# Endgame phases

> The Hunt, Burrow, Court and Shell after 20:00, their bosses and Crossroads deals.

Source page: https://www.tibodog.wiki/endgame · Wiki updated 6 Nov 2026, 03:43 UTC · Game version 75 (`main-CSuyb4iv.js`, data synced 5 Nov 2026, 21:45 UTC)

## 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. [boot-CPW8VVmR.js: `th={startSec:1200,phaseSec:300,bossAtSec:240,familyStartSec:60}`] [endgame-state-Cprk3Cfv.js: `return e.bigUpdate.endgameHunt&&e.mode===`standard``]

| First cycle | Family | New terrain | Boss time | Boss |
|---|---|---|---|---|
| 20:00–25:00 | Hunt | [Russet Moor](/biomes/russet-moor) | 24:00 | [Pack Lord](/bosses/pack-lord) |
| 25:00–30:00 | Burrow | [Vinegar Shoals](/biomes/vinegar-shoals) | 29:00 | [The Root Hydra](/bosses/root-hydra) |
| 30:00–35:00 | Court | [Duchess Gardens](/biomes/duchess-gardens) | 34:00 | [The Queen](/bosses/queen) |
| 35:00–40:00 | Shell | [Roast Caldera](/biomes/roast-caldera) | 39:00 | [The Shell Titan](/bosses/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. [endgame-sim-CSnF_4Bl.js: `` H=[{id:`rat-pack`,member:`pack-rat`,size:[3,5] ``]

## 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](/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. [court-C05eGIL9.js: `bannerSpeedMult:1.5,menderRadius:76,menderHealPerSec:.04,menderDropHealShare:.25`] [court-C05eGIL9.js: `shellDamageMult:.35`] [court-C05eGIL9.js: `attendantReturnSec:25`] [endgame-sim-CSnF_4Bl.js: `for(let t=0;t<3;t++)if(Ji(e,n,t))return n.stats.queenBlocks++,!0;return!1`]

## 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. [shell-C0v6GoDT.js: `protectedDamage:.1,beastOpeningSec:1.2,plateOpeningSec:3,plateCount:3,fuseSec:6,blastLeadSec:.8,blastRadius:180`]

## 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. [crossroads-offers-B1FmP2N8.js: `` bossDelayTicks:90,deal:[`sacrifice`,`transmute`,`wager`] ``]

- **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. [crossroads-offers-B1FmP2N8.js: `` sacrifice:{might:.15,sides:[{kind:`area`,area:.1},{kind:`cooldown`,cooldown:.06}],minWeapons:2} ``] [crossroads-offers-B1FmP2N8.js: `n.st.sealed++,r.shrineTotals.might+=n.offer.might`]
- **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. [crossroads-offers-B1FmP2N8.js: `transmute:{draws:3,counterDraws:1,levelDrop:2,minLevel:1,evolvedLevel:8}`] [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)) ``]
- **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). [crossroads-offers-B1FmP2N8.js: `` wager:{hp:.3,damage:.2,extras:[`packMember`,`bullets`],packMembers:1,bullets:1.2,goldMult:2,maxStack:4} ``] [crossroads-offers-B1FmP2N8.js: `e.wagers.push({phase:n,from:a(n),until:a(n+1),offer:t.offer})`]

## 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](/versions).
- `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`
