General Guide

This page contains general information on how the player could progress in the game, as well as the recommend steps into doing so. (Please @Brewer in the discord if you have comments or suggestions on the guide, or if you just want to say thanks.)

The 16 commandments
These guidelines are valid for the entirety of the game and therefore should be considered before trying to apply particular strategies:

1. Patience is key. ][][][][][][][][][][][][][][][][][][][][][][][][] 2. Lair space > Crate space > Cage space > anything else

3. No reckless gem & coin spending. ][][][][][][][][][][][ 4. Fight or feed champions quickly.

5. No stray stations. ][][][][][][][][][][][][][][][][][][][][][][] 6. Keep stations at lvl 2, 3 or 5.

7. Only make T1 legendaries for their feat. ][][][][][][][] 8. Level up alongside feats.

9. Use cravings. ][][][][][][][][][][][][][][][][][][][][][][][][][] 10. Merge runes and potions.

11. Grind daily. ][][][][][][][][][][][][][][][][][][][][][][][][][][] 12. Events are the GOAT.

13. Don't needlessly tap. ][][][][][][][][][][][][][][][][][][][] 14. Don't needlessly merge.

15. Get runes early. ][][][][][][][][][][][][][][][][][][][][][][][ 16. Leave space for eggs.
 * This game is and remains an idle game, thus the player will make incremental progress that build up over time.
 * Lair space is nearly always preferable to any other bonus. Crate space is more valuable than Cage space. In addition, it's often worth it to get rid of useless items to get more free space. Don't keep unmerged items spawned with mana if you are out, when your other 2 resources are full.
 * Spending [[File:Gem 0.png]] gems on refills is to be avoided at all cost. [[File:Coin 0.png]]gold will have dedicated use for progress at some point.
 * Always beating or feeding champions when they appear is a good strategy in most cases, otherwise their % progress and space is wasted.
 * Ideally one would only make resource cap items by numbers divisible by 2 so that no stray low level ones remain in the lair. Same principle applies to stations.
 * Using a lvl 5 station when one could be using a lvl 2 station will waste a ton of resources. It will eventually be worth it to own both lvl 5 and lvl 2 versions of a few stations. Some stations should be on lvl 3 instead of lvl 2, but those levels are the most efficient in terms of space and resource efficiency.
 * Crafting most legendaries only once is recommended (they can't be fed to the devourer), only doing so when they are required is optimal.
 * Progressing level and feat at the same time is usually the most efficient way to progress while avoiding roadblocks.
 * Cravings will be the biggest source of [[File:Food.png]] food in this game. Focusing on the required minion will be most efficient 90% of the time.
 * Holding onto most runes is a stressful but rewarding strategy since waiting until lvl 3 for all runes will yield heavy rewards. It will be necessary to feed some lvl 1 and lvl 2 since limited space will inevitably become an issue. Only keeping the hardest ones to earn is also viable. Potions are better when merged to max (except darkness at lvl 2 due to a bug).
 * Opening the game to collect daily rewards and deplete free daily refills and Valuable Chest.pngs will be very useful for progress, thus a player should invest at least some of their time everyday to collect those rewards if possible. Daily ads will likely become a chore, making the no-ads bundle very worth it if the player can afford it.
 * Events such as Nectarmerger and Sibling Rivalry will be huge time sinks and should ideally be started in available periods (3 days straight might be difficult for 9-5 workers). Their rewards are worth the pain (especially sibling).
 * Don't needlessly tap if it can be avoided, carpal tunnel is an enemy to us all. Tapping the Necromerger will quickly become almost pointless.
 * One usually gains the most advantage by merging items and minions to their max level*. Although, for some circumstances, it is better to keep some items or minions seperate. These pitfalls will rarely lock the player out of the game but mindlessly merging could prove extremely inefficient on the long run in very specific cases (mainly during completion of cravings and feats).
 * Plan ahead to not get stuck in an awkward position (upgrading stations out of their optimal level before a grind is completed or running out of space due to lack of runes).
 * Having 8 empty spaces while leaving the game is usually preferable, to earn offline eggs.

* Note that gold, as opposed to runes and gems, can reach level 4.

Level 1–10
The player will go through the tutorial and progress through the game. Most players will not require any help before lvl 10. If the player still requires help for this part, they can refer to the above section and/or ask in the discord.

Level 11–20 ( Feat tier 6 completed )
The knight (500 hp) is unlocked at lvl 10. Try to merge some damage dealers on the field whenever it will spawn soon. lvl 4  werewolves and lvl 2  snakes should do the trick. Also prepare some lower levels for the peasant (100 hp) which will also require many beatings to complete the necessary feats and stations. Remember that cravings are very useful. The 50k mana feat will require many lvl 2 mana pools, don't make them until you can actually complete the feat, see below. 6 extra spaces will come at lvl 22. Do not spend ANY gems and ideally no gold if possible. * 50k mana cap and 3 different spells for feat tier 8, which requires ideally lvl 5 mana cap spell, lvl 1 peasant /knight appearance and lvl 1 necromerger resource. 20k base mana cap + 1 lvl 3 (feat tier 6), 3 lvl 2 and 1 lvl 1  mana pools with those spells will be enough even without any other bonuses.

Level 21–30 ( Feat tier 9 completed )
The player will unlock the Cleric (2500 hp) at lvl 24. Beating it a few times will be necessary to progress, try to prepare in advance for its appearance with lvl 5  werewolves and lvl 3  snakes. If the player hasn't already switched their skeletons,  zombies and  mummies yet, they should start swapping them out for  eye monsters,  spiders and  bats. This section won't be as easy anymore, many annoying cravings await the player, lvl 24 requiring lectern for shade cravings and lvl 26 requiring the lvl 4  foul chicken for golden egg cravings. 2 legendaries will need to be spawned, only do so once absolutely necessary since they can't be tossed afterwards and they waste 1 space. Only make one of each for now. Don't make the Harpy for now, farming for it is fine but doing so will become easier later on. Feat 12 will give the player a ham. DO NOT FEED THE HAM UNTIL REACHING LEVEL 29. Players who do not follow this advice will get walled by ghoul cravings for a full level (80k  food) otherwise. Only do as much farming as necessary for now since lvl 31 will give you your maximum lair size, making farming much easier. 50k slime feat is the same as for mana, but worse. Max the tier 1 spells, the same can be done for tier 2 spells but it is not mandatory. (Even if Forgotten minions are unlocked already at this point, using them is inefficient since they are too costly at this point.)

One could probably spend on the wizard skin in the shop if they have enough  gold. If 250 gems have been amassed, the player must now buy a crate. The objective is to always have 1 lvl of crate higher than cage or them being equal. Lvl 1 crate then lvl 1 cage, then lvl 2 crate, so on so forth. * The rune cost includes rebuilding a lvl 3 station to fulfill the cravings. Note that legendaries give back a lvl 1 station.

** Not obligatory but heavily recommended, the rune cost assumes no lower lvls were tossed for space.

*** Lvl 26-28 cravings require a golden egg, which drops at 5% from lvl 4 chicken and 10% at lvl 5.

* 4* The missing spells from tier 1 spells should all be max level by now.

* 5* 50k slime cap and 12 different spells for feat tier 12, which requires ideally lvl 5  slime cap spell, all tier 1 maxed and tier 2 to lvl 1. 15k base slime cap  + 6 lvl 2  and 1 lvl 4 (feat tier 11) slime vat with those spells will be enough even without any other bonuses.

Level 31–40 ( Feat tier 13 completed )
Having unlocked the paladin (7500 hp), beating it MANY times will be necessary to progress. Once the player unlocks the rival (15k hp), they will only want to beat it twice (unless very unlucky with  death runes). Killing these champions will be a chore, but access to banshees,  ghouls for damage will be nice. In this section, the player should focus on farming ice runes so that they have at least enough to make an extra  lich (640  ice runes minus the graves owned) at level 40. One will also need to make extremely costly stations that require ample amounts of ice,  poison and  moon runes. It is therefore recommended to plan ahead. To optimize resource generation, it would be best to replace eye monsters,  spiders and  bats progressively by  banshees,  ghouls and  imps. Max out tier 2 spells and only do the darkness cap spell in tier 3 spells. If by this point the player hasn't invested themselves in the events, they will have to start or they will suffer a large time cost from the loss of efficiency. The relics earned through these events are a lifesaver in terms of generating champions to farm runes. Forgotten minions are probably unlocked by now, they will not prove that useful on the short term but could be helpful if one wants to reduce their grind, especially for ice runes. The player will likely not want to spawn higher than a lvl 4 lectern, lvl 4  fridge and lvl 2  portal due to their important rune costs. It is recommended to not spawn Harpy before: 1- being lvl 38, 2- having 80 extra  blood runes and enough to get 50k max  darkness (these are 2 independent requirements). Lvl 2 Altar should be kept (the pain will only last 2 levels) unless the player really wants 2 options for cravings. DO NOT ATTEMPT TO MAKE A REAPER, IT'S NOT WORTH THE TIME INVESTMENT YET.

The order of making stations should be like so: lvl 3 fridge => lvl 4  lectern => lvl 4  fridge =>  Harpy => lvl 2  portal

The player is expected to have (or be close to having) lvl 2 crate and lvl 1 cage or better at this stage, granting them 10 extra spaces for their lair.

At level 35, the keeper will appear in the Central Chamber, don't worry about him just yet. Once the player is at level 40, completed feat tier 16 and has 25 moon and 25  death runes, they should read the section below. * The rune cost includes rebuilding a lvl 2 station. Note that legendaries give back a lvl 1 station.

** Can be heavily reduced if using the darkness cap relic from Sibling Rivalry Event.

*** The missing spells from tier 2 spells should all be max level by now.

* 4* 50k darkness cap, which requires ideally lvl 5 darkness cap spell. 10k base darkness cap + 11 lvl 2 and 1 lvl 5 (feat tier 14) Dark store with that spell and harpy will be enough even without any other bonuses. Note a lvl 1 darkness relic will reduce this to 10 lvl 2, a lvl 4 relic will reduce this to 9 lvl 2 and a lvl 8 relic (which is not attainable for the player just yet) would reduce this to 8 lvl 2.

* 5* This total doesn't account for the 2nd lich since one can technically complete all of this without it and this total will be reused later.

The Keeper
The keeper will appear in the Central Chamber at level 35. They will be essential for further progress. The first unlockable from this NPC is the time machine, which costs 25 moon and 25  death runes.

Once the player is at level 40, completed feat tier 16 and owns 4 legendaries (2 lich, 1 gorgon, 1 harpy), they should use the time machine. If their level isn't capped, the player should refer to the section below (hopefully having not spawned their 2nd lich already).

Here's a quote about the time machine (for the anxious-prone) that can be read if the player hits  continue . The player would need to confirm twice past this point before they can actually mess up. "'You will keep all Relics, and any Skins and Lair Themes unlocked. The Cage and the Crate will remain at their current levels (and can be reclaimed for free). If you've purchased Golden Boosts or Remove Ads they will remain. You'll still be able to access any unlocked rooms. Aliens will remain unlocked, as will boosts purchased from them EXCEPT for the Inventor's experiments which will reset. Any boosts gained from Spirits will reset. Your main lair will be cleared (you'll lose items, stations, creatures - including legendaries) both in the lair and in storage. The Devourer will reset to lvl 1 and you'll lose any unlocks earnt through it. Your feats will also fully reset. If an event is active, it won't be affected and you'll still be able to access it.' -The Small Print"

The Inventor
After using the time machine, the lair is reset and max level is set to 50. The player will want to use the keeper twice for a total of 15  time shards and unlock the 2nd NPC of the central lair, the inventor. These 15 time shards are the reason why a 2nd  lich was basically required before using the time machine (which will now be known as prestiging).

Spending all the available time shards with the inventor is mandatory after each prestige since it gives great bonuses, speeding up the playthrough by a large factor. This guide is not going to help on which inventions are best since there are already other guides for this. Dedicated strategies concerning inventions are mentioned here: time machine strategy.

Restarting after this prestige will have 3 important factors outside of inventions:


 * The Body snatcher will allow the player to kill a champion twice in a row which will facilitate feats that require to kill a specific champion twice. It also makes farming easier.
 * Forgotten minions, although their spawn mechanics are quite limiting, will allow the player to make a lot of extra progress, especially Hydra, Kraken, Siren, Faerie and Idol.
 * Serv-o: a 1 space minion that grants either: 10 [[File:Mana.png]] generation + 6k max [[File:Mana.png]], 8 [[File:Slime.png]] generation + 4.5k max [[File:Slime.png]], or 6 [[File:Darkness.png]] generation + 3k max [[File:Darkness.png]]; Serv-o will make a huge difference in terms of diminishing rune requirements for the cap feats and impact idle max caps for added benefits. This will change the rune requirements by a noticeable margin once relics are also applied, below shows the minimum requirements with and without serv-o (assuming no relics):

This changes everything (1)
Changes to the strategy from 31-40:


 * The player will now want to make the Reaper, Cyclops and Archdemon, they should therefore plan for ice, poison and moon runes farming short term and for blood and death runes farming long term. This also means that one doesn't need to limit themselves to lvl 4 lectern, lvl 4 fridge and lvl 2 portal anymore. In fact, it is recommended not to stay at lvl 4 lectern and fridge, and to actually reach lvl 5 on lectern first, leaving the other to lvl 3, then reaching lvl 5 fridge afterwards since banshees are the best way to spawn (and therefore farm) the paladin. The order of making stations should be like so: lvl 3 fridge => lvl 5 lectern => lvl 5 fridge => Harpy => lvl 3 portal
 * The player should now max all tier 3 spells as soon as possible.
 * Usage of the body snatcher on the paladin as soon as possible and as often as possible until one reaches enough moon runes is recommended. Other champions can be farmed this way as well.
 * Killing all champions until a player has at the very minimum the value from the below section is recommended.

Level 41–50 ( Feat tier 19 half-completed )
'''Warning: DO NOT. I REPEAT. DO NOT. TOUCH. THE. KEEPER. AGAIN. UNTIL. SPAWNING. A. SAUCER.'''

From lvl 41 onwards, the player will have 3 goals:

Arriving at feat tier 17, a feeling of dread should accompany the player as they prepare to farm for countless hours for at least 1200 moon runes (see below table for required runes, although they don't include a lvl 5 lectern and fridge so if the player has both, they are at least ahead by a little). This will be the most tedious part of the grind yet. In addition to beating many paladins, all other champions will be required in this section due to the unilateral requirements. Once the Reaper has been spawned, it is heavily recommended to spawn another lectern lvl 5 again for the upcoming grind. The player may decide to spawn the Cyclops right after the Reaper, making a fridge lvl 3 and forfeiting one cravings slot until their next prestige if they want, this can be done if they are level 45+ since only 1 abomination related craving appears past this level.
 * Reaching lvl 44 ASAP for the next lair expansion and last one before a max 70 run. This makes a huge difference for farming champions.
 * Making the Reaper, Cyclops and Archdemon. The later should NOT be spawned until the last Protector is beaten (Portal lvl 5 is the best damage source and is far too costly to remake right before prestiging). Note that the amount of runes required from 41-50 is almost the same as 1-40 and should take at least the same amount of time for now.
 * Acquiring as many AC (Astro coins) and EC (Energy cubes) as possible. This implies beating the lvl 47-unlocked The Protector.png Protector (25k+ hp) a minimum of 3 times and keeping ALL non-maxed AC and EC piles until they prestige again. It may be useful to keep the Galactic Chest.pngtic chests instead of opening them unless other rewards could let one feed max lvl piles to acquire space. If the player completes feat tier 18 and doesn't have at least 1 lvl 1 EC and 1 lvl 2 EC pile, they should consider beating a 4th Protector, although this is not obligatory and can take a very long time.

After feat tier 17 is completed, the player will unlock the crashed saucer. If the player used their cosmic runes acquired thus far on the keeper, they will probably not be able to spawn one (the keeper costs 35 and the expected value from ALL the rewards is 53, so the average player will lack 2). They would need to wait for a chest leveling reward or worse, purchase one from the merchant or the shop. A few players have reported this happening to them and none recommend it. Only once the player has spawned a crashed saucer at minimum should they think of investing on the keeper, but it would be advised to wait until they have acquired a lvl 3 saucer first, since the next NPC is absolutely useless short term.

Now that a crashed saucer is available, the grind continues. They spawn aliens and the required resource will alternate between the 3. This will syphon resources very quickly due to the high costs, especially darkness. However, Aliens will need to be spawned, they are a good source of food and runes but must be the final hit on a kill to spawn free runes. Lvl 3 alien is probably the best darkness rune source in the game (portal grinding coming soon). Lvl 4 saucers can spawn guzzlers but that requires more grinding which is not recommended for now. Note that the player can abuse the body snatcher to keep the protector on the field nonstop until their third kill so spawning it once is good enough. Using the siren is also a valid strategy to spawn the protector. Filling the lair with imps and doing chip damage with occasional banshees and ghouls will prove most efficient to kill the third 650k hp protector. If the player is still lacking in darkness runes, it would be advisable to still kill Rivals if they spawn in the lair while mass spawning demons for the protector since a large amount of darkness runes will be required soon either way.

The 200k resource cap should not be an issue for most players, although it will be annoying and will cost runes and space that the player may not have to spare.

After feat tier 18 is completed, even if they are lvl 50, the player must not prestige yet. They have to make sure to earn the free energy cube lvl 1 from the saucer color change feat and the free cosmic chest if they haven't done so already. They can also complete their grind for portals if they haven't done so prior to spawning the protector. No special strategies here, portal lvl 5 is great to spawn rivals. Altar lvl 5 can be made to speed up spawning clerics.

Once the player is at level 50, completed half feat tier 19 and has 35 cosmic runes, they should read the section below. * The rune cost includes rebuilding a lvl 5 station. Note that legendaries give back a lvl 1 station.

** The rune cost includes rebuilding a lvl 3 station. Note that legendaries give back a lvl 1 station.

*** This is done at the very end of the playthrough so no extra rune cost needs to be added in.

* 4* These sections are minimal values, but the player will obligatorily need to spend more due to the 200k combined resource cap requirement in feat tier 18. At this point, the amounts rely too much on available relics, inventions, available skins and events participation (even seasonal events will impact those values wildly). The optimal strategy remains to keep max cap items at lvl 2 until no more space is available. Preferably with both slime and darkness relics active and serv-o in the lair on mana. Needing to acquire ample runes after making Reaper is the reason why a player would need to spawn a lvl 5 lectern again for banshees mana generation, but it is not obligatory and could be farmed prior. The amount of cosmic runes the player needs is also not included since in principle a player can get by with just the free rewards and spawn aliens from a lvl 1 saucer (especially with the appearance of the siren). My 200k cap only required as many runes as another max mana pool so that should be around the minimum requirement.

The Archeologist & Dietician
Once the player is at level 50, completed half feat tier 19 and has 35 cosmic runes, they will no longer be able to progress in the current playthrough. The player will want to use the keeper twice for a total of 35  cosmic runes, and unlock the 3nd NPC of the central lair, the archeologist. This NPC is not really useful for now, but will be useful much later on. Since the player is already pretty much at the end of their playthrough, they should now open all of their Galactic Chest and merge all the resulting  Astro Coins and  Energy Cubes and feed them to the Devourer to redeem them if that wasn't already done. The player should have enough now to bring out the 4th NPC of the central lair, the Dietician. The next 750 gems the player collects should be going to this NPC's busted ability to restrict some annoying cravings to appear (mainly the egg spawns one). The player has a non-zero chance of being able to unlock the 5th NPC right now, if that is the case, they may skip to the next section for a slight spoiler and instructions and then come back to read below advice.

Once the player has made all the legendaries they can from their remaining runes and feel like they will earn enough time shards, they can prestige towards their lvl 60 run. I would recommend 3 extra liches if possible.

This changes everything (2)
Changes to the strategy from 1-50:

Keep in mind that although this is a good approximation for most players, it's possible that the current lair would make some other cravings better to lock, example: if one doesn't have a lvl 2 grave, and owns a lvl 5 grave, it makes no sense to block zombies and keep skeletons. Following above strategies, the player should be able to kill the protector at least twice before lvl 50. Once they have 3 galactic chests, they can bet on their luck, or they can just wait for the saucer color feat to get a statistical chance to earn enough for a max lvl EC stack. In any case, the player will be 100% sure to reach 15 EC in this playthrough. Once they do, they should proceed to the next section. If the player is unlucky, they simply should wait until lvl 55 for the trader and if they are also poor in gold, they can farm to lvl 60 for the EC chest. All previous advices are valid for lvl 51-60, but in addition, it's recommended not to level tier 4 spells too much this run.
 * Stab-o should now be unlocked. Its damage increases with every use, so it's recommended to use it as often as possible (ideally 2 times a day). Keep in mind that it won't refresh its usage unless it is in the lair. The max damage will deal a great blow (3 demons) to the protector later on so don't forget to use it. The paladin and rival will often be its favorite victims until it has to kill the protector.
 * Craving blocks are now a thing. Here's the typical approach:
 * The player at this point should have an abundant amount of space in early game due to crate and cage spaces. This should make it easy to always keep some damage dealers in the lair for upcoming champions. Most players will want to start their day with as many lvl 1 snakes as possible to kill off the thieves and later merge them to kill knights/clerics. It is also recommended to always keep all runes until they are maxed unless they prevent merging. Players will also get more advantage from forgotten minions now that keeping them in the lair is less annoying spacewise.
 * Efficient relic usage at this point should shorten the playthrough by a significant factor since the relics should be at decent levels. The amount of relics might start to become unmanageable, so the player will be tempted to purchase and upgrade the safe for more relic spaces. That isn't a bad idea but the player should not buy more than immediately necessary since their gold will become critical to purchase something later on. In the same vein, the player should refrain from spending gold on buying things from the merchant and shop unless absolutely necessary (something the player should have been avoiding since the beginning). The same advice applies to gems.
 * The player might be tempted to beat the protector and open chests as soon as possible to earn the necessary energy cubes to unlock the next NPC, it's not an atrocious move but most players will prefer the caution of only feeding them at max level, just in case they would end up missing one in the end (that 15 EC cost would turn into a 20 EC cost then). The player will have access to a forgotten minion at lvl 55 (the trader) that lets them purchase ECs but it's not all powerful, so it could become very expensive or difficult to reach the next optimal goal without prestiging again.

The Architect
Once the player has 15 Energy Cubes the player will want to use the  keeper twice to unlock the 5th NPC of the central lair, the architect. This NPC will let you upgrade the cage, crate and safe size and grant you additional pedestals. As soon as the player is done upgrading the Dietician, they should poor all their gems (total of 750) onto the pedestals. Do not improve the cage and crate just yet under no circumstance. The safe size shouldn't be necessary at this point.

This changes everything (3)
The player can now get more pedestals. This allows the usage of more relics at once, which improves most things in the game.

Level 5x–60 ( Feat tier 19 half-completed )
First objective: reach lvl 55. Get the Astro Coins from the feat and level.

Second objective: knowing lvl 57 gives you 1 Astro Coins lvl 1 pile, calculate how many more you need to reach 100  Astro Coins. If that value is higher than what the trader can sell (19 total, 24 with a spare lvl 1 pile), the player is missing Astro Coins. The player should consider beating a 4th Protector in that case. Otherwise, they should count how much gold they need from the below trades:


 * lvl 1 Astro Coins - Free Sample
 * lvl 1 Energy Cubes - 100 Gold Coins
 * lvl 2 Astro Coins - 250 Gold Coins
 * lvl 2 Energy Cubes - 500 Gold Coins
 * lvl 3 Astro Coins - 750 Gold Coins
 * lvl 3 Energy Cubes - 1,500 Gold Coins

If the player will have 110 Astro Coins, they can upgrade the Crate once. At 120, the Cage can also be upgraded once.

Third objective: reach lvl 60, get the Energy Chest. Open it and do the same thing for Energy Cubes as for  Astro Coins above. 25 Energy Cubes are required here. If the difference is above what the trader can sell (19 total, 24 with a spare lvl 1 pile), the player should consider beating a 4th Protector.

Everything else beyond that is a repeat from lvl 50 run, with a slight increase in time shards if the player prestiges now.

The Crossroads
There are 2 options for the player in this context:


 * 1) The player has 100 [[File:Galactic Rune 0.png]] Astro Coins and 25 [[File:Energy Rune 0.png]] Energy Cubes, they can proceed to the next page section.
 * 2) The player doesn't have 100 [[File:Galactic Rune 0.png]] Astro Coins and 25 [[File:Energy Rune 0.png]] Energy Cubes. Below conditions may overlap:
 * 3) * The player was reckless with their purchases;
 * 4) * The player didn't follow the guide;
 * 5) * The player was extremely unlucky;
 * 6) * The player doesn't have enough [[File:Coin 0.png]]gold to purchase the missing currencies;
 * 7) * The player is unwilling to beat enough The Protector.png Protector to acquire the missing currencies.
 * 8) * The player can't/doesn't want to spend real $$$ to purchase the galactic bundle from the shop.

Option 2 means the current run is over. The player needs to prestige as soon as they can with either 12 tier 1 legendaries equivalents or 6 depending on the amount of time they are willing to spend grinding (3 of which are already present in the lair). They then should speedrun to either lvl 47 to beat the Protector for missing currencies, lvl 55 for the trader or lvl 60 for the  Energy Chest. Not the end of the world but a large time loss and a colossal loss in terms of free Astro Coins and  Energy Cubes. Everything that option 1 players can do right now, option 2 players will be able to do next prestige unless their run is a major trainwreck. In theory it is impossible to reach lvl 60 on a lvl 70 run without having enough unless the player has spent their currencies recklessly on the archeologist and/or architect (which this guide forbade in the relevant sections).

Option 2 players should read the below section once they have 100 Astro Coins and 25  Energy Cubes on their next run.

The Surgeon
Once the player has 100 Astro Coins and 25  Energy Cubes, the player will want to use the  keeper twice to unlock the 6th NPC of the central lair, the  surgeon. Contrary to all previous NPCs after the keeper, this NPC is required to proceed onwards with the game. The player should immediately purchase the robo chicken. From now on, the player's next target will be the Cursed for a total of 150  Astro Coins. With that in mind, the player can proceed until feat tier 21 and merge 7500 times for the free 12 Energy Cubes if they are in their lvl 60 run. If the player wants to, they can farm 225 cosmic runes for the next NPC already (see below).

The player will need to continue farming until feat 21 at this point. The most annoying feats will be a 400k resource combined cap and having all 6 champions in the lair at once, but the former is not essential, it's a simple cosmic chest reward at the end of the run to help you make a newly unlocked legendary, the shield bot.

First things first, once the player has amassed the necessary runes (960 ice runes and 480 poison runes total) to make a robo chicken, they should make it. This will unlock the telepad, a 30 blood runes and 30 moon runes station that spawns 3 cadets (1 at a time). Their hp is random and they give a few coins when they are killed. The ultimate reward for killing the 3 cadets is the telepad disappearing and leaving a cosmic chest as a reward. This will make a great but costly way to farm cosmic runes, especially since the player will now need to spawn the newly unlocked Shield Bot which is a total 640 cosmic runes, and the next NPC is 225 cosmic runes.

Now onto feat tier 20. If the player followed this wiki until now, they shouldn't already have the archdemon spawned. They can refrain from spawning it until they need the feat, which should be the last one they complete in this case. To get all 6 champions at once, there are a few strategies :


 * The most efficient one is to spawn a siren one day and another the next, farm for 4 champions (anyone will do, but the first unlocks are faster) and spawn them at roughly the same time, then use both sirens. This can be done with whatever amount of sirens but at this level sirens aren't coming back as frequently so this could be quite annoying. One could play 5 days in a row and never see a siren...
 * A mid strategy would be to simply spawn the protector first while trying to keep the % for other champions as high as possible so the player can spawn them in order opposite to unlock. This can be done relatively easily as long as the player doesn't clutter their lair with too many stations (the player can even choose to feed some to the devourer, altar lvl 2 and grave lvl 2 might not be too hard to remake if necessary, but don't feed those until knight and peasant are close to spawn), and feeds their minions as necessary.
 * One could also choose to level up to 67 if they are in their level 70 run to have ample space and do the above strategies, but the amount of grinding will be unreal.

Feeding 3 max level guzzlers shouldn't be too hard since a lvl 4 saucer only requires a total of 160 cosmic runes which should have already all been provided by the rewards so far. The player will likely want to invest into a lvl 5 saucer however to speed up the process. Feeding the guzzlers to 20k should be a breeze at this point, the cravings unfortunately don't count for guzzlers however.

Once the player reaches tier feat 21, they will want to check if they can reach 150 astro coins or not and if they are in their lvl 70 run or higher:


 * Not in the lvl 70 run : The cosmic chest reward is too useless to waste runes on at this point, it's better to waste 30 blood and moon runes than many legendaries' worth of runes to get 400k, unless the player is already close to that naturally. The player shouldn't stop farming until they reach the 7500 merges feat, they are max level and they have enough to get every single legendary available at least once and a few liches. Don't forget to unlock the last NPC if not done already before prestiging.
 * Not at 150 astro coins : Same as above but farming to lvl 70 will be quite the hassle. Make sure not to merge the shield bot until close to the end since guzzlers might make an appearance in the cravings and they can give a lot of food. The forgotten minion that uses it can also be useful. Cravings will be the largest source of food by a mile here. It's also recommended to have the 3 max robo chicken in the lair at this point for free food and damage and the time shards they will give.

If the player can proceed further here, they should farm through. It should take a large amount of time. The player can reach feat tier 22 which is the last one available in the game so far. They will need to complete the feats which shouldn't be too excruciating, for a valuable chest, 12 AC and 12 EC. Once they are ready at max lvl with a ton of legendaries and having unlocked the last NPC/ owning 225 cosmic runes, see below section.