SURVIVAL TRAINING: ALL 8 STAGES & UNLOCK SCHEDULE | ENDFIELD
Survival Training is a limited challenge event running April 9 – April 30, 2026. To access it, speak to Klara at Hub Base in Valley IV — she’ll grant you free entry to all available stages. There are no lives or attempt limits; every stage can be re-run freely until the event ends.
What sets Survival Training apart from standard combat content is that each of the 8 stages introduces a distinct mechanical hazard, not just harder numbers. Every stage demands a different approach. Understanding the mechanic is the difference between a clean first clear and a frustrating wipe.
TL;DR — Key Points
- Event runs April 9–30 — speak to Klara at Hub Base (Valley IV) to unlock
- 8 total stages: stages 1–5 are now available; stages 6–8 unlock one per day from April 14
- Stages 7 and 8 both unlock April 15 — the only day with two stage releases
- Gilberta is near-mandatory — her AoE enemy pull makes Stage 1 trivially clean and helps across all stages
- Stage 1: kill enemies at range to control where venom pools drop — never stand near dying enemies
- Stage 2: kill Firemist Slugs to magnetically pull scattered enemies into a cluster, then detonate Industrial Explosives
- Stage 3: kill Acid Originium Slugs before they reach floating Originium; use death pull to cluster enemies
- Stage 4: chain Pincerbeast DoT corpses with Firemist Slug pulls; protect supplies with pre-placed explosives
- Stage 5: use Axe Armorbeast ram + Finisher DMG on Acid Originium Slug; position for Staggered application
- Stage 8 has a time limit — beating it within the limit is required for the Trimmed Medal (cosmetic prestige)
- Per stage rewards: Oroberyl ×200, Mark of Perseverance ×1, a unique T4/T5 material, and T-Creds ×40,000
All 8 Stages: Names & Unlock Schedule
| # | Stage Name | Unlock Date & Time |
|---|---|---|
| 1 | Like Draws Like | April 9 — event launch |
| 2 | Explosion Practice | April 9 — event launch |
| 3 | Outlast the Bugs | April 11, 04:00 server time |
| 4 | Coordinated Demolishing | April 12, 04:00 server time |
| 5 | Bad Neighbor | April 13, 04:00 server time |
| 6 | Castle Doctrine | April 14, 04:00 server time |
| 7 | Feral Gall | April 15, 04:00 server time |
| 8 | Final Assessment | April 15, 04:00 server time |
Stages 1 and 2 are available from day one. Starting April 11, one new stage unlocks each morning at 04:00. Stages 7 and 8 release simultaneously on April 15 — so the final two stages are available for the remaining two weeks of the event.
Rewards Breakdown
Per-Stage Rewards
| Stage | Fixed Rewards | Stage-Specific Material |
|---|---|---|
| 1 — Like Draws Like | Oroberyl ×200, Mark of Perseverance ×1, T-Creds ×40,000 | Protoprism ×50 |
| 2 — Explosion Practice | Oroberyl ×200, Mark of Perseverance ×1, T-Creds ×40,000 | Advanced Combat Record ×25 |
| 3 — Outlast the Bugs | Oroberyl ×200, Mark of Perseverance ×1, T-Creds ×40,000 | Arms INSP Kit ×25 |
| 4 — Coordinated Demolishing | Oroberyl ×200, Mark of Perseverance ×1, T-Creds ×40,000 | Protoprism ×50 |
| 5 — Bad Neighbor | Oroberyl ×200, Mark of Perseverance ×1, T-Creds ×40,000 | Advanced Cognitive Carrier ×25 |
| 6 — Castle Doctrine | Oroberyl ×200, Mark of Perseverance ×1, T-Creds ×40,000 | Protoprism ×50 |
| 7–8 | Oroberyl ×200, Mark of Perseverance ×1, T-Creds ×40,000 | TBD as stages unlock |
Event Completion Rewards
Clearing all 8 stages earns:
- Expert Survivor — cosmetic profile portrait
- Engraved Medal — clear all 8 stages
- Trimmed Medal — clear Stage 8 within the time limit (cosmetic prestige upgrade, no extra materials)
- Advanced Progression Selection Crate I — opened via Valuable Stash; choose one of the following:
- 2× Metadiastima Photoemission Tube
- 2× D96 Steel Sample 4
- 2× Tachyon Screening Lattice
- 2× Quadrant Fitting Fluid
- 2× Triphasic Nanoflake
Mark of Perseverance
Mark of Perseverance is a 5-star rarity material used for Operator Skill Mastery upgrades. With 8 stages each yielding one, Survival Training provides 8 total — a meaningful chunk of the late-game mastery grind. They’re also obtainable via the Bond Quota Exchange at 25 Bond Quota each, but event sources are far more efficient.
Stage 1: Like Draws Like
Objective: Defeat all enemies.
The Mechanic: Venom Pools
When a Tunneling Nidwyrm or Indigenous Pincerbeast dies, it leaves a venom pool at its exact death location. The pool deals ongoing damage and applies Slow to any units standing in it — including your own operators.
This means where you kill enemies matters as much as how fast you kill them. If you’re positioned directly on top of a dying enemy, your team walks into the freshly spawned pool and slows itself for the rest of the fight.
Enemies
- Tunneling Nidwyrm — drops a venom pool on death
- Indigenous Pincerbeast — uses a frontal cross-cut and a leaping claw attack (Physical damage); watch for Originium clusters on its back glowing to anticipate attacks; also drops a venom pool on death
- Acid Originium Slug — no venom pool, but adds to the general pressure
Strategy
Kill at range. The cleanest solution is to use ranged attackers like Yvonne or Wulfgard to eliminate enemies without standing adjacent to them. When they die, the pool appears at their position — not yours — and you never walk through it.
Use Gilberta to cluster. Gilberta’s Battle Skill pulls all nearby enemies into a tight AoE cluster. If you stack kills in one location, all the venom pools concentrate in that single spot. The rest of the battlefield stays completely clean, giving your team free movement for the remainder of the stage.
The worst outcome is letting enemies scatter and die in random positions across the map — you end up with venom pools blocking every chokepoint and your team stumbling through debuffs all fight.
Stage 1 Tips
- Prioritize killing Nidwyrms and Pincerbeasts away from your movement lanes and supply positions
- Coordinate Gilberta’s pull so clustered enemies die in one designated “safe dump zone”
- Yvonne and Wulfgard are ideal here — full-range kills mean zero proximity to pool drops
Stage 2: Explosion Practice
Objective: Use Industrial Explosives to defeat attacking enemies and protect the supplies.
The Mechanic: Industrial Explosives + Firemist Slug
Industrial Explosives are throwable weapons that deal AoE damage and destroy destructible walls, Blight cores, and boxes. Your job is to throw them efficiently — which means grouping enemies first.
The Firemist Originium Slug is the grouping tool. In this stage, when a Firemist Slug dies, it drags all nearby enemies toward its corpse. This is a stage-specific mechanic, not normal enemy behavior. The core loop: bait enemies near a Slug, kill the Slug, let it pull the group together, detonate explosives on the cluster.
Enemies
| Enemy | Key Behavior |
|---|---|
| Bonekrusher Pyromancer | Ranged caster; fires escalating fireball volleys (1 → 2 → 3); teleports forward when you get too close; takes 0.5× Heat damage |
| Bonekrusher Ripptusk | Fast; pauses briefly mid-path in this stage |
| Bonekrusher Raider | Standard melee attacker |
| Bonekrusher Ambusher | Standard attacker |
| Firemist Originium Slug | Slow; on death, drags nearby enemies toward its corpse (stage mechanic) |
Strategy
Firemist Slug first. Don’t rush the Slug as your primary kill — wait until enemies are clustered around it, then kill it to pull the group tight, and throw your explosive into the pile.
Pyromancers teleport forward, not backward. Getting close doesn’t make them flee — they reposition ahead of where they were. You lose time chasing a moving target. Use ranged attacks or toss an explosive instead.
Ripptusks pause mid-path. Plant an explosive at the pause spot before they arrive. Let them run in, stop, and detonate.
Stage 2 Tips
- Wait for enemies to bunch near a Firemist Slug before killing it — the pull is wasted on isolated enemies
- Pre-place explosives at Ripptusk pause points
- Don’t chase Pyromancers into melee range — they’ll teleport forward and reset the approach
- Blow up destructible walls early if they’re blocking your positioning
Stage 3: Outlast the Bugs
Objective: Defeat all enemies.
Status: Available since April 11, 04:00 server time.
The Mechanic: Acid Originium Slug α
Floating Originium explosion: When Acid Originium Slug α reaches the floating Originium cluster, it explodes and deals massive damage. Don’t let them get close.
Death pull effect: When killed, Acid Originium Slug α pulls in nearby enemies. Use this to cluster enemies for efficient AoE damage.
Strategy
Prioritize the slugs. The floating Originium is your biggest threat - kill slugs before they reach it. Their death pull is a bonus mechanic you can chain for crowd control.
Chain the pulls. Kill one slug to pull enemies together, then focus fire the next slug while enemies are clustered.
Stage 3 Tips
- Kill Acid Originium Slugs α before they reach floating Originium clusters
- Use their death pull to group enemies for AoE operators
- Ranged operators recommended for slug priority targeting
Stage 4: Coordinated Demolishing (NOW LIVE)
Objective: Use Industrial Explosives to defeat attacking enemies and protect the supplies.
Status: Available since April 12, 04:00 server time.
The Mechanic: Death Effect Chaining
Indigenous Pincerbeast: When killed, continuously deals damage to nearby enemies. Think of it as a damage-over-time corpse.
Firemist Originium Slug: When killed, pulls in nearby enemies (same as Stage 2).
Strategy
Chain the effects. Kill a Pincerbeast first to create a damage zone, then kill a Firemist Slug to pull enemies INTO that damage zone. The pull + DoT corpse combo is your damage multiplier.
Protect supplies first. Position explosives near supply crates before engaging. Don’t let enemies reach them while you’re setting up chains.
Stage 4 Tips
- Kill Pincerbeasts in positions where their corpse DoT won’t affect your operators
- Use Firemist Slug pulls to feed enemies into Pincerbeast death zones
- Pre-place explosives at chokepoints near supplies
- This stage rewards patience - wait for good clustering before detonating
Stage 5: Bad Neighbor (NOW LIVE)
Objective: Defeat all enemies.
Status: Available since April 13, 04:00 server time.
The Mechanic: Axe Armorbeast Ram + Staggered
Axe Armorbeast: Has a charge attack that can be positioned to ram the Acid Originium Slug.
Acid Originium Slug: When rammed by Axe Armorbeast, it becomes Staggered. Use Finisher DMG and/or the ramming hit to defeat it efficiently.
Strategy
Position the ram. Maneuver the Axe Armorbeast so its charge hits the Acid Originium Slug. The ram applies Staggered, making the Slug vulnerable to Finisher DMG and deals additional impact damage.
Finisher DMG priority. The Staggered state is your opening — deploy burst damage or Finisher-capable operators to maximize the damage from the ram + Staggered combo.
Stage 5 Tips
- Plan Axe Armorbeast pathing to ensure it ramss the Slug at a safe location
- Use Finisher-capable operators immediately after the ram applies Staggered
- Keep operators out of the ram’s direct path to avoid unintended데미지
Stage 6: Castle Doctrine (NOW LIVE)
Objective: Use Industrial Explosives to defeat attacking enemies and protect the supplies.
Status: Available since April 14, 04:00 server time.
The Mechanic: Death Effect Chaining
Indigenous Pincerbeast: When killed, continuously deals damage to nearby enemies. Think of it as a damage-over-time corpse.
Firemist Originium Slug: When killed, pulls in nearby enemies (same as Stage 2 and 4).
Strategy
Chain the effects. Kill a Pincerbeast first to create a damage zone, then kill a Firemist Slug to pull enemies INTO that damage zone. The pull + DoT corpse combo is your damage multiplier.
Protect supplies first. Position explosives near supply crates before engaging. Don’t let enemies reach them while you’re setting up chains.
Stage 6 Tips
- Kill Pincerbeasts in positions where their corpse DoT won’t affect your operators
- Use Firemist Slug pulls to feed enemies into Pincerbeast death zones
- Pre-place explosives at chokepoints near supplies
- This stage rewards patience - wait for good clustering before detonating
Stage 7: Feral Gall (NOW LIVE)
Objective: Defeat all enemies to earn victory.
Status: Available since April 15, 04:00 server time.
The Mechanic: Axe Armorbeast Ram + Staggered
Axe Armorbeast: Has a charge attack that can be positioned to ram the rock (terrain), applying Staggered to itself.
Finisher DMG: Once Staggered from the rock ram, use Finisher DMG to defeat the beast efficiently.
Strategy
Redirect the charge. Unlike Stage 5 where the Armorbeast rams an enemy, here you maneuver it so its charge hits terrain (rock). The self-impact applies Staggered, creating your damage window.
Finisher DMG priority. The Staggered state is your opening — deploy burst damage or Finisher-capable operators to maximize damage.
Stage 7 Tips
- Plan Axe Armorbeast pathing to ensure it rams the rock at a safe location
- Use Finisher-capable operators immediately after the Staggered application
- Keep operators out of the ram’s direct path to avoid unintended damage
Stage 8: Coming Soon
Stage 8 unlocks April 15. Full walkthrough will be added as the stage becomes available.
Stage 8 — Final Assessment (Unlocks April 15)
Medals: Engraved vs. Trimmed
Survival Training has two medal tiers — both cosmetic only, no extra materials.
- Engraved Medal — clear all 8 stages (any time, any attempt count)
- Trimmed Medal — clear Stage 8 within the time limit on a single run
The Trimmed Medal is the event’s prestige badge and the only piece of content with a hard time constraint. All other stages have no timer, so play at your own pace. Focus on understanding each stage’s mechanic before going for speed.
The event runs through April 30 — plenty of time to clear everything once you understand the mechanics for each stage. Stages 3–6 are now available — full walkthroughs above. Stages 7–8 unlock April 15.