Journey’s Dawn teaches the rules; Gate of Shades asks you to combine them without throwing away the run on a side encounter. Treat the pair as one five-stage first-clear route. Build the Trickster around one reliable damage family, complete stage quests before the Champion appears, enter each intermission with food in reserve, and stop fighting the instant the exit portal opens.
This route was reviewed on August 12, 2026. The supplied full run identifies itself as build 0.0.0.6426, while the latest official patch announcement available during review is 0.0.0.6670 from August 4. The route objectives remained useful after comparing those patches, but exact upgrade rolls, encounter offers, health costs, map positions, and balance values belong to the current client. Read the card in front of you instead of forcing a launch-build number.
Read the five stages as three simultaneous jobs
Every stage asks you to manage the same three layers: grow the hero, finish the stage quest, and advance the Champion track. They overlap, but they do not finish at the same time. The mistake that ruins a first clear is letting the Champion arrive while an important quest counter is still incomplete.
| Stage | Quest or decision to protect | Boss-state check |
|---|---|---|
| Journey’s Dawn 1/2 | Open the Dungeon Crawlers’ treasure chests and secure an enchantment | Undead Champion, then the portal |
| Journey’s Dawn 2/2 | Collect the Field of Fae and finish the selected Arcane or Platinum encounter | Jack of Skulls, then the timed portal |
| Gate of Shades 1/3 | Pray at five Altars for Fallen Hero | First Undead Champion |
| Gate of Shades 2/3 | Collect eight Lost Pages; use the ghost option before carrying extra Hordes | Second Undead Champion |
| Gate of Shades 3/3 | Break five Candelabras and take any final healing before the boss state | Undead Spirit, then immediate escape |
The maps and optional encounters can move between runs. Use the objective counter and minimap as the route, not a memorized left-right pattern. When a quest counter is short by one, make one controlled perimeter sweep while the arena is manageable. Continuing to farm the center only advances danger without finding the missing object.
Give the Trickster one damage lane and one emergency button
The Trickster begins with Spell Book and Gloves of Shielding. Spell Book automatically attacks the nearest target and carries the Projectile, Magical, and Spell traits in the reviewed run. Gloves of Shielding is manual protection: activate it before contact or a committed boss attack, because absorbing a hit after the health bar has already dropped is impossible.
For a first clear, let most offensive choices reinforce Spell Book rather than building four unrelated half-strength weapons. Cooldown, spell count, magical damage, projectile behavior, and useful enchantments all keep the same core attack relevant. When a new equipment choice appears, inspect the trait labels:
- Reaper’s Arrow shared Magical and Projectile with the launch-build Spell Book, making it the cleanest tutorial synergy when offered.
- Coldsnap added a Frost area burst in the reviewed Gate of Shades run. It did not share every tag, but the crowd control created room for a fragile ranged hero.
- Dragon Armour rewards close movement with a lingering fire trail. Take it only if you are comfortable circling close enough for the trail to matter.
- Cardinal Blade opens a physical projectile lane. It can work, but it makes a first run divide general and trait-specific upgrades sooner.

Patch 0.0.0.6592 added optional manual aiming, and 0.0.0.6670 added combat key rebinding while fixing inconsistent right-click ability input. Use manual aim when the Champion is buried in a pack, then return to automatic targeting when watching the cursor would make movement worse. Check the current Controls screen for the binding rather than assuming the launch capture’s key.
Journey’s Dawn turns encounter rules into a real build
Stage 1: finish Dungeon Crawlers before the first Champion
The opening encounter choice is a planning decision, not a promise that the selected card will save a weak run. Scroll of Swiftness can strengthen cooldown and advance its Token condition; Healing Spirits offers recovery. Choose the scroll if movement and the shield already feel controlled. Choose healing if you are still learning attack ranges.
- Move in a wide loop while Spell Book fires. Cut inward for experience only when the path back out is open.
- Start Dungeon Crawlers at the first marked treasure chest and keep searching until its chest counter completes. Fixed chest positions are not reliable across layouts.
- At the reward negotiation, compare the guaranteed Gold payment with the displayed dice target. Pay when ten Gold buys the enchantment without emptying the run; roll only when failure would not leave the build behind.
- If Unbound Power appears, read how many Horde cards the encounter has added before taking its dice option. A successful check can avoid those extra Hordes, but the current target and available special response are the authority.
- At the first equipment slot, prefer a weapon that either shares the Spell Book lane or supplies a clear control function.
- When the objective changes from drawing out the Champion to defeating it, stop crossing the arena for ordinary pickups. Keep the boss on the visible side of the Trickster and shield the attack that would close your escape lane.
Dungeon Crawlers is valuable because it converts exploration into a build upgrade before the first boss. If the Champion state begins with the chest quest unfinished, do not blindly chase the last chest through a thick horde. Survive the boss, accept that the encounter was missed, and protect the clear.
Stage 2: cash in the tutorial lessons before the Jack of Skulls
Between stages, the game offers a Trading Post, Campfire, and Onward. This is where the run changes from “still alive” to “prepared.” Buy a cheap upgrade only when it improves the active damage lane or a genuine survival problem. Then spend enough food to enter the next stage outside immediate kill range. The launch capture displayed full, medium, and small Campfire meals; their current food-to-healing readout should decide the purchase.
Journey’s Dawn stage 2 adds a normal encounter and a Platinum encounter, then asks you to draw out the Jack of Skulls. The reviewed run also found the Field of Fae quest. Collect all eight Fae before the boss state so the enchantment reward can affect the fight.
- At a Shrine, choose healing when the current health bar is the run’s constraint. Choose longevity only when the added maximum life will still leave you healthy enough to reach the boss.
- At Scroll of Swiftness, put cooldown on Spell Book for faster damage unless the shield’s downtime is the specific reason you are being hit.
- Do not take Gold from Wishing Well merely because it is visible. Encounter Tokens and outcomes depend on the selected option; read the current card before turning a stable run into a gamble.
- When the Jack’s encounter offers an equipment-specific answer such as Coldsnap, use it only if that item is actually in the current build. Otherwise take the general response and follow the live card challenge.
The Jack drops the key that closes Journey’s Dawn and opens the next adventure. The reviewed capture displayed a 30-second portal notice after the boss. That number may change during Early Access, so the durable rule is simpler: once the key sequence finishes and the portal appears, leave. Experience, coins, and loose pickups are worth nothing if the stage result is not banked.
Gate of Shades makes early quest choices persist
Stage 1: Fallen Hero creates a safety option for later stages
Gate of Shades begins as a three-stage adventure with the Trickster at base health. Fallen Hero asks for prayers at five Altars. Prioritize this quest while enemy density is low: each Altar is a short stop, so approach from open ground, activate the shield if a pack is already closing, pray, and resume the perimeter loop.
Completing all five calls the ghost back and grants a Blessing in the reviewed route. More importantly, it adds ghost responses to later encounters. That changes how you should evaluate the quest: it is not just a stage-one reward. It creates a recovery tool that can remove a much larger liability in stage two.
If The Old Maiden appears, request what the run lacks now. Healing is correct when the current bar threatens the first Champion; supplies or Gold are only useful if they survive the fight. The capture recorded four unique favours, so repeatedly asking for the same result should not be treated as an endless farm.
Stage 2: erase Sarcophagus debt before fighting the Champion
The Lost Tomes quest scatters eight Pages around the stage. Collect them during one broad sweep instead of zigzagging across the center. The final Page completes the book and leads to a card challenge and equipment enchantment, so finish it before allowing the second Champion fight to dominate the screen.
Ornate Sarcophagus is the stage’s clearest risk ledger. Searching can add Gold, but it also lets the Dealer draw Horde cards. If Fallen Hero was completed, the ghost option can return the stolen treasure and discard those added Hordes. Use that exit before closing the encounter. Keeping a small pile of Gold is not worth carrying extra enemy pressure through the rest of the stage.
Necromantic Rite is different: it prices an enchantment in health, and the displayed cost changes with the selected item. In the reviewed run, the chosen Spell Book option consumed a large portion of the health bar. Only pay when the current range leaves a safe buffer and a known recovery remains on the route. If the cost can drop you into one-hit range, return later or skip it. An enchantment that prevents the run from reaching the boss has negative value.

After the second Champion, the reviewed run was badly hurt despite winning. That is a signal to take maximum life or immediate safety from the reward screen, then use the Campfire before stage three. Do not spend all Gold at the Trading Post and discover that no food remains for the heal.
Stage 3: break the Candelabras before the Undead Spirit
The final stage asks for five Candelabras while the main objective still says to draw out the Undead Champion. Make the Candelabras the route skeleton: sweep the outer lanes, break each marked object, and verify that the counter increments before leaving the area. Completing the fifth produces a quest reward that can strengthen equipment before the final state.
Use Healing Spirits or a Shrine before the boss trigger if either is still available. Avoid paying a late Sarcophagus or health-cost encounter simply because the stage is almost over. “Almost” still includes the Undead Spirit and the escape.
When the objective changes to Defeat the Undead Spirit, clear enough space to see the boss rather than dragging the entire map behind it. Manual aim can hold Spell Book pressure on the Spirit; Coldsnap or another area tool should be placed where the pursuing horde must cross. Save Gloves of Shielding for the moment the ring closes or the boss commits, then move through the gap instead of standing still to exploit the shield duration.
The portal, not the boss, records the stage win

Patch 0.0.0.6592 revised the portal message to emphasize both the Portal and its Reward Chest. Use that distinction correctly: take the chest only if it lies on the safe line to the exit, then enter the portal. Do not orbit for ordinary drops, open a fresh encounter, or wait for another level. The supplied run survived the last escape with almost no health, demonstrating why the boss kill is not permission to relax.
Recover a stalled run from the last state change
- Quest counter stopped: confirm that you interacted with the correct object and saw the counter move. Search the perimeter for the missing Chest, Fae, Altar, Page, or Candelabra; fixed coordinates are not dependable.
- Champion has not appeared: keep clearing safely and follow the main “Draw out” progress. A side quest is not automatically the boss trigger.
- Too many Hordes after an encounter: look for a card-specific recovery such as Fallen Hero’s ghost option. Otherwise abandon optional interactions and preserve movement space.
- Damage collapsed after several upgrades: open the equipment details and check which card each upgrade actually affects. Stop buying rarity that misses the main trait lane.
- Ability input is unreliable: update to the current build, rebind the combat control, and test it before the next boss. Patch 0.0.0.6670 specifically addressed combat bindings and inconsistent right-click registration.
- Boss is dead but the stage continues: read the new objective and minimap. The missing action is normally the portal, not another enemy wave.
Early Access boundary and official game link
Hand of Fate: Hordes entered Steam Early Access on July 22, 2026. Spitfire Interactive’s August 1 roadmap lists Deckbuilding v1, another hero, new adventures, equipment, and a new location as planned work, so this guide does not present the launch card pool or balance as permanent. The official store identifies four hero archetypes, but this route deliberately stays with the Trickster path verified through Journey’s Dawn and Gate of Shades.
Check the official Hand of Fate: Hordes Steam page for the current Early Access build, and read the official Steam announcements before relying on an older upgrade value, input, encounter cost, or portal rule.