runs with seed wiki, Standard/Normal, the game's original optional rules, clock warps and invulnerability confirmed phase transitions and boss boundaries. Old-build and Story controls did not enter endgame. These forced runs check the mechanics; they do not show a naturally earned 40-minute loadout or establish survival strategies.

Sources

Game version 75: main-CSuyb4iv.js / boot-CPW8VVmR.js / sim-BkfBhQfw.js from https://tibo.dog/, researched 2026-11-05. See Versions & updates.

  • endgame-content-CyuS5vbP.js, catalog.generated-JnyrtBzy.js and endgame-sim-CSnF_4Bl.js
  • crossroads-offers-B1FmP2N8.js, court-C05eGIL9.js and shell-C0v6GoDT.js

Code references

  1. boot-CPW8VVmR.js th={startSec:1200,phaseSec:300,bossAtSec:240,familyStartSec:60}
  2. endgame-state-Cprk3Cfv.js return e.bigUpdate.endgameHunt&&e.mode===standard``
  3. endgame-sim-CSnF_4Bl.js H=[{id:`rat-pack`,member:`pack-rat`,size:[3,5]
  4. court-C05eGIL9.js bannerSpeedMult:1.5,menderRadius:76,menderHealPerSec:.04,menderDropHealShare:.25
  5. court-C05eGIL9.js shellDamageMult:.35
  6. court-C05eGIL9.js attendantReturnSec:25
  7. endgame-sim-CSnF_4Bl.js for(let t=0;t<3;t++)if(Ji(e,n,t))return n.stats.queenBlocks++,!0;return!1
  8. shell-C0v6GoDT.js protectedDamage:.1,beastOpeningSec:1.2,plateOpeningSec:3,plateCount:3,fuseSec:6,blastLeadSec:.8,blastRadius:180
  9. crossroads-offers-B1FmP2N8.js bossDelayTicks:90,deal:[`sacrifice`,`transmute`,`wager`]
  10. crossroads-offers-B1FmP2N8.js sacrifice:{might:.15,sides:[{kind:`area`,area:.1},{kind:`cooldown`,cooldown:.06}],minWeapons:2}
  11. crossroads-offers-B1FmP2N8.js n.st.sealed++,r.shrineTotals.might+=n.offer.might
  12. crossroads-offers-B1FmP2N8.js transmute:{draws:3,counterDraws:1,levelDrop:2,minLevel:1,evolvedLevel:8}
  13. crossroads-offers-B1FmP2N8.js let n=e.def.tier===`base`?e.level:t.offer.evolvedLevel;return Math.min(t.cap,Math.max(t.offer.minLevel,n-t.offer.levelDrop))
  14. crossroads-offers-B1FmP2N8.js wager:{hp:.3,damage:.2,extras:[`packMember`,`bullets`],packMembers:1,bullets:1.2,goldMult:2,maxStack:4}
  15. crossroads-offers-B1FmP2N8.js e.wagers.push({phase:n,from:a(n),until:a(n+1),offer:t.offer})