Four permanent seasons—from the original crown climb to Crown of the Wildstar's 45-level endgame.
This page has one navigation entry only: Glow Lounge. Use the switch below to view all four permanent Glow seasons.
The original crown climb from first contract to Master Prism forge. It establishes the cast, the city tone, and Mia's final-door test.
At the end of Season 1, Mia's final game appears: two doors with hidden cuts. Your pick applies a percentage cut to animals in that server inventory.
Clear that finale, then forge your Master Prism. That forge result is permanent and unlocks the Season 2 start button inside /glow.
The forge creates one named, colored Master Prism for your profile in that server. It is the gate to Season 2 and still counts for prism boosts.
Every chapter below is the in-order story arc used by this season.
You step into the Crownline with empty hands and a steady stare.
Rook shows you the quiet routes where deals stay invisible.
Your first catches are not trophies. They are proof of control.
The crew watches how you move, not what you say.
The city is loud, but your name stays low.
You learn the rhythm of rain, the pulse of spawns.
Rook reminds you that trust is rented, not owned.
You start to feel the weight of a future crown.
A shadow at the edge of every run whispers about a forge.
You do not chase it. Not yet.
Maris puts you behind the wheel of the night.
Every alley is a shortcut or a trap.
You learn to read mirrors and the eyes behind them.
A clean run keeps the crew fed and the Crownline hidden.
Your catches start arriving faster than the rumors.
Maris teaches you that speed without silence is chaos.
The city watches, but it cannot keep up.
You hear the name M for the first time, spoken low.
No one explains it. That makes it heavier.
You keep running anyway.
Sol opens the lab and the air tastes electric.
Prism dust swirls in beams of neon light.
You learn to stabilize the tempo and hold a steady hand.
Too fast ruins the mix. Too slow kills the night.
Sol warns you about the old mistakes hidden in the walls.
You keep your focus, and the batches hold.
The crew starts to nod when you walk in.
Your name is no longer a whisper. It is a signal.
Somewhere above, someone measures that signal.
You are being weighed.
Knox guards the doors like a storm in a suit.
He wants numbers. He wants consistency. He wants no excuses.
Your bounties tighten, and the pressure climbs.
You learn to keep a smile while the walls close in.
Every completion feels like a signature in steel.
The Crownline starts to feel like home and prison at once.
Knox tells you the crown is a weight, not a prize.
You carry it anyway.
In the distance, sirens hum and fade.
Your path stays unbroken.
Vera counts everything, including your mistakes.
She teaches you the cost of every ounce of power.
Pay ups are filters, not punishments.
You learn to trade pain for momentum.
The crew starts calling you reliable.
Reliability becomes expectation.
The ledger grows heavy and your name sits at the top.
Vera hints the crown is not the end of the line.
You catch a glimpse of the forge in a whispered rumor.
It feels closer than ever.
Cairo cleans the mess and keeps the spotlight off you.
You start to feel the weight of attention.
Every win brings eyes, and every eye brings heat.
Cairo smiles and says the Crownline wants to see you shine.
Your bounties push deeper into rare territory.
You stop blinking when the pressure spikes.
The crew begins to treat you like the crown itself.
You are no longer chasing. You are being chased.
The name M echoes louder now.
You still have not met her.
Juno stands between you and the throne.
Her tests are sharp, unforgiving, precise.
She wants to know if you can bleed without breaking.
You pass the bounties with a quiet fury.
The crew starts to believe you can take the crown.
Juno warns you about the hound they keep in the dark.
Brutus is built to erase kings and queens.
You feel the air grow colder when his name lands.
You do not turn back.
You sharpen anyway.
Reina watches from above, calm and sure.
She asks why you climb and waits for a real answer.
Your bounties twist around rarities and risk.
You begin to feel the storm forming under your feet.
Reina tells you the crown is not given. It is taken.
You take it, but the night is not finished.
A low growl moves through the city.
The Crownline hound is awake.
The crew gathers as the rain turns metallic.
You run toward the next chapter.
Orion meets you in a room that feels like a throne.
He speaks of the forge like a myth, then like a verdict.
He says the crown is a test you already passed.
The city expects you to freeze it in place.
You refuse to stop moving.
Your bounties drag you through the hardest nights yet.
Orion finally admits there is someone above him.
He calls her M and lowers his voice.
She has watched every rung you climbed.
She waits for proof.
El Patron waits with a calm that feels like an ending.
He tells you the crown is not the top. It is the gate.
You are offered a final contract with no applause.
The cost is steep and the promise is heavier.
You step into the storm anyway.
The hound is gone, but the silence is sharper.
You sense the forge before you see it.
The city holds its breath for your next move.
You hear the name M like a bell in the dark.
The door opens. The forge hums.
You climbed every rung. That's exactly what I needed. Glow Lounge does not crown by blood. It crowns the one who never blinks. Everyone else folded. You doubled down.
Bounty targets scale from approachable to elite. The catch-any target shown here is an approximation from bounty difficulty.
Duration: 2h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 1 catch-any baseline
Pay up: Pay up scales with level cost (20).
Specials: Standard contract pool.
Chance of Epic
Duration: 2h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 2 catch-any baseline
Pay up: Pay up scales with level cost (50).
Specials: Standard contract pool.
Chance of Legendary
Duration: 3h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 3 catch-any baseline
Pay up: Pay up scales with level cost (100).
Specials: Standard contract pool.
Better Perks
Duration: 3h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 5 catch-any baseline
Pay up: Pay up scales with level cost (150).
Specials: Standard contract pool.
New Bounty
Duration: 3h
Bounties: 2 · No bonus bounty
Catch-any target (approx): 8 catch-any baseline
Pay up: Pay up scales with level cost (200).
Specials: Standard contract pool.
Higher Duration
Duration: 4h
Bounties: 2 · No bonus bounty
Catch-any target (approx): 13 catch-any baseline
Pay up: Pay up scales with level cost (300).
Specials: Standard contract pool.
Higher Duration
Duration: 6h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 25 catch-any baseline
Pay up: Pay up scales with level cost (400).
Specials: Standard contract pool.
Better Perks
Duration: 8h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 35 catch-any baseline
Pay up: Pay up scales with level cost (600).
Specials: Standard contract pool.
New Bounty
Duration: 12h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 75 catch-any baseline
Pay up: Pay up scales with level cost (1000).
Specials: Standard contract pool.
Better Perks It might be time to stop.
Duration: 48h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 200 catch-any baseline
Pay up: Final Door: Mia's two-door cut decides the price.
Specials: Standard contract pool.
Final Contract The forge whispers your name.
Duration: Final
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1000 catch-any baseline
Pay up: Forge access: craft your Master Prism.
Specials: Standard contract pool.
Prism Forge Claim your master mark.
Perks are run-shaping modifiers. Mix consistency perks with risk perks based on your timer window.
5-37.5% chance of doubling animals on catch.
Type: Stackable
3-22.5% chance of tripling animals on catch, but 1.5-11.25% chance of getting no animals on catch.
Type: Stackable
1.5-11.25% chance of getting a wooden pack on catch.
Type: Stackable
1-7.5% chance of getting a stone pack on catch.
Type: Stackable
0.75-5.625% chance of getting a bronze pack on catch.
Type: Stackable
0.5-3.75% chance of getting a silver pack on catch.
Type: Stackable
0.25-1.875% chance of getting a gold pack on catch.
Type: Stackable
0.125-0.938% chance of getting a platinum pack on catch.
Type: Stackable
10-75% chance of prisms boosting catches by two rarity levels.
Type: Stackable
Getting Purrfection or All The Same times on catch triples animals received.
Type: Exclusive
1-7.5% chance of adding 5 minutes to glow timer on catch.
Type: Stackable
Your vote streak (current vote streak) boosts glow duration.
Type: Exclusive
0.33-2.5% chance of starting a rain with 10 animals.
Type: Stackable
The first 8-60 animals caught each level always double.
Type: Stackable
Every successful catch progresses it by the number of animals actually awarded.
Only the named species counts.
The named species and every rarer species count.
Use this current roster to identify species that can appear in contracts and pay-up demands.
A full 22-chapter continuation that begins after forging your Master Prism. It is tuned for smooth early momentum and brutal elite-tier endings.
Season 2 is not automatic. Players must finish Season 1 and forge a Master Prism first, then press Start Season 2 inside /glow.
Season 1 and Season 2 are intentionally separated to preserve the original finale and make the second climb feel fresh.
Season 2 ramps into elite volume at higher tiers. Mid-tier players should progress steadily, while top-end chapters push into hundreds and can exceed a thousand on catch-any style demands.
It is designed so committed players can reach around the mid chapters reliably, while only the most consistent runs clear the summit.
Every chapter below is the in-order story arc used by this season.
You touch the forge and the room changes from victory to responsibility. Mia does not clap. She slides a fresh ledger across steel and says the city has new districts, louder crews, and shorter patience. Season 2 starts with one rule: the crown you earned in the old climb does not carry you here unless you prove it again in motion.
Aster runs signal towers above Crownline and watches the whole map at once. She teaches you that pressure no longer comes from one rival; it comes from synchronized noise across every channel. You learn to move with intent, not speed, because sloppy speed gets clipped before midnight.
Rook returns with no speeches, only routes. He shows you the forgotten service lanes where hard bounties are won before anyone notices. The easy catches keep your pulse warm, but this chapter teaches sequencing: line up tasks so each catch serves two goals and every minute has purpose.
Maris puts you back behind the wheel, but the roads are meaner now. Intercepts spike, timers feel tighter, and pay ups bite harder. She reminds you that panic is a tax no one refunds, so you breathe, map the route, and run bounties in clean bursts until dawn finally stops arguing with you.
Vera opens a new ledger labeled volume discipline. She is not impressed by one lucky streak, so she pushes long-form consistency: hold pace, hit targets, keep reserves for pay up. By the end of the chapter, your runs stop feeling random and start feeling engineered, and that scares people who used to call you lucky.
Cairo handles optics, and optics are brutal in Season 2. He teaches you how to win without broadcasting weakness: take smart fights, avoid vanity catches, and convert momentum into clean bounty closures. This is where most players stall, but you lean into the grind and come out sharper than you went in.
Sol rewires your rhythm with prism-heavy sessions and high-rarity pressure. Targets stop being forgiving, and your margin for error narrows. You begin to chain catches with intent, using boosts where they matter and ignoring bait where they do not, turning what looked impossible into repeatable structure.
Knox steps in with pressure tests designed to break confidence. He adds tougher bounty mixes and expects you to finish without excuses. You stop chasing perfect conditions and start winning inside imperfect ones, which is exactly how elite players separate from everyone who only performs when it is easy.
Juno gives you the chapter nobody forgets: hard timers, ugly targets, and no sympathy. She wants to know if your identity survives strain. You do not dominate this chapter by force; you dominate it by refusing to tilt, refusing to rush, and refusing to throw away a run because one minute went bad.
Reina watches your charts and quietly raises the difficulty ceiling. She says level 10 is where pretenders peak and dissolve. You answer by tightening execution and stacking clean bounty conversions until the room goes quiet again. For the first time this season, she smiles like she expected this exact outcome.
Halfway does not mean safe. Mia marks the ledger and calls this chapter the hinge: everything after this grows harder than the climb before it. You are expected to keep progressing while the asks get heavier, and you do, because hesitation now would erase every lesson you paid for.
Vera spikes costs and watches your inventory discipline. This chapter punishes greedy spending and rewards deliberate pacing. You learn to protect enough depth for elite pay ups while still clearing active demands, and that balance turns you from a grinder into an operator with actual control.
Cairo introduces rotating pressure windows where easy progress vanishes and only disciplined runs survive. You stop looking for shortcuts and start managing windows: burst when the lane opens, consolidate when it closes. The chapter ends with your name climbing boards no one expected you to touch this fast.
Aster routes you into the upper skyline where elite crews benchmark each other in real time. Mistakes amplify instantly here. You keep your hands steady, stack progress across multiple objectives, and finish with enough clarity that even rivals admit your pacing is becoming absurdly efficient.
Rook gives you a brutal objective mix built around sustained output. You can no longer rely on one hot streak to carry a level; you need hours of disciplined conversion. This chapter teaches endurance with standards, and by the end you are no longer proving potential, you are proving repeatability under weight.
Sol turns up rarity pressure and asks for precision at scale. You are now expected to clear heavy totals while still hitting high-tier demands. It is exhausting, but you finally synchronize your perks, timing, and target choices into a single flow state that looks effortless from the outside and anything but from within.
Knox calls this tier the elimination tier. Catch demands surge into elite volume and weak decision chains collapse fast. You refuse to fold, hold structure through ugly segments, and keep converting until the board clears. Most players stop here; you start looking like you only just warmed up.
Juno escalates with pressure lines designed to punish hesitation. At this point bounties demand not just effort, but commitment to a rhythm you cannot afford to break. You lock in, stop second-guessing, and push through with the kind of focus people call insane until it starts winning everything.
Reina tests your late-season discipline with brutal totals and less room for recovery. You cannot brute-force this one; you have to manage fatigue, time, and inventory without slipping. By chapter end, the room understands you are no longer chasing elite status. You are defining what elite looks like here.
Mia marks level 20 as crown voltage, where only serious operators remain. Targets now hit numbers that scare most players on sight. You do not flinch. You schedule, execute, and close with clean edges, proving your ceiling is still climbing while everyone else is busy surviving their current one.
Penultimate runs are about discipline under absurd expectations. You face monstrous bounty asks, sparse margins, and the kind of timer pressure that makes bad choices look attractive. You stay cold, clear every line, and arrive at the final chapter with momentum instead of luck, exactly how legends are built here.
The Afterglow Summit is not a duel; it is a verdict on everything you learned. The board demands impossible-looking totals, and the timer dares you to panic. You do the opposite. You execute with terrifying calm, close the final ledger, and leave Season 2 with the city silent again. Mia nods once and says the same thing everyone else is thinking: this era was yours.
Bounty targets scale from approachable to elite. The catch-any target shown here is an approximation from bounty difficulty.
Duration: 2h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 15 catch-any baseline
Pay up: Pay up scales with level cost (2800).
Specials: Standard contract pool.
Warm restart
Duration: 2h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 20 catch-any baseline
Pay up: Pay up scales with level cost (3200).
Specials: Standard contract pool.
Sharper flow
Duration: 3h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 26 catch-any baseline
Pay up: Pay up scales with level cost (3800).
Specials: Standard contract pool.
Rare pressure begins
Duration: 3h
Bounties: 2 · No bonus bounty
Catch-any target (approx): 34 catch-any baseline
Pay up: Pay up scales with level cost (4600).
Specials: Standard contract pool.
Second bounty unlocked
Duration: 4h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 43 catch-any baseline
Pay up: Pay up scales with level cost (5600).
Specials: Standard contract pool.
Bonus bounty online
Duration: 5h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 55 catch-any baseline
Pay up: Pay up scales with level cost (6800).
Specials: Standard contract pool.
Timer and volume rise
Duration: 6h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 70 catch-any baseline
Pay up: Pay up scales with level cost (8200).
Specials: Standard contract pool.
Rarity climbs
Duration: 8h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 88 catch-any baseline
Pay up: Pay up scales with level cost (9800).
Specials: Standard contract pool.
Elite prep tier
Duration: 10h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 110 catch-any baseline
Pay up: Pay up scales with level cost (11600).
Specials: Standard contract pool.
Third bounty unlocked
Duration: 12h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 136 catch-any baseline
Pay up: Pay up scales with level cost (13600).
Specials: Standard contract pool.
Heavy mid-season
Duration: 14h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 166 catch-any baseline
Pay up: Pay up scales with level cost (16000).
Specials: Standard contract pool.
Midpoint secured
Duration: 16h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 202 catch-any baseline
Pay up: Pay up scales with level cost (18800).
Specials: Standard contract pool.
Costs scale harder
Duration: 18h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 244 catch-any baseline
Pay up: Pay up scales with level cost (22000).
Specials: Standard contract pool.
Burst execution
Duration: 20h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 294 catch-any baseline
Pay up: Pay up scales with level cost (25500).
Specials: Standard contract pool.
Operator tier
Duration: 22h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 354 catch-any baseline
Pay up: Pay up scales with level cost (29500).
Specials: Standard contract pool.
Long-form pressure
Duration: 24h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 426 catch-any baseline
Pay up: Pay up scales with level cost (34000).
Specials: Standard contract pool.
Scale plus precision
Duration: 30h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 512 catch-any baseline
Pay up: Pay up scales with level cost (39200).
Specials: Standard contract pool.
Elite entry
Duration: 34h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 616 catch-any baseline
Pay up: Pay up scales with level cost (45200).
Specials: Standard contract pool.
Commitment wall
Duration: 40h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 740 catch-any baseline
Pay up: Pay up scales with level cost (52000).
Specials: Standard contract pool.
Late-season punishment
Duration: 48h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 888 catch-any baseline
Pay up: Pay up scales with level cost (59800).
Specials: Standard contract pool.
Insane tier begins
Duration: 56h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1065 catch-any baseline
Pay up: Pay up scales with level cost (68800).
Specials: Standard contract pool.
No room for mistakes
Duration: 72h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1280 catch-any baseline
Pay up: Season complete: Afterglow Summit cleared.
Specials: Standard contract pool.
Season complete
Perks are run-shaping modifiers. Mix consistency perks with risk perks based on your timer window.
6-30% chance of doubling animals on catch.
Type: Stackable
3-18% chance of tripling animals on catch, but 1.5-9% chance of getting no animals on catch.
Type: Stackable
1.5-6.2% chance of getting a wooden pack on catch.
Type: Stackable
1.1-5.1% chance of getting a stone pack on catch.
Type: Stackable
0.8-3.6% chance of getting a bronze pack on catch.
Type: Stackable
0.55-2.8% chance of getting a silver pack on catch.
Type: Stackable
0.3-1.7% chance of getting a gold pack on catch.
Type: Stackable
0.15-0.95% chance of getting a platinum pack on catch.
Type: Stackable
12-52% chance of prisms boosting catches by two rarity levels.
Type: Stackable
1.4-6.4% chance of adding 5 minutes to glow timer on catch.
Type: Stackable
0.4-2.1% chance of starting a rain with 10 animals.
Type: Stackable
The first 10-48 animals caught each level always double.
Type: Stackable
8-32% chance to turn a failed glow catch into a normal catch.
Type: Stackable
4-24% chance to gain +1 extra animal after a successful glow catch.
Type: Stackable
5-26% chance to add 1 minute to glow timer on catch.
Type: Stackable
Getting Purrfection or All The Same times on catch triples animals received.
Type: Exclusive
Every successful catch progresses it by the number of animals actually awarded.
Only the named species counts.
The named species and every rarer species count.
Use this current roster to identify species that can appear in contracts and pay-up demands.
The Black Archive is the elite endgame climb: route choice, Echo Shards, relics, boss reward reveals, and the hardest Glow contracts in the bot.
Season 3 unlocks only after you reach the maximum Season 2 level. Open /glow and press Start Season 3; the Black Archive then starts from its own level 0.
Season 1 and Season 2 progress are kept. Starting Season 3 does not erase either completed climb.
Your route resets after every clear, so each new level is a fresh decision.
Echo Shards are the Black Archive’s permanent progress currency and achievement counter. You earn them from every level clear, route bonuses, Black Lantern, duplicate relic compensation, and the Echo Shiver perk.
The 33 base level rewards total 1,272 Echo Shards before route, relic, and perk bonuses. Signal adds 0 per clear, Overdrive adds 2, and Archive adds 4.
Boss levels are 5, 10, 15, 20, 26, and 33. Each clear pays the listed base Echo Shards, the listed packs, and one relic choice. Route and Black Lantern shard bonuses are added on top.
Echo Shards: +75 base
Packs: +2 gold
Relic choice: Echo Anchor or Stormglass Jaw
Echo Shards: +100 base
Packs: +2 platinum
Relic choice: Deep Key or Vault Warrant
Echo Shards: +125 base
Packs: +1 diamond
Relic choice: Black Lantern or Crownwire Loop
Echo Shards: +150 base
Packs: +2 diamond
Relic choice: Echo Anchor or Deep Key
Echo Shards: +189 base
Packs: +2 celestial
Relic choice: Stormglass Jaw or Black Lantern
Echo Shards: +292 base
Packs: +5 celestial
Relic choice: Vault Warrant or Crownwire Loop
Clearing the final level 33 boss permanently adds Vault Access and the Eclipse Prism to your profile.
The Eclipse Prism is an elite completion trophy. It is not one of the six relics, does not enter the normal prism boost pool, and does not currently add a hidden catch bonus.
The final boss also pays 292 base Echo Shards, 5 Celestial packs, and a choice between Vault Warrant and Crownwire Loop. No Season 3 level or boss awards Zoo Rain minutes.
Season 3 starts clean enough to learn, then ramps into marathon boards built for multi-day pushes. Upper chapters are intentionally the hardest Glow content in the game.
Timers rise from 3 hours to 136 hours. Main contract count rises from one to three, and special set, rain, prism, and speed contracts enter from level 6 onward.
Season 3 pay-ups use a separate capped formula: the selected species and route change the amount, but the demand can never exceed 3,000 animals.
Season 3 has 40 achievements covering level milestones, contracts, bonus boards, catch volume, rarities, Shards, relics, all three routes, clutch clears, bosses, and a no-fold finish.
Start Season 3 in /glow.
Reach Season 3 level 5 in /glow.
Reach Season 3 level 10 in /glow.
Reach Season 3 level 15 in /glow.
Reach Season 3 level 20 in /glow.
Reach Season 3 level 26 in /glow.
Reach Season 3 level 33 in /glow.
Complete 15 Season 3 bounties.
Complete 40 Season 3 bounties.
Complete 80 Season 3 bounties.
Complete 120 Season 3 bounties.
Complete 180 Season 3 bounties.
Complete 5 Season 3 bonus bounties.
Complete 15 Season 3 bonus bounties.
Complete 25 Season 3 bonus bounties.
Complete 33 Season 3 bonus bounties.
Finish bonus bounties on 10 different Season 3 levels.
Finish bonus bounties on 20 different Season 3 levels.
Finish bonus bounties on 30 different Season 3 levels.
Catch 1,000 animals during Season 3 runs.
Catch 5,000 animals during Season 3 runs.
Catch 10,000 animals during Season 3 runs.
Catch 20,000 animals during Season 3 runs.
Catch 500 rare+ animals during Season 3 runs.
Catch 2,000 rare+ animals during Season 3 runs.
Catch 500 epic+ animals during Season 3 runs.
Catch 1,500 epic+ animals during Season 3 runs.
Catch 150 legendary-tier animals during Season 3 runs.
Catch 500 legendary-tier animals during Season 3 runs.
Earn 100 Echo Shards in Season 3.
Earn 500 Echo Shards in Season 3.
Earn 1,500 Echo Shards in Season 3.
Claim 2 Black Archive relics.
Claim 4 Black Archive relics.
Claim all 6 Black Archive relics.
Clear at least one Season 3 level on Signal, Overdrive, and Archive routes.
Pay up in Season 3 with 30 minutes or less remaining.
Do 5 last-minute pay ups in Season 3.
Finish Season 3 without any level-downs.
Clear all 6 Season 3 boss contracts.
These same triggers appear in the searchable Achievements guide.
Every Black Archive level starts with a route choice before bounties begin. That route changes the risk profile of the board.
Steadier contracts, lighter pay-up, lower shard payout.
Difficulty: x0.9
Pay up: x0.9
Shard bonus: +0
Special-contract weight: x0.8
Heavier contract volume and pay-up pressure, better shard payout.
Difficulty: x1.15
Pay up: x1.12
Shard bonus: +2
Special-contract weight: x1.1
Weirder contracts, more shard payout, higher special-contract chance.
Difficulty: x1.02
Pay up: x1
Shard bonus: +4
Special-contract weight: x1.45
Boss clears offer relic picks. Relics are permanent Season 3 upgrades, not one-run perks and not items you spend.
Every Season 3 bounty start gets +15 minutes.
Rain contracts gain +1 extra progress on each valid rain catch.
Prism contracts gain +1 extra progress on each valid boosted catch.
Bonus bounties start with 1 free progress.
Every Season 3 level clear grants +1 extra Echo Shard.
Speed contracts accept catches up to 2 seconds slower.
Every chapter below is the in-order story arc used by this season.
The forge does not celebrate you. It opens a colder door. Mia calls it the Black Archive, the place where the city keeps harder routes, uglier numbers, and the names of players who almost became legends.
By the time the bonus contracts appear, the easy rhythm is gone. Rook teaches you how to stack objectives, keep a clean head, and turn one catch into two pieces of progress before the night notices.
Intake Static is the first real archive verdict. Vera pushes the button, the lights flatten, and the level stops feeling like a challenge and starts feeling like an audit of everything you are pretending to control.
The routes split properly now. Signal keeps you clean, Overdrive punishes hesitation, Archive starts whispering weird contracts into the board. Aster tells you this is where players stop copying guides and start making decisions.
Signal Theft ends the second act with the city fully awake. Reina watches your pacing, your timer, your reserves, and smiles only when it becomes clear you are no longer surviving the Archive. You are beginning to tax it.
Pressure Tax is where the season turns vicious. The asks are high enough to hurt, but still low enough to tempt overconfidence. Knox likes this tier because it exposes players who have energy but no structure.
Night Ledger is the point where Season 2 stops being the comparison. You are beyond it now. Mia calls this the first truly elite shelf of the Archive, where the board is allowed to look impossible and still expect an answer.
The marathon stretch changes the mood. Runs start lasting long enough that fatigue becomes part of the contract. Cairo warns you that late-season mistakes rarely look dramatic. They look like one lazy decision that quietly wrecks the next two hours.
Archive Teeth bites hard enough that everyone watching understands what this season is built to do. Juno says the board is not trying to test your talent anymore. It is testing whether your identity survives when the pace stays brutal for days.
The final stretch is less about invention and more about keeping the machine alive. Sol forces you to respect tempo, boosted catches, rare windows, and timer theft all at once. If your rhythm breaks here, the board smells it immediately.
Vault Verdict feels like the sky narrowing to one lane. Aster can see the whole city from up here, and what she sees is simple: almost nobody reaches this shelf, and even fewer do it without folding into panic somewhere on the climb.
Black Archive is the final verdict. The timers are monstrous, the asks are obscene, and the city is fully aware that if you clear this, the old word elite stops being enough. Mia does not promise applause. She promises permanence.
Bounty targets scale from approachable to elite. The catch-any target shown here is an approximation from bounty difficulty.
Duration: 3h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 23-40 for a regular catch-any roll
Pay up: A random animal demand, roughly 16-17 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +5 Echo Shards, plus route bonus.
Specials: Standard contract pool.
Archive routes open
Duration: 3h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 27-46 for a regular catch-any roll
Pay up: A random animal demand, roughly 16-20 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +5 Echo Shards, plus route bonus.
Specials: Standard contract pool.
Archive routes open
Duration: 4h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 31-54 for a regular catch-any roll
Pay up: A random animal demand, roughly 19-24 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +6 Echo Shards, plus route bonus.
Specials: Standard contract pool.
Archive routes open
Duration: 4h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 37-63 for a regular catch-any roll
Pay up: A random animal demand, roughly 22-28 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +6 Echo Shards, plus route bonus.
Specials: Standard contract pool.
Archive routes open
Duration: 5h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 43-74 for a regular catch-any roll
Pay up: A random animal demand, roughly 26-33 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +75 Echo Shards, plus route bonus; boss cache also gives 2 gold pack(s) and a relic choice.
Specials: Standard contract pool.
Boss contract: Intake Static
Duration: 5h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 50-87 for a regular catch-any roll
Pay up: A random animal demand, roughly 31-38 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +7 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Volume and route pressure rise
Duration: 6h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 59-102 for a regular catch-any roll
Pay up: A random animal demand, roughly 36-45 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +8 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Volume and route pressure rise
Duration: 7h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 69-119 for a regular catch-any roll
Pay up: A random animal demand, roughly 42-52 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +8 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Volume and route pressure rise
Duration: 8h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 81-140 for a regular catch-any roll
Pay up: A random animal demand, roughly 49-61 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +9 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Volume and route pressure rise
Duration: 9h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 94-163 for a regular catch-any roll
Pay up: A random animal demand, roughly 58-72 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +100 Echo Shards, plus route bonus; boss cache also gives 2 platinum pack(s) and a relic choice.
Specials: Route specials can appear.
Boss contract: Signal Theft
Duration: 10h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 110-190 for a regular catch-any roll
Pay up: A random animal demand, roughly 67-84 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +10 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Stacked contracts begin
Duration: 12h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 129-223 for a regular catch-any roll
Pay up: A random animal demand, roughly 79-98 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +10 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Stacked contracts begin
Duration: 14h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 151-261 for a regular catch-any roll
Pay up: A random animal demand, roughly 92-115 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +11 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Stacked contracts begin
Duration: 16h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 177-305 for a regular catch-any roll
Pay up: A random animal demand, roughly 108-135 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +11 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Stacked contracts begin
Duration: 18h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 207-357 for a regular catch-any roll
Pay up: A random animal demand, roughly 126-157 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +125 Echo Shards, plus route bonus; boss cache also gives 1 diamond pack(s) and a relic choice.
Specials: Route specials can appear.
Boss contract: Pressure Tax
Duration: 20h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 242-418 for a regular catch-any roll
Pay up: A random animal demand, roughly 148-184 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +12 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Elite control tier
Duration: 24h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 283-489 for a regular catch-any roll
Pay up: A random animal demand, roughly 173-215 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +13 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Elite control tier
Duration: 28h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 331-573 for a regular catch-any roll
Pay up: A random animal demand, roughly 203-252 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +13 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Elite control tier
Duration: 32h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 387-670 for a regular catch-any roll
Pay up: A random animal demand, roughly 237-295 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +14 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Elite control tier
Duration: 36h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 453-784 for a regular catch-any roll
Pay up: A random animal demand, roughly 277-345 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +150 Echo Shards, plus route bonus; boss cache also gives 2 diamond pack(s) and a relic choice.
Specials: Route specials can appear.
Boss contract: Night Ledger
Duration: 40h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 530-916 for a regular catch-any roll
Pay up: A random animal demand, roughly 324-404 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +15 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Marathon archive pressure
Duration: 48h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 620-1,073 for a regular catch-any roll
Pay up: A random animal demand, roughly 380-472 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +15 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Marathon archive pressure
Duration: 56h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 726-1,255 for a regular catch-any roll
Pay up: A random animal demand, roughly 444-553 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +16 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Marathon archive pressure
Duration: 64h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 849-1,468 for a regular catch-any roll
Pay up: A random animal demand, roughly 519-646 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +16 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Marathon archive pressure
Duration: 72h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 994-1,718 for a regular catch-any roll
Pay up: A random animal demand, roughly 608-757 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +17 Echo Shards, plus route bonus.
Specials: Route specials can appear.
Marathon archive pressure
Duration: 80h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,162-2,010 for a regular catch-any roll
Pay up: A random animal demand, roughly 711-885 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +189 Echo Shards, plus route bonus; boss cache also gives 2 celestial pack(s) and a relic choice.
Specials: Route specials can appear.
Boss contract: Archive Teeth
Duration: 88h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,360-2,351 for a regular catch-any roll
Pay up: A random animal demand, roughly 832-1,036 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +18 Echo Shards, plus route bonus.
Specials: Route specials can appear.
The hardest Glow stretch
Duration: 96h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,592-2,751 for a regular catch-any roll
Pay up: A random animal demand, roughly 974-1,212 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +18 Echo Shards, plus route bonus.
Specials: Route specials can appear.
The hardest Glow stretch
Duration: 104h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,862-3,219 for a regular catch-any roll
Pay up: A random animal demand, roughly 1,139-1,418 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +19 Echo Shards, plus route bonus.
Specials: Route specials can appear.
The hardest Glow stretch
Duration: 112h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 2,179-3,766 for a regular catch-any roll
Pay up: A random animal demand, roughly 1,333-1,659 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +19 Echo Shards, plus route bonus.
Specials: Route specials can appear.
The hardest Glow stretch
Duration: 120h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 2,549-4,407 for a regular catch-any roll
Pay up: A random animal demand, roughly 1,559-1,941 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +20 Echo Shards, plus route bonus.
Specials: Route specials can appear.
The hardest Glow stretch
Duration: 128h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 2,982-5,156 for a regular catch-any roll
Pay up: A random animal demand, roughly 1,824-2,270 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +20 Echo Shards, plus route bonus.
Specials: Route specials can appear.
The hardest Glow stretch
Duration: 136h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 3,489-6,032 for a regular catch-any roll
Pay up: A random animal demand, roughly 2,135-2,656 if Zebra is selected; rarer species require fewer. No Season 3 pay-up can exceed 3,000 animals.
Reward: Base clear reward: +292 Echo Shards, plus route bonus; boss cache also gives 5 celestial pack(s) and a relic choice. Final clear also unlocks Vault Access and the Eclipse Prism trophy.
Specials: Route specials can appear.
Boss contract: Black Archive
Perks are run-shaping modifiers. Mix consistency perks with risk perks based on your timer window.
8-34% chance of doubling animals on catch.
Type: Stackable
4-19% chance of tripling animals on catch, but 2-9.5% chance of getting no animals on catch.
Type: Stackable
1.8-6.8% chance of getting a wooden pack on catch.
Type: Stackable
1.4-5.5% chance of getting a stone pack on catch.
Type: Stackable
1-4.2% chance of getting a bronze pack on catch.
Type: Stackable
0.7-3.2% chance of getting a silver pack on catch.
Type: Stackable
0.4-2% chance of getting a gold pack on catch.
Type: Stackable
0.2-1.2% chance of getting a platinum pack on catch.
Type: Stackable
14-56% chance of prisms boosting catches by two rarity levels.
Type: Stackable
1.8-7.4% chance of adding 5 minutes to glow timer on catch.
Type: Stackable
0.5-2.5% chance of starting a rain with 10 animals.
Type: Stackable
The first 14-56 animals caught each level always double.
Type: Stackable
10-36% chance to turn a failed glow catch into a normal catch.
Type: Stackable
6-26% chance to gain +1 extra animal after a successful glow catch.
Type: Stackable
6-27% chance to add 1 minute to glow timer on catch.
Type: Stackable
Getting Purrfection or All The Same times on catch triples animals received.
Type: Exclusive
3-18% chance to gain 1 Echo Shard on a successful glow catch.
Type: Stackable
2-12% chance to gain +2 extra animals after a successful glow catch.
Type: Stackable
3-15% chance to add 2 minutes to glow timer on catch.
Type: Stackable
Every successful catch progresses it by the number of animals actually awarded.
Only the named species counts.
The named species and every rarer species count.
Any animal in the displayed two-to-four-species set counts.
Only catches made during an active Zoo Rain count.
Only catches that were actually upgraded by a prism count.
Only catches at or under the displayed time count. Crownwire Loop or Season 4's Dolphin Current can add a two-second buffer.
Use this current roster to identify species that can appear in contracts and pay-up demands.
Crown of the Wildstar is a 45-level risk-driven endgame expedition with Pressure, three danger modes, bankable Sparks, Dares, Scars, Blessings, catalysts, nine guardians, permanent Artifacts, two finale doors, and repeatable Ascension.
Season 4 unlocks only after clearing all 33 Black Archive levels and earning the permanent Eclipse Prism. Open /glow at Season 3 maximum and press Start Season 4.
Your earlier Glow seasons, relics, Prism, inventory, and achievements are preserved. Crown of the Wildstar starts from its own level 0 and adds 45 new permanent levels.
You choose a mode before every run. The choice locks when the timer starts, and Cataclysm becomes available after reaching level 10.
Standard objectives and timer. The safest way through the Wildstar.
Objectives: x1
Timer: x1
Wild Sparks: x1
Failure loss: 25% of unbanked Sparks
25% heavier objectives, 10% less time, and 50% more Wild Sparks.
Objectives: x1.25
Timer: x0.9
Wild Sparks: x1.5
Failure loss: 25% of unbanked Sparks
65% heavier objectives, 25% less time, and 125% more Wild Sparks. A failure burns every unbanked Spark in the chapter.
Objectives: x1.65
Timer: x0.75
Wild Sparks: x2.25
Failure loss: 100% of unbanked Sparks
Push adds 15 Pressure and one chain. Higher Pressure makes contracts larger, raises Spark rewards, and can add announced mutators. A chain adds 10% Sparks per step, capped at +150%.
Objective size: x1
Spark payout: x1
Active mutators: 0
Objective size: x1.1
Spark payout: x1.15
Active mutators: 0
Objective size: x1.2
Spark payout: x1.35
Active mutators: 1
Objective size: x1.35
Spark payout: x1.65
Active mutators: 2
Objective size: x1.5
Spark payout: x2
Active mutators: 2
At the beginning of each chapter, choose one helpful Blessing and accept one dangerous Scar. Both remain for that five-level chapter, then reset after its guardian.
Speed contracts allow 2 extra seconds.
Preserve 25% more unbanked Sparks after a non-Cataclysm failure.
A catch that advances multiple contracts adds one bonus Spark.
Once per chapter, start a level with 15% more time.
Ignore the first Wildstar mutator in each chapter.
One free objective reroll per chapter.
Every level has 15% less time.
Pay-up offerings are 20% larger.
Prism-boosted catches cannot advance special contracts.
Every rain catch adds one Pressure.
Set contracts contain an extra species.
Failure destroys an extra 15% of unbanked Sparks.
Feral, Apex, and Redline Pressure can add deterministic chapter mutators. They are shown before a run; the Wildstar never changes the rule in secret.
Rare-or-better contracts are favoured.
Rain contracts are favoured.
Prism contracts are favoured.
Speed contracts are favoured.
Set contracts are favoured.
The Bench converts one explicitly previewed surplus offering into a catalyst. It refuses any purchase that would consume your final copy, and nothing is taken until you confirm.
+10% time on the next run.
Remove 15 Pressure immediately.
Reroll the current contracts before they begin.
Prevent one level-down. It never protects a wager.
+15 Pressure and +35% Sparks on the next clear.
Dares are optional wagers. Accepting one requires two confirmations and removes the stake immediately. Clear the run to get the stake back plus bonus Sparks; fail and the stake remains lost.
Stake: 1 pack gold
Success bonus: +40 Wild Sparks
Stake: 1 pack platinum
Success bonus: +100 Wild Sparks
Stake: 1 pack diamond
Success bonus: +225 Wild Sparks
Stake: 1 pack celestial
Success bonus: +500 Wild Sparks
Every guardian clear offers a deterministic choice of three Artifacts you do not own. Artifacts are permanent, unique, and never consumed.
Cash Out banks 10% extra Sparks.
Non-Cataclysm failures preserve 25% more unbanked Sparks.
Speed contracts allow 2 extra seconds.
Suppress the first active mutator in every chapter.
Rain catches can award one bonus Spark.
Prism catches can award one bonus Spark.
Overlapping contract progress awards one bonus Spark.
The first run of each chapter receives 15% more time.
Boss clears award 10% more Sparks.
Stabilize costs 20% fewer Sparks.
The first failure in a chapter loses 10% fewer Sparks.
Dare success awards 20% more Sparks.
Guardians wait at levels 5, 10, 15, 20, 25, 30, 35, 40, and 45. A first clear grants its permanent reward and checkpoint; replaying a checkpoint cannot duplicate packs, Sparks, Caches, or Artifact choices.
Base Sparks: +100
Permanent rewards: 3 gold pack(s) · one choice from three unowned Artifacts
Base Sparks: +150
Permanent rewards: 2 platinum pack(s) · one choice from three unowned Artifacts
Base Sparks: +225
Permanent rewards: 1 diamond pack(s) · 1 untradeable Astral Cache · one choice from three unowned Artifacts
Base Sparks: +300
Permanent rewards: 2 diamond pack(s) · one choice from three unowned Artifacts
Base Sparks: +400
Permanent rewards: 1 celestial pack(s) · one choice from three unowned Artifacts
Base Sparks: +500
Permanent rewards: 1 celestial pack(s) · 1 untradeable Astral Cache · one choice from three unowned Artifacts
Base Sparks: +650
Permanent rewards: 1 celestial pack(s) · one choice from three unowned Artifacts
Base Sparks: +800
Permanent rewards: 1 celestial pack(s) · one choice from three unowned Artifacts
Base Sparks: +1,500
Permanent rewards: 3 celestial pack(s) · 1 untradeable Astral Cache · Wildstar Crown Prism and the two-door finale rewards
After every final contract is complete, the finale shows both projected losses. Choosing a door opens a second screen with the exact permanent loss. Only the second confirmation changes your inventory.
Each animal stack loses 25%, rounded down. It awards normal finale Sparks, 3 Celestial packs, the final Astral Cache, and all permanent Crown rewards.
Each animal stack loses 50%, rounded down. It awards double finale Sparks, 5 Celestial packs, the final Astral Cache, and all permanent Crown rewards.
The sacrifice only touches animal stacks. Packs, Rain, prisms, Wild Sparks, achievements, titles, cosmetics, and unrelated progression are never removed. A stack of one stays one because each cut rounds down.
Permanent clear rewards: Wildstar Crown Prism, Wildstar Keeper title, catch-card frame, Astral appearance, Crowned by Mia mark, final Artifact choice, and Wildstar Ascension.
Final timer: 168 hours. Final Trail catch-any baseline: approximately 24,650-33,350, before Hunt, Cataclysm, Pressure, Scars, and mutators.
Clearing the finale unlocks repeatable five-node Ascension loops. Node 1 costs 1,000 banked Sparks; each following node costs 250 more than the one before it.
Every five mastered nodes adds a permanent Wildstar profile star and awards one Celestial pack. Ascension powers are deliberately capped so prestige cannot break normal Zoo balance.
Long-term goals: first node, first five-node loop, and 25 mastered nodes each have their own Season 4 achievement.
This is deliberately slow, difficult endgame content. Timers rise from 12 hours to 168 hours, required boards grow from one contract to three, and the season contains exactly 125 required bounties plus 42 optional bonus boards.
Base bounty difficulty rises from 800 at level 1 to 58,000 at level 45. Hunt, Cataclysm, Pressure, Scars, and mutators can push the real target far beyond the calm Trail baseline.
There are no paid shortcuts, no hidden inventory destruction, and no Season 4 Rain-minute rewards. The challenge is intended to take time, reward planning, and remain meaningful for completed endgame collections.
Achievements cover all guardian milestones, 125 required contracts, Sparks, push chains, Pressure, Dares, Artifacts, all three modes, both finale doors, a flawless clear, and deep Ascension.
Enter Glow Season 4: Crown of the Wildstar.
Defeat the first Wildstar guardian at level 5.
Reach Wildstar level 10 and unlock Cataclysm.
Reach Wildstar level 15 and defeat the Gravity Lion.
Reach Wildstar level 20 and break the Crownjack.
Reach Wildstar level 25 and master the Astral Menagerie.
Reach Wildstar level 30 and silence the Choir of Teeth.
Reach Wildstar level 35 and defeat Apex Null.
Reach Wildstar level 40 and survive the Wildstar Heart.
Bank Wild Sparks after reaching Apex Pressure.
Reach 100 Wild Pressure.
Build a five-run Wildstar push chain without banking.
Build a ten-run Wildstar push chain without banking.
Earn 1,000 Wild Sparks in Season 4.
Earn 5,000 Wild Sparks in Season 4.
Earn 15,000 Wild Sparks in Season 4.
Complete 25 required Wildstar bounties.
Complete 75 required Wildstar bounties.
Complete all 125 required Wildstar bounties.
Win your first optional Wildstar Dare.
Win five of Mia's optional Wildstar Dares.
Win ten optional Wildstar Dares.
Claim three permanent Wildstar Artifacts.
Claim six permanent Wildstar Artifacts.
Claim nine permanent Wildstar Artifacts.
Clear Crown of the Wildstar without a Season 4 level-down.
Complete successful runs on Trail, Hunt, and Cataclysm.
Choose the Quarter Door in Mia's Wildstar finale.
Choose the Half Door in Mia's Wildstar finale.
Choose a final Wildstar door and forge the Wildstar Crown Prism.
Master your first post-finale Ascension node.
Complete one full five-node Wildstar Ascension loop.
Master 25 Wildstar Ascension nodes.
Every chapter below is the in-order story arc used by this season.
The Eclipse Prism opens in Mia's paws. Behind it is not another room, but a sky full of animal constellations. One star falls, lands at your feet, and growls.
The Starfall Gate opens only when every easy promise has been kept. Beyond it, the constellations are awake and hungry.
Mirror Maw copies the kind of hunter you have become. Trail, Hunt, or Cataclysm: from here onward, the Wildstar lets you choose how loudly you suffer.
Crownjack hangs above a river of starfire. The easy payment is enormous. The hard hunt is worse. Both are honest.
The Choir of Teeth sings three contracts at once. Every note changes the next objective. The sky has stopped pretending to be kind.
The Wildstar Heart beats beneath four locked constellations. Every bank, push, scar, blessing, and dare arrives here before you do.
Mia walks ahead now. Her pawprints become stars, one after another, leading toward a crown too bright to look at directly.
The final constellation breaks open. Two doors rise from the impossible zoo. One is marked HALF. One is marked QUARTER. Both demand animals. Neither accepts regret.
Bounty targets scale from approachable to elite. The catch-any target shown here is an approximation from bounty difficulty.
Duration: 12h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 340 Trail/Calm baseline to roughly 1,252 at maximum danger
Pay up: A random animal demand, roughly 96-115 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +12 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The Starfall Gate stirs
Duration: 14h
Bounties: 1 · No bonus bounty
Catch-any target (approx): 425 Trail/Calm baseline to roughly 1,565 at maximum danger
Pay up: A random animal demand, roughly 120-144 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +14 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Pressure awakens
Duration: 16h
Bounties: 2 · No bonus bounty
Catch-any target (approx): 510 Trail/Calm baseline to roughly 1,879 at maximum danger
Pay up: A random animal demand, roughly 144-173 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +16 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Overlapping contracts begin
Duration: 18h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 595 Trail/Calm baseline to roughly 2,192 at maximum danger
Pay up: A random animal demand, roughly 168-202 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +18 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The first bonus constellation
Duration: 20h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 680 Trail/Calm baseline to roughly 2,505 at maximum danger
Pay up: A random animal demand, roughly 192-230 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +100 Wild Sparks at risk; first clear also gives 3 gold pack(s) plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: The Starfall Gate
Duration: 20h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 786 Trail/Calm baseline to roughly 2,896 at maximum danger
Pay up: A random animal demand, roughly 222-266 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +22 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Constellation hunts begin
Duration: 23h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 914 Trail/Calm baseline to roughly 3,366 at maximum danger
Pay up: A random animal demand, roughly 258-310 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +25 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Species sets widen
Duration: 26h
Bounties: 2 · Includes bonus bounty
Catch-any target (approx): 1,041 Trail/Calm baseline to roughly 3,835 at maximum danger
Pay up: A random animal demand, roughly 294-353 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +28 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Rain objectives enter
Duration: 29h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,190 Trail/Calm baseline to roughly 4,383 at maximum danger
Pay up: A random animal demand, roughly 336-403 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +32 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Three contracts overlap
Duration: 32h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,318 Trail/Calm baseline to roughly 4,853 at maximum danger
Pay up: A random animal demand, roughly 372-446 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +150 Wild Sparks at risk; first clear also gives 2 platinum pack(s) plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: Mirror Maw · Cataclysm unlocks
Duration: 32h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,488 Trail/Calm baseline to roughly 5,479 at maximum danger
Pay up: A random animal demand, roughly 420-504 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +36 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Feral Pressure mathematics
Duration: 35h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,658 Trail/Calm baseline to roughly 6,105 at maximum danger
Pay up: A random animal demand, roughly 468-562 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +40 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Rain chains intensify
Duration: 38h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 1,870 Trail/Calm baseline to roughly 6,888 at maximum danger
Pay up: A random animal demand, roughly 528-634 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +45 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Prism contracts intensify
Duration: 41h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 2,210 Trail/Calm baseline to roughly 8,140 at maximum danger
Pay up: A random animal demand, roughly 624-749 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +52 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Redline becomes reachable
Duration: 44h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 2,465 Trail/Calm baseline to roughly 9,080 at maximum danger
Pay up: A random animal demand, roughly 696-835 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +225 Wild Sparks at risk; first clear also gives 1 diamond pack(s) and 1 untradeable Astral Cache plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: The Gravity Lion
Duration: 44h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 2,720 Trail/Calm baseline to roughly 10,019 at maximum danger
Pay up: A random animal demand, roughly 768-922 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +60 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Crownfire begins
Duration: 47h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 3,060 Trail/Calm baseline to roughly 11,271 at maximum danger
Pay up: A random animal demand, roughly 864-1,037 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +68 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Special contracts overlap
Duration: 50h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 3,400 Trail/Calm baseline to roughly 12,523 at maximum danger
Pay up: A random animal demand, roughly 960-1,152 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +76 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Mutators sharpen
Duration: 53h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 3,613 Trail/Calm baseline to roughly 13,306 at maximum danger
Pay up: A random animal demand, roughly 1,020-1,224 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +84 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Crownfire redlines
Duration: 56h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 3,825 Trail/Calm baseline to roughly 14,089 at maximum danger
Pay up: A random animal demand, roughly 1,080-1,296 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +300 Wild Sparks at risk; first clear also gives 2 diamond pack(s) plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: The Crownjack
Duration: 56h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 4,165 Trail/Calm baseline to roughly 15,341 at maximum danger
Pay up: A random animal demand, roughly 1,176-1,411 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +92 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The Menagerie War
Duration: 60h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 4,590 Trail/Calm baseline to roughly 16,907 at maximum danger
Pay up: A random animal demand, roughly 1,296-1,555 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +102 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Habitats narrow
Duration: 64h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 5,100 Trail/Calm baseline to roughly 18,785 at maximum danger
Pay up: A random animal demand, roughly 1,440-1,728 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +114 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Every catch keeps accounts
Duration: 68h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 5,483 Trail/Calm baseline to roughly 20,194 at maximum danger
Pay up: A random animal demand, roughly 1,548-1,858 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +126 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The Menagerie collects
Duration: 72h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 5,738 Trail/Calm baseline to roughly 21,133 at maximum danger
Pay up: A random animal demand, roughly 1,620-1,944 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +400 Wild Sparks at risk; first clear also gives 1 celestial pack(s) plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: The Astral Menagerie
Duration: 72h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 6,163 Trail/Calm baseline to roughly 22,699 at maximum danger
Pay up: A random animal demand, roughly 1,740-2,088 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +138 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The sky breaks
Duration: 77h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 6,715 Trail/Calm baseline to roughly 24,734 at maximum danger
Pay up: A random animal demand, roughly 1,896-2,275 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +152 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Rain beneath a black sun
Duration: 82h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 7,438 Trail/Calm baseline to roughly 27,395 at maximum danger
Pay up: A random animal demand, roughly 2,100-2,520 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +168 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Speed windows collapse
Duration: 87h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 8,075 Trail/Calm baseline to roughly 29,743 at maximum danger
Pay up: A random animal demand, roughly 2,280-2,736 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +184 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The habitat becomes a cage
Duration: 92h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 8,500 Trail/Calm baseline to roughly 31,309 at maximum danger
Pay up: A random animal demand, roughly 2,400-2,880 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +500 Wild Sparks at risk; first clear also gives 1 celestial pack(s) and 1 untradeable Astral Cache plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: The Choir of Teeth
Duration: 92h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 9,138 Trail/Calm baseline to roughly 33,657 at maximum danger
Pay up: A random animal demand, roughly 2,580-3,096 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +202 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
No route remains
Duration: 98h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 9,988 Trail/Calm baseline to roughly 36,788 at maximum danger
Pay up: A random animal demand, roughly 2,820-3,384 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +222 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Constellations drown
Duration: 104h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 10,838 Trail/Calm baseline to roughly 39,919 at maximum danger
Pay up: A random animal demand, roughly 3,060-3,672 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +242 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The vault opens inward
Duration: 110h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 11,688 Trail/Calm baseline to roughly 43,050 at maximum danger
Pay up: A random animal demand, roughly 3,300-3,960 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +262 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Safety expires
Duration: 116h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 12,538 Trail/Calm baseline to roughly 46,180 at maximum danger
Pay up: A random animal demand, roughly 3,540-4,248 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +650 Wild Sparks at risk; first clear also gives 1 celestial pack(s) plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: Apex Null
Duration: 116h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 13,388 Trail/Calm baseline to roughly 49,311 at maximum danger
Pay up: A random animal demand, roughly 3,780-4,536 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +286 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The final sky begins
Duration: 123h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 14,875 Trail/Calm baseline to roughly 54,790 at maximum danger
Pay up: A random animal demand, roughly 4,200-5,040 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +320 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The engine hunts back
Duration: 130h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 16,150 Trail/Calm baseline to roughly 59,487 at maximum danger
Pay up: A random animal demand, roughly 4,560-5,472 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +354 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The roar does not end
Duration: 137h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 17,425 Trail/Calm baseline to roughly 64,183 at maximum danger
Pay up: A random animal demand, roughly 4,920-5,904 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +388 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The empty crown waits
Duration: 144h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 18,063 Trail/Calm baseline to roughly 66,531 at maximum danger
Pay up: A random animal demand, roughly 5,100-6,000 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +800 Wild Sparks at risk; first clear also gives 1 celestial pack(s) plus one permanent Artifact choice.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Boss: The Wildstar Heart
Duration: 144h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 19,125 Trail/Calm baseline to roughly 70,445 at maximum danger
Pay up: A random animal demand, roughly 5,400-6,000 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +430 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Follow Mia's constellation
Duration: 150h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 20,400 Trail/Calm baseline to roughly 75,141 at maximum danger
Pay up: A random animal demand, roughly 5,760-6,000 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +462 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The zoo watches
Duration: 156h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 22,950 Trail/Calm baseline to roughly 84,534 at maximum danger
Pay up: A random animal demand, roughly 6,000-6,000 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +520 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Every mechanic returns
Duration: 162h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 23,800 Trail/Calm baseline to roughly 87,665 at maximum danger
Pay up: A random animal demand, roughly 6,000-6,000 if Zebra is selected; rarer species require fewer and no Season 4 pay-up can exceed 6,000 animals.
Reward: Base clear reward: +560 Wild Sparks at risk.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
The final light remains
Duration: 168h
Bounties: 3 · Includes bonus bounty
Catch-any target (approx): 24,650 Trail/Calm baseline to roughly 90,795 at maximum danger
Pay up: No normal pay-up: choose the disclosed Quarter Door (25%) or Half Door (50%) animal-stack sacrifice.
Reward: Base clear reward: +1,500 Wild Sparks at risk; first clear also gives 3 celestial pack(s) and 1 untradeable Astral Cache plus the permanent Crown rewards.
Specials: Set, Rain-catch, prism, and speed contracts can appear; Pressure mutators alter their weighting.
Finale: choose the Half Door or Quarter Door
Perks are run-shaping modifiers. Mix consistency perks with risk perks based on your timer window.
10-38% chance of doubling animals on catch.
Type: Stackable
4-20% chance of tripling animals on catch, but 2-10% chance of getting no animals on catch.
Type: Stackable
2-7% chance of getting a wooden pack on catch.
Type: Stackable
1.5-6% chance of getting a stone pack on catch.
Type: Stackable
1-4.8% chance of getting a bronze pack on catch.
Type: Stackable
0.8-3.7% chance of getting a silver pack on catch.
Type: Stackable
0.45-2.3% chance of getting a gold pack on catch.
Type: Stackable
0.2-1.35% chance of getting a platinum pack on catch.
Type: Stackable
16-60% chance of prisms boosting catches by two rarity levels.
Type: Stackable
2-8.5% chance of adding 5 minutes to glow timer on catch.
Type: Stackable
0.6-2.8% chance of starting a rain with 10 animals.
Type: Stackable
The first 16-64 animals caught each level always double.
Type: Stackable
11-40% chance to turn a failed glow catch into a normal catch.
Type: Stackable
7-29% chance to gain +1 extra animal after a successful glow catch.
Type: Stackable
7-30% chance to add 1 minute to glow timer on catch.
Type: Stackable
Getting Purrfection or All The Same times on catch triples animals received.
Type: Exclusive
2.5-13% chance to gain +2 extra animals after a successful glow catch.
Type: Stackable
4-17% chance to add 2 minutes to glow timer on catch.
Type: Stackable
Every successful catch progresses it by the number of animals actually awarded.
Only the named species counts.
The named species and every rarer species count.
Any animal in the displayed two-to-four-species set counts.
Only catches made during an active Zoo Rain count.
Only catches that were actually upgraded by a prism count.
Only catches at or under the displayed time count. Crownwire Loop or Season 4's Dolphin Current can add a two-second buffer.
Use this current roster to identify species that can appear in contracts and pay-up demands.