Challenges

Challenges are an additional Arena mode added in the Downpour DLC, pitting the player against preset arenas with special goals.

Beating all 70 challenges awards the player with the achievement 'The Champion'. This cannot be bypassed by using cheats, as the option merely unlocks every challenge, as opposed to marking them as beaten.

Note that objects or creatures without a corresponding Sandbox unlock do not show up in the Challenge preview box but are listed on this page.

Survivor Challenges (1-7)
These are the first seven challenges that feature the player character as the, including sandbox items seen within their story. These challenges are unlocked by default and require no in-game progress to complete.

1 - Outskirts

 * Win Condition: Kill all creatures
 * Arena: Blocks
 * Creatures: 1, 1
 * Items: 3 s, 5
 * Time Limit: None

2 - Gathering

 * Win Condition: Gain 10 points
 * Arena: Frame
 * Creatures: 3 s, 1
 * Items: 12, 14
 * Time Limit: None

3 - Theft

 * Win Condition: Gain 13 points
 * Arena: Warehouse
 * Creatures: 3 s, 1
 * Items: None
 * Time Limit: None

4 - Centipede Maze

 * Win Condition: Gain 7 points
 * Arena: Chamber
 * Creatures: 3 s, 2 s
 * Items: 7
 * Time Limit: None

5 - Competition

 * Win Condition: Gain 15 points
 * Arena: Shafts
 * Creatures: 4 s, 4 s
 * Items: 1, 21
 * Time Limit: 120 seconds
 * Notes: It's easiest to gain points by killing the Squidcadas. A stunned cicada that is pushed off the edge of a platform can still die, so it is not necessary to hit them perfectly.

6 - Bobbing and Popping

 * Win Condition: Gain 12 points
 * Arena: Cistern
 * Creatures: 2 s, 5 es
 * Items: 14
 * Time Limit: 130 seconds

7 - Hunting Grounds

 * Win Condition: Gain 7 points.
 * Arena: Islands
 * Creatures: 3 s, 1, 2 Nests
 * Items: None
 * Time Limit: 130 seconds

Monk Challenges (8-14)
The next seven challenges, featuring the player character as the, including a pool of items similar to the Survivor, with the objectives of challenges modified to better fit the play-style of the Monk. These challenges are unlocked by default and require no in-game progress to complete.

8 - Flying Feast

 * Win Condition: Befriend a creature
 * Arena: Frame
 * Creatures: 2, 1 , 1 , 3
 * Items: 4 s
 * Time Limit: None

9 - Fair Trade

 * Win Condition: Gain 5 points
 * Arena: Cistern
 * Creatures: 2
 * Items: 10
 * Time Limit: None

10 - Air Strike

 * Win Condition: Kill every Scavenger
 * Arena: Stoneheads
 * Creatures: 4 s, 1
 * Items: none
 * Time Limit: None

11 - Rescue

 * Win Condition: Rescue
 * Arena:
 * Creatures: 1, 1
 * Items: 1, 2 s, 4 , 1
 * Time Limit: None

12 - Shaded Banquet

 * Win Condition: Befriend a creature
 * Arena: Hive
 * Creatures: 6, 2 s
 * Items: 2 Spears
 * Time Limit: 120 seconds

13 - Little Bites

 * Win Condition: Gain 25 points
 * Arena: Cave
 * Creatures: 2 s, 3
 * Items: 2 s, 6
 * Time Limit: None
 * Notes: It is unmentioned that there is a . The intended method is to take 'little bites' of this popcorn; however, it is also possible to kill creatures for points.

14 - Full Stomach

 * Win Condition: Gain 24 points
 * Arena: Joint
 * Creatures: 1, 2 , 1 , 1
 * Items: 3, 2 , 5 , 5 , 2
 * Time Limit: 180 seconds
 * Notes: It takes 2 jellyfish stings to kill the Eggbug. The Vulture Grub can be killed by being held underwater briefly.

Hunter Challenges (15-21)
These feature the character playing as the, including a pool of items reflected in their story, prominently featuring hardmode creatures, with the objectives of challenges modified to better fit the play-style of the Hunter. These challenges are locked by default and require the player to complete the Hunter's story or Hunter equivalent (e.g. Artificer- requires fact checking) in order to unlock. Challenges where the Creatures are marked with a '?' have a random pool of enemies that spawn each time a the challenge is attempted.

15 - Suburban

 * Win Condition: Gain 30 points
 * Arena: Blocks
 * Creatures: ?
 * Items: 3 s, 1, 5.
 * Time Limit: None

16 - Linear Farms

 * Win Condition: Gain 30 points
 * Arena: Railway
 * Creatures: ?
 * Items: 4 s, 8 s, 7.
 * Time Limit: None

17 - Limited Ammunition

 * Win Condition: Kill all creatures
 * Arena: Stove Pipes
 * Creatures: 1
 * Items: 2 s
 * Time Limit: 120 seconds
 * Notes: It is important to keep the Vulture on screen, as if it flies off and comes back, any spears that were embedded in it are lost forever.

18 - Sky Islands

 * Win Condition: Gain 30 points
 * Arena: Array
 * Creatures: ?
 * Items: 5 s, 1, 7
 * Time Limit: None

19 - Deadly Traps

 * Win Condition: Gain 12 points
 * Arena: Cabinets
 * Creatures: 5 s, 4 s, 3 nests
 * Items: 13
 * Time Limit: 150 seconds

20 - Subterranean

 * Win Condition: Gain 30 points
 * Arena: Submerged
 * Creatures: ?
 * Items: 3 s, 1, 4 s
 * Time Limit: None

21 - Filtration System

 * Win Condition: Gain 30 points
 * Arena: Filtration Node
 * Creatures: ?
 * Items: 6 s, 10
 * Time Limit: None

Gourmand Challenges (22-28)
These feature the character playing as the, including a pool of items reflected in their story, prominently featuring hardmode creatures, with the objectives of challenges modified to better fit the play-style and unique abilities of the Gourmand. These challenges are locked by default and require the player to complete the Gourmand's story in order to unlock. Challenges where the Creatures are marked with a '?' have a random pool of enemies that spawn each time a the challenge is attempted.

22 - Plummet

 * Win Condition: Kill all creatures
 * Arena: Antenna
 * Creatures: 3 s
 * Items: None
 * Time Limit: None
 * Notes: As no items spawn, the only way to win this challenge is to fall on the enemies from high up or slide-slam into them. This can be difficult, as the Caramel Lizard's spit slows Gourmand's descent.

23 - Glimmering Buffet

 * Win Condition: Gain 22 points
 * Arena: Sun Baked
 * Creatures: 3 s, 2 s, 2 s
 * Items: 5 (large), 4 s
 * Time Limit: 90 Seconds
 * Notes: It is unmentioned in the description that a nest spawns in the arena. Not all food must be combined to finish the challenge and some creatures can be killed utilising Gourmand's mass. The Squidcadas and Yeeks can be used for mobility.

24 - Infinite Utility

 * Win Condition: Kill every Red Centipede
 * Arena: Levels
 * Creatures: 1
 * Items: 1, 6
 * Time Limit: 90 Seconds
 * Notes: It is unmentioned in the description that s spawn in this arena. The intended method to beat this challenge is by utilizing Gourmand's item regurgitation and item crafting to create a . One of the easiest ways to accomplish this is to combine a with one of the bits of Rubbish that spawns.

25 - Babysitting

 * Win Condition: Survive for 150 seconds without letting a Slugpup die
 * Arena:
 * Creatures: 8 s
 * Items: 3
 * Time Limit: None

26 - Noot Scoot

 * Win Condition: Gain 23 points
 * Arena:
 * Creatures: 5, 3 , 1
 * Items: 6 s
 * Time Limit: 240 Seconds
 * Notes: It is unmentioned that 10 s spawn in the arena. These can be combined with the 's eggs to make more noodleflies, which gives extra food pips. Gourmand can also use regurgitation to craft s to more easily kill the adult noodleflies. This map spans more than one screen.

27 - Incubation
[*] The description only shows 3 spears, but there are more in the arena.
 * Win Condition: Gain 18 points
 * Arena:
 * Creatures: None
 * Items: 3 s, 5, 1 , 4 s, 7* s, 4 s
 * Time Limit: None
 * Notes: The score counter subtracts points for food Gourmand uses to regurgitate items. The easiest way to complete the challenge is to combine several Cherrybombs with Noodlefly eggs and eat the resulting, then use the food to regurgitate a . Place all spears at the top of the room and call down a , then kill it by stunlocking with spears. The vulture kill and the food totals 29 points.

27 - Flushed

 * Win Condition: Gain 35 points
 * Arena:
 * Creatures: ?
 * Items: 2 s, 6
 * Time Limit: None
 * Notes: The biggest possible threat is the . It can be killed quickly with a well-timed slam from the pipe in the ceiling.

Artificer Challenges (29-35)
These feature the character playing as the, including a pool of items reflected in their story, prominently featuring hardmode creatures, with the objectives of challenges modified to better fit the play-style and unique abilities of the Artificer. These challenges are locked by default and require the player to complete the Artificer's story in order to unlock.

29 - Lamplighter

 * Win Condition: Gain 8 points
 * Arena: Rock Bottom
 * Creatures: 1
 * Items: 1, 4 s, 8 es
 * Time Limit: None

30 - Surrounded

 * Win Condition: Kill all creatures
 * Arena:
 * Creatures: 5 s
 * Items: 1, 1
 * Time Limit: None

31 - Blast Fishing

 * Win Condition: Gain 5 points
 * Arena:
 * Creatures: None
 * Items: 5
 * Time Limit: 120 seconds

32 - Hard Boiled

 * Win Condition: Gain 12 points
 * Arena:
 * Creatures: 1
 * Items: 1
 * Time Limit: None
 * Notes: It is unmentioned in the description that s spawn in this arena. The intended method to beat this challenge is to load the Noodlefly Eggs into the Joke Rifle, shoot from the rifle, and eat them while avoiding the adult.

33 - Perfect Parries

 * Win Condition: Parry 4 attacks
 * Arena: Levels
 * Creatures: 6 s
 * Items: 6 s
 * Time Limit: 120 seconds
 * Notes: Artificer can parry spears by deflecting them with their concussive blast (performed by holding down and pressing jump and grab simultaneously). This is much easier to pull off under the effects of the Mushrooms.

34 - Patrol

 * Win Condition: Kill all creatures
 * Arena:
 * Creatures: 3 s
 * Items: 4 Spears, 2 s, 2 s, 7
 * Time Limit: None

35 - Sheep Dog

 * Win Condition: Survive for 120 seconds without letting a Lantern Mouse die.
 * Arena: Sky Lobby
 * Creatures: 4 s, 2 s, 1
 * Items: 1, 4 s
 * Time Limit: None
 * Notes: The intended method to beat this challenge is to load the Cherrybombs into the Joke Rifle and shoot around the Lantern Mouse to scare the Lizards off. However, an unintended and easier method is to simply grab hold of the Lantern Mouse and travel in and out of pipes until the timer is up.

Rivulet Challenges (36-42)
These feature the character playing as the, including a pool of items reflected in their story, with the objectives of challenges modified to better fit the play-style and unique abilities of the Rivulet. These challenges are locked by default and require the player to complete the Rivulet's story in order to unlock.

36 - Submerged Superstructure

 * Win Condition: Gain 30 points
 * Arena: Rust Core
 * Creatures: ?
 * Items: 2 s, 7 s
 * Time Limit: None

37 - Shocking Pursuit

 * Win Condition: Gain 20 points
 * Arena: Water Reactor
 * Creatures: 4 s, 4 s
 * Items: 7, 4
 * Time Limit: 180 Seconds

38 - Wandering Lights

 * Win Condition: Kill all creatures
 * Arena:
 * Creatures: 2 s
 * Items: 7 s, 7
 * Time Limit: 300 Seconds
 * Notes: Since the aquapedes' movement are extremely limited on solid ground, a good strategy is to bait them in the central area, limiting their movement and making them way easier to kill.

39 - Electric Threading

 * Win Condition: Gain 10 points
 * Arena: Cave
 * Creatures: 3
 * Items: 12
 * Time Limit: None
 * Notes: Since the middle jellyfish is blocking the easy path up, the most consistent way to exit the water is to travel up facing the two lower poles and boosting immediately before reaching the surface, then pressing jump again.

40 - Relentless Leapers

 * Win Condition: Gain 3 points
 * Arena: Grid
 * Creatures: 3 s
 * Items: 4 s
 * Time Limit: None
 * Notes: It is unmentioned in the description that nests spawn in this arena.

41 - Snow and Ash

 * Win Condition: Kill all creatures
 * Arena:
 * Creatures: 4 s
 * Items: 6 s
 * Time Limit: None
 * Notes: This map spans more than one screen, unique to some of the challenge arenas.

42 - Daddy World

 * Win Condition: Gain 3 points
 * Arena:
 * Creatures: 2
 * Items: 3, 1 , 4 s, 1
 * Time Limit: None
 * Notes: This map spans more than one screen, unique to some of the challenge arenas. Additionally, it has unique music that plays over the usual shuffled tracks. The specific song played is 'Qanda'.

Spearmaster Challenges (43-49)
These feature the character playing as the, including a pool of items reflected in their story, prominently featuring hardmode creatures, with the objectives of challenges modified to better fit the play-style and unique abilities of the Spearmaster. These challenges are locked by default and require the player to complete the Spearmaster's story in order to unlock. Challenges where the Creatures are marked with a '?' have a random pool of enemies that spawn each time a the challenge is attempted.

43 - Claustrophobia

 * Win Condition: Kill all creatures
 * Arena:
 * Creatures: 3 s
 * Items: None
 * Time Limit: 60 Seconds

44 - Caustic Vats

 * Win Condition: Gain 25 points
 * Arena: Caustic Vats
 * Creatures: 2 s, 2 s, 2 s, 2 s, 2 s
 * Items:
 * Time Limit: None

45 - Target Practice

 * Win Condition: Pop every plant without letting a Squidcada die
 * Arena:
 * Creatures: 7 s
 * Items:
 * Time Limit: None
 * Notes: It is unmentioned in the description that s spawn in this arena. The Squidcadas antagonize Spearmaster, making it difficult to generate Spears as well as throw them. One strategy is to make 2 spears as soon as the challenge starts and hit the bottom 2 popcorn plants. Afterward, the safest way to create spears is to stay under the first block on the middle pole and hold up and grab at the same time.

46 - Garbage Wastes

 * Win Condition: Gain 50 points
 * Arena: Acid Field
 * Creatures: ?
 * Items: 4, 1 , 3 s
 * Time Limit: None

47 - Mudskipper

 * Win Condition: Kill every Eel Lizard
 * Arena: Refinery
 * Creatures: 3 s, 5 s
 * Items: None
 * Time Limit: 150 Seconds

48 - Failed Inspection

 * Win Condition: Kill all creatures
 * Arena: Conflux
 * Creatures: 1
 * Items: 5 s
 * Time Limit: None

49 - Descending Snips

 * Win Condition: Kill all creatures
 * Arena: Ampitheatre
 * Creatures: 2 s
 * Items: 2 s, 5 s, 5
 * Time Limit: None

Saint Challenges (50-56)
These feature the character playing as the, including a pool of items reflected in their story, prominently featuring hardmode creatures, with the objectives of challenges modified to better fit the play-style and unique abilities of the Saint. These challenges are locked by default and require the player to complete the Saint's story in order to unlock. Challenges where the Creatures are marked with a '?' have a random pool of enemies that spawn each time a the challenge is attempted.

50 - Endurance

 * Win Condition: Survive for 120 seconds and gain 5 points
 * Arena: Side Paths
 * Creatures: 1
 * Items: 5
 * Time Limit: 118 Seconds
 * Notes: The red lizard cannot reach the top third of the map so it is a safe place to eat or stay while waiting for the timer to count down.

51 - Malevolent Pacifism

 * Win Condition: Kill every Blue Lizard
 * Arena:
 * Creatures: 2, 4 s
 * Items: None
 * Time Limit: None

52 - Minefield

 * Win Condition: Gain 12 points
 * Arena: Levels
 * Creatures: 3, 13 s
 * Items: 12
 * Time Limit: 45 Seconds
 * Notes: The combination of an extremely tight timer and Saint's extremely negative reaction to Snail pops mean that the player's movement must be near perfect in order to eat all 12 Slime Mold in time.

53 - Opposition

 * Win Condition: Gain 15 Points
 * Arena: Shafts
 * Creatures: 4 s, 4 s
 * Items: 1, 12
 * Time Limit: 120 Seconds
 * Notes: An exact copy of Challenge 5, with less rubbish. The same tips apply.

54 - Flaming Pursuit

 * Win Condition: Kill all creatures
 * Arena: Water Reactor
 * Creatures: 4 s
 * Items: 7, 2
 * Time Limit: 180 Seconds
 * Notes: The 2 Fire Eggs that spawn freely within the arena are enough to kill one Firebug, which when stuck to and detonated simultaneously, kills them instantly, circumventing their agility and fast attacks when they are hurt and their eggs have been dropped. These newly supplied Fire Eggs and Fire Spears can then be used to a cascading effect to kill each Firebug one at a time, remotely and with little fear of retaliation. Alternatively, Firebugs can be picked up and thrown into the Void Fluid pit at the bottom, where they cannot escape, to be dealt with even more safely.

55 - Moving Target

 * Win Condition: Survive for 60 seconds and gain 2 points
 * Arena: Waste Deposit
 * Creatures: 2 s
 * Items: 4
 * Time Limit: None

56 - Stygian Depths

 * Win Condition: Gain 100 points
 * Arena:
 * Creatures: ?
 * Items: None
 * Time Limit: 240 Seconds
 * Notes: This challenge utilizes Saint in their Ascended state. Ascending itself does not grant any points; however, you can ascend a and use their s and s as weapons. The easiest method to complete this challenge is to kill four of either s, s or s, as they give 25 points each. A single Fire Egg kills Red Lizards and Miros Vultures, but Red Centipedes' shells protect from the blast; this can be circumvented by immediately Ascending them afterward. Background Karma symbols around the map refresh Saint's Ascension ability. Additionally, this map spans more than one screen, and includes unique music. The unique track that plays is the unused threat music for Rubicon. Stygian Depths was the original name for Rubicon.

Bonus Challenges (57-69)
These challenges feature an array of playable Slugcats and sandbox items sourced from all of their stories. These challenges are locked by default and require the player to complete 5 challenges to unlock the first one, 5 more to unlock the next, and so on.

57 - The Stash

 * Class:
 * Win Condition: Put a Pearl in a den
 * Arena: Pylons
 * Creatures: 5 s
 * Items: 9 s, 3 s, 1
 * Time Limit: None

58 - Corridor Patrol

 * Class:
 * Win Condition: Gain 8 points
 * Arena:
 * Creatures: 3 s, 3
 * Items: 8
 * Time Limit: None

59 - Swing to survive!

 * Class:
 * Win Condition: Gain 1 point
 * Arena:
 * Creatures: 3 s, 2
 * Items: 6
 * Time Limit: 20 Seconds
 * Notes: This challenge has the shortest timer out of any of the challenges. The player must utilize the Grapple Worm to make it across multiple screens to eat a fruit at the end. The yellow lizards are not much of a threat by the end of the timer as they try to escape the rain.

60 - Precarious Danglefruit

 * Class:
 * Win Condition: Gain 6 points
 * Arena: Pylons
 * Creatures: None
 * Items: 6 . 2 s, 3
 * Time Limit: None

61 - Dragon Slayer

 * Class:
 * Win Condition: Kill all creatures
 * Arena: Antenna
 * Creatures: 1, 1 , 1 , 1 , 1 , 1
 * Items: 2 s, 4 s, 8
 * Time Limit: None

62 - No Turning Back

 * Class:
 * Win Condition: Gain 10 points without letting a Slugcat die
 * Arena:
 * Creatures: None
 * Items: 4, 6 es
 * Time Limit: None
 * Notes: This challenge requires the player to control four different versions of Artificer at the same time, platforming over a few pools of acid. If even one of the Artificer clones die, the Challenge is failed. The player has control even when an Artificer is in a shortcut so this can be used to control fewer of them at a time.

63 - Acidic Popcorn

 * Class:
 * Win Condition: Gain 50 points
 * Arena: Joint
 * Creatures: None
 * Items: None
 * Time Limit: 80 Seconds
 * Notes: It is unmentioned in the description that s spawn in this arena. Spearmaster gains 5 points for each Popcorn Plant that they hit, meaning that they need to hit all 10 Popcorn Plants before the timer is up. In this challenge there is also lethal acid that rises and falls. The most consistent route is as follows:
 * Make 2 spears. Hit the top left plant.
 * Make another spear and hang off the horizontal pole to the left, waiting until the acid falls to exactly on the highest platform.
 * Hit the left plant on the way down, then the right one in quick succession. Make another 2 spears and enter the left shortcut.
 * Immediately throw 2 spears. Exit the shortcut and climb back up to the middle platform.
 * Make 2 spears while the acid is rising. Once it falls slightly, hang off the horizontal pole on the right to wait until the acid falls to exactly on the highest platform.
 * Hit the left plant on the way down, then the right one in quick succession. Make another spear.
 * Carefully drop to the bottom left pole and spear the plant, then head back to the right platform. Make another spear.
 * Crouch and spear the lower right plant, then climb to the top right plant. Make a spear and hit it.
 * Return to a den.

64 - Lizards Reloaded

 * Class:
 * Win Condition: Gain 12 points
 * Arena:
 * Creatures: 2 s, 3 s, 2 s
 * Items: 2 s, 15
 * Time Limit: None
 * Notes:
 * The easiest rifle to reach is in the top right, just underneath the ceiling block that juts out.
 * Rock shadows are typically darker than the rock itself, which is more gray-colored.
 * There are 300 bullets that can be loaded in total so use them liberally for movement and defense, but only target one lizard colour to avoid waste.
 * It is beneficial to target the two Cyan Lizards as they have relatively low health and high mobility, allowing you to chase them more easily. Cyan lizards in low gravity do not have much control over their direction so are less of a threat than you may expect.
 * Since shooting propels Hunter in the opposite direction, it is easiest to pin a target against a surface and stunlock them while holding on to a pole.
 * Once a lizard has been killed, approach with the rifle still in hand, only dropping it when the lizard is in grabbing distance. The food and the kill is enough to then return to a shelter.
 * This map spans more than one screen, unique to some of the challenge arenas.

65 - Armor Piercing Rounds

 * Class:
 * Win Condition: Destroy all armored plates
 * Arena: Hive
 * Creatures: 1
 * Items: 6 s
 * Time Limit: None
 * Notes: Enabling the Centipede Pipe Protection option is recommended. It is not required to use the mushrooms. Spearing from a distance is much safer and can knock most of the centipede's armor off; engaging in close combat can be reserved for the final few shells.

66 - Hyper Light Transfer

 * Class:
 * Win Condition: Gain 1 point
 * Arena:
 * Creatures: None
 * Items: 1, 1
 * Time Limit: 70 Seconds
 * Notes: It is unmentioned in the description that strings of s spawn in this arena. This challenge requires the user to use the Joke Rifle's knockback. When a Pearl is loaded into the gun, it has infinite ammo and slightly propels Slugcat away from the direction it faces. This propulsion is the only way to cross the gaps present in this challenge.
 * Starting propulsion immediately after jumping gives the most height and distance.
 * The velocity from a pounce is carried over, as is some additional height.

67 - Extreme Multitasking

 * Class:
 * Win Condition: Kill all creatures without letting a Slugcat die
 * Arena: Warehouse
 * Creatures: 1, 1 , 1
 * Items: 8, 4 s
 * Time Limit: None
 * Notes: Similar to Challenge 62, this requires the player to control four versions of The . The Challenge is not lost if a Slugcat is stunned by a lizard bite; the player can still save any captured Slugcat and only fails if the Lizard reaches its den or if the bite kills instead of stuns.

68 - Toxic Distillery

 * Class:
 * Win Condition: Survive for 60 seconds
 * Arena:
 * Creatures: None
 * Items: 1
 * Time Limit: None
 * Notes: This challenge requires the player to outrun a vat of continuously rising acid with the option of using the Rarefaction Cell. It is possible and can be easier to finish the challenge without ever picking it up. There are many dead ends and wrong paths, so care must be taken when planning a route. Though the timer states you have to survive for 60 seconds, the acid continues rising after that. This map spans more than one screen, unique to some of the challenge arenas.

69 - Microecology

 * Class:
 * Win Condition: Gain 50 points
 * Arena:
 * Creatures: 4  nests, 2 s, 1, 2 , 1 , 1 , 1 , 1 , 5 s, 2 s, 3 s
 * Items: 15, 2 s, 3 s, 1 , 3 s, 2 s
 * Time Limit: 600 Seconds
 * Notes: The longest and largest of the arena Challenges, Microecology has multiple fully designed rooms and a large amount of creatures and items placed around. Failure of this Challenge is punishing, as upon dying the player loses any progress made and must start from the very beginning. Luckily the time limit for this challenge is very lenient, at 600 seconds, or around 10 minutes.

Challenge 70


This is the final challenge, unlocked by completing all other challenges and as a result most of the base game Slugcat stories and all of the downpour Slugcat stories.

Challenge 70 features a surprise boss fight against, the Iterator known for sending out a Triple Affirmative, as the ascended.

To begin the fight, the player must attempt to use Saint's ascension ability on Sliver of Straw. After hitting her once, she begins vocalizing and charging up her attacks. The fight consists of six main phases, each ending with her gravity field fading out, indicating another opportunity to attempt an ascension.

The fight is also generally considered non-canon, including by the developers, though nothing in the game explicitly states as such.

General tips
The movement options available to Saint are pushing off walls, the Ascension ability and their tongue. Of these, only the Ascension ability needs to be rationed, as enough power must be retained to perform an attack once a phase ends. Otherwise, after some time, the phase will restart.

Bouncing off walls tends to only be a safe option in phase 1 and the start of phase 5, as it is difficult to control precisely and often sends Saint into the path of an attack. However, when combined with their tongue, it can be a viable method to move around to recharge or conserve Ascension.

When Saint activates their tongue, it pushes them slightly in the direction they are facing. This has no cooldown and can be used to make relatively quick, precise movements, and is the best movement option when Ascension is not needed, such as in sections of phase 2 and the end of stage 5.

Ascension is the main movement ability and mechanic of this Challenge. When activated, Saint can move quickly in any direction until the pips run out. However, this cannot be used liberally, as around 1/3 of the counter must be conserved for the phase's ending attack, and the recharge rate is slow. To slow the depletion of the counter, it is possible to activate the ability only briefly while tapping a direction, then immediately deactivating it. Since there are no other forces in zero gravity, Saint will continue moving in that direction, with an initial speed boost on activation. Doing this without holding a direction effectively resets Saint's momentum, allowing them to stop before entering the path of an attack. When used optimally, this tap-release method does not drain any Ascension, so the full ability can be used when in a pinch.

Ascension is replenished at the start of each phase, including phase repeats, which allows for using the ability to its limit to safely survive a phase with bad RNG.

Phase 1
Sliver of Straw shoots energy beams at the player. If the player is in the middle of the beam when it goes off, the attack does not kill. Instead, it pushes Saint towards the wall. If Saint is hit by the laser's detonation radius on the wall, they are killed.

The easiest way to dodge this attack is to bounce off the walls in a clockwise or anticlockwise cycle, keeping Saint perpetually ahead of the beam.

Phase 2
Sliver of Straw draws a large grid throughout the chamber, creating a square that generally lands somewhere on the middle. After a small delay, a large version of the symbol pops up on each of the four corners of the square. If the Saint's head is in the radius of the symbol, a loud ping sounds and Saint is killed. Otherwise, nothing happens but a small pop. These effects are near identical to Saint's own ascension abilities, including the sounds made upon success or failure.

Most of the symbols can be avoided using Saint's tongue to direct away from the corners. When needed, Ascension can be used for a short burst of speed or curbing of momentum.

Phase 3
Sliver of Straw surrounds the arena in a circle of lasers that radiate outwards from her body. While they are initially harmless, after a few seconds they rapidly fire off one after the other, requiring the player to keep up and outrun these. After the first barrage she moves away and sets up another attack. She does this four times.

The Ascension ability is needed for this phase. Use Saint's tongue (and Ascension, if needed) to approach her puppet before each barrage to position Saint just behind the first laser. On activation, use short bursts of Ascension to travel in a tight circle around her puppet, making sure not to travel too quickly.

Phase 4
This phase combines the first and second phase. Both the karma symbols and beams are slower to appear than in their individual phases, but attempting to avoid them both while keeping the Saint powered up enough to ascend Sliver of Straw at the end of this phase is difficult.

The most consistent method to avoid all attacks is to travel in a pattern similar to phase 1, except positioned closer to Sliver of Straw's puppet. As the beam attack is not immediately lethal when moving in this pattern, it can be ignored unless Saint is too close to a wall or it would propel Saint into a Karma symbol. If pushed by the beam, immediately activate Ascension to curb momentum, then continue as normal. Do not be afraid to use the Ascension ability to its limit in this phase, as it can be repeated without consequence for a chance at better RNG.

Phase 5
Sliver of Straw fills the arena with orbs of electricity that form a safe circle in the middle. Slowly at first, this safe zone begins to shift in a figure eight pattern (top left, bottom right, top right, bottom left). The pace quickens, and at the same time the safe zone gets smaller and smaller, requiring the player to anticipate the pattern before the circle actually begins changing directions. Unlike the other phases, when her gravity field goes down the attack does not stop.

At first, a combination of Saint's tongue and pushing off walls can be used to follow the circle. Once it gets smaller, controlled bursts of Ascension are needed to remain within the bounds, as it still travels quickly. Nearing the end of the phase, the circle is very small but moves slower, allowing Saint to use their tongue and conserve Ascension while waiting for her shield to go down. Make sure to be near the edge of the circle towards its direction of travel when activating Ascension.

Phase 6
Sliver of Straw utilizes the electric orbs, having them cover the top and bottom third of the chamber. Lasers similar to phase three slide in from either the right or left, and activate after a short time. This phase increases in difficulty as the orbs form a wavelike pattern, requiring the player to manage vertical movement while avoiding the incoming lasers. Like the previous phase, this attack does not stop when she becomes vulnerable.

Initially the lasers can be avoided by hugging the left or right wall. Once the orbs start moving, it is safer to remain in the left or right quarter, making quick precise movements using Saint's tongue and Ascension. Make sure to be in a relatively safe spot for the final attack, as Saint may be propelled to one side and into retreating orbs.

Ending
After all six phases have been passed, Saint must perform two more ascensions. The first one ends phase six, and Sliver of Straw continues vocalizing, with red sparks emanating from her body. Upon ascending her one last time, the chamber goes pitch black, and Sliver of Straw's puppet falls to the floor.

From here, the entrance turns into a shelter symbol, and Saint is able to exit.