The teleporter boss
Activating the teleporter starts a hold-out event. A boss spawns, basic monsters keep arriving, and the zone must stay clear until the charge finishes.
The boss is the gate. Until it dies, the teleporter will not send you on.
Read the boss
Bosses fall into loose families. Some charge at you, some keep range, and some call in support. The family tells you where to stand.
A charging boss wants open ground to run around. A ranged boss wants you to close the gap or break line of sight.
Control the adds
Adds are the small enemies that keep spawning during the fight. They block your path, soak your damage, and sometimes heal the boss.
Clear the dangerous adds first. A fight against one boss is easier than a fight against a boss and a swarm.
Positioning wins fights
Stand where the boss cannot corner you. Keep a dodge or dash ready for its heavy attack, and do not hold still to trade damage.
Movement is your best defense in this game. Range and mobility items turn a hard boss into a short fight.
After the boss
When the boss dies, the teleporter opens. Grab any nearby chests with the gold the fight paid out, then step through.
Do not linger after a rough fight. The clock keeps running whether you are healing or looting.
Continue with lunar item tradeoffs or review stage routing.