Secure the Reach

Oathguard stands, but its eastern watchposts remain silent. The relay above Lake Glassmere has fallen, and the signs along the road no longer lead travelers to safety. Secure the Reach before the next storm closes the road for good.

The courier relay

An old courier shelter protects a passage through the snowy cliffs above Lake Glassmere. Its waymarkers once guided warnings, supplies and travelers toward the eastern watchposts. Altered signs now lead travelers away from safety.

The modest relay shelters the passage; it is not another fortress siege. The battle has no storm countdown, repair objective or new boss.

Three approaches, one gate

The upper-left road bends around the central island. The upper-right road follows the waterfall and turns around the lower island. A shorter approach arrives from the bottom edge. All three join the same inward road to the tunnel beneath the relay.

The gate is the defended destination. Enemies that reach it cost lives; the tunnel is not a shortcut or another spawn point. Four of the eleven tower sites follow the central island’s curved edge.

Plan your defense

Cover the outer roads early, then reinforce the central road and the short southern approach. All specialty battle skills are available here; buy their ranks with battle gold. Ranks reset each battle.

  • Waves 1–2 introduce the upper-left road.
  • Wave 3 adds the upper-right approach beside the falls.
  • Wave 5 introduces the bottom road, with an incoming-wave preview and a six-second warning.
  • Later waves mix route lengths and delayed groups; wave 12 offers lighter pressure before the closing attacks.
  • Ground enemies only: Frost Trolls, Winter Wolves, Frostbound Reavers, Frost Troll Chieftains, Bandits, Brigands, Black Banner Captains, Snowboulder Giants and Whitebough Yetis.

After the battle — story spoilers

Inside the relay, a damaged route ledger marks crossed-out eastern watchposts with an empty circlet, the same symbol found on the orders at Snowgate. The road is open again, but the unanswered posts along Silent Watchroad may hold the next clue.

The ledger suggests deliberate isolation of Kataris. It does not identify who is responsible or prove that every hostile band shares a commander. Silent Watchroad remains a future battle.

Current development build

The stage is implemented locally. Four automated full-wave runs using two ordinary tower mixes and level-1 Marko finished with 13–14 lives, without permanent upgrades, paid items or consumables. These are automated balance checks, not human playtests.

Phone and iPad compatibility-mode simulator checks cover campaign entry, all eleven build sites and early live play. Full human playthroughs and physical-device performance remain to be reviewed.

Wave plan

  • Wave 1 — The courier road: 5 Frost Troll (left, 0–12 s); 8 Bandit (left, 16–23 s).
  • Wave 2 — Tracks through the snow: 6 Frost Troll (left, 0–15 s); 4 Winter Wolf (left, 20–29 s).
  • Wave 3 — Beside the falls: 5 Frost Troll (right, 4–16 s); 8 Bandit (left, 18–25 s).
  • Wave 4 — Two roads converge: 2 Frostbound Reaver (left, 0–9 s); 5 Frost Troll (right, 8–20 s); 4 Winter Wolf (left, 26–32 s).
  • Wave 5 — Watch the southern road: 3 Frost Troll (bottom, 8–18 s); 10 Bandit (left, 0–9 s).
  • Wave 6 — Altered waymarkers: 2 Brigand (left, 0–1.6 s); 12 Bandit (right, 0–8.8 s); 3 Frost Troll (bottom, 38–46 s); 2 Blackshield (left, 24–24.9 s); 2 Blackshield (right, 24–24.9 s).
  • Wave 7 — Standards in the pass: 1 Frost Troll Chieftain (left, 0–0 s); 7 Frost Troll (left, 5–23 s); 2 Frostbound Reaver (right, 16–24 s); 6 Wolf (left, 30–35.5 s).
  • Wave 8 — The short approach: 6 Winter Wolf (right, 0–10 s); 12 Bandit (left, 18–27.9 s); 2 Frostbound Reaver (bottom, 42–49 s).
  • Wave 9 — Ice on the cliffs: 1 Snowboulder Giant (left, 0–0 s); 7 Frost Troll (right, 8–26 s); 10 Brigand (left, 16–28.6 s).
  • Wave 10 — Warnings cut short: 16 Bandit (left, 0–12 s); 2 Brigand (right, 8–9.4 s); 4 Frost Troll (bottom, 46–58 s); 4 Dire Wolf (left, 36–40.2 s); 3 Blackshield (left, 24–25.8 s); 3 Blackshield (right, 24–25.8 s).
  • Wave 11 — Footsteps at the relay: 1 Whitebough Yeti (left, 0–0 s); 6 Winter Wolf (right, 14–24 s); 1 Frost Troll Chieftain (right, 28–28 s); 4 Frost Troll (bottom, 52–64 s).
  • Wave 12 — A road still open: 12 Bandit (left, 0–11 s); 5 Frost Troll (right, 12–28 s).
  • Wave 13 — Companies in the snow: 2 Banner (left, 0–10 s); 2 Brigand (left, 4–5.3 s); 18 Bandit (right, 10–23.6 s); 3 Frostbound Reaver (bottom, 48–62 s); 4 Blackshield (left, 24–26.7 s); 4 Blackshield (right, 24–26.7 s).
  • Wave 14 — Hold the convergence: 1 Snowboulder Giant (right, 0–0 s); 1 Frost Troll Chieftain (left, 0–0 s); 8 Frost Troll (left, 7–28 s); 5 Winter Wolf (bottom, 48–60 s).
  • Wave 15 — Three approaches: 1 Whitebough Yeti (left, 0–0 s); 2 Brigand (right, 6–7.3 s); 20 Bandit (left, 15–30.2 s); 5 Frost Troll (bottom, 48–64 s); 5 Blackshield (left, 24–27.6 s); 5 Blackshield (right, 24–27.6 s).
  • Wave 16 — Reopen the Reach: 2 Banner (left, 0–9 s); 1 Frost Troll Chieftain (right, 0–0 s); 10 Frost Troll (right, 8–30.5 s); 2 Brigand (left, 8–9.2 s); 20 Bandit (left, 28–43.2 s); 4 Frostbound Reaver (bottom, 55–76 s); 7 Blackshield (left, 24–29.4 s); 7 Blackshield (right, 24–29.4 s).

Blackshield companies

Prepare magic for heavily armored Blackshields and artillery for clustered formations. Explosions face 40% resistance. Their introduction is at King’s Rest wave 3; later stages field mixed companies.

Connected stories & guides

About this entry & sources

Reviewed 26 October 2026. Drawn from the game’s authored catalog and implemented systems. Numbers are base development values; upgrades and encounter tuning may change them.

  • Game/Data/RimefallBattle.swift
  • Game/Models/KatarisNarrative.swift
  • Game/Systems/CampaignProgressStore.swift
  • Game/Data/RealmCatalog.swift