Stage IV of Trial of the Bastion, called Three-Dimensional Front, unlocked on September 10th, 2026 and brings the first airborne threat in the event. Ground traps alone no longer hold the line, because Winged Halberd-Knights fly over them and drop straight onto the approach to your stronghold. The stage runs for three waves, and every enemy you kill adds to a single score total that decides how many reward tiers you unlock.
Quick answer: Talk to Talalikhin, pick Stage IV Three-Dimensional Front, then build Pulling Mechanisms and Impact Shields at the chokepoint with Suppression Device: Blaze and Suppression Device: Faster Blaster behind them, adding Explosive Barrel Devices with the 650 construction materials you earn after each wave. Clearing all three waves with a score around 7,700 unlocks every tier.
What you need before Stage IV appears
Trial of the Bastion runs from 2026/09/07 10:00 until 2026/09/17 03:59 server time. You need Adventure Rank 20 or above, the Archon Quest Prologue: Act III “Song of the Dragon and Freedom,” and the “Gunfire in the Silent Lands” quest from Archon Quest Chapter VII: Act I “Everwinter Without Mercy.” The event’s own quest, “A Grueling Combat Simulation,” opens the full set of trials.
Five trials unlocked one per day over the event’s first five days, and each one only becomes available after you finish the one before it. So if Stage III is still sitting unfinished, Three-Dimensional Front stays locked no matter what the date is.
The whole stage takes place in the Shadow Realm, which is why you are handed a firearm loadout instead of your usual party. You control the Traveler, swap between firearm elements as needed, and restock from ammo crates scattered around the arena.
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Mechanisms available in Stage IV
Three-Dimensional Front gives you five build options, and all five have a job in a clean run. Placement tiles are marked with blue rings, and you pay construction materials for each one you drop.
| Mechanism | How to use it here |
|---|---|
| Pulling Mechanism | Gathers advancing enemies into a single spot so your turrets and barrels hit a cluster instead of one target. |
| Impact Shield | Blocks the lane and holds enemies short of the stronghold while everything else fires. |
| Suppression Device: Blaze | Your main damage turret. Place it behind the shield line so it keeps firing while enemies are stalled. |
| Suppression Device: Faster Blaster | Second turret type, useful for covering a different angle of the approach rather than doubling up on one lane. |
| Explosive Barrel Device | Burst damage on clustered enemies. Best added from wave 2 onward, next to a Pulling Mechanism. |
Note: You are not locked into a layout. Standing next to a built device shows a Remove prompt on F, and the energy value attached to it is displayed right there, so a misplaced turret costs you time rather than the whole run.

Wave-by-wave plan for Three-Dimensional Front
Wave 1: build the chokepoint
Spend your opening budget on Pulling Mechanisms and Impact Shields at the point where enemies funnel toward the stronghold, then set Suppression Devices behind that line. The first wave is the least dangerous of the three, so treat it as a test of whether your turrets actually reach the path enemies walk.
Hold a position where you can see the whole approach and shoot anything your mechanisms leave alive. Clearing the wave pays out 650 construction materials, which is your budget for the next round of building.

Wave 2: airborne enemies and the first elites
Before wave 2 starts, add Suppression Devices and Explosive Barrel Devices to the layout. This wave mixes ground enemies with flying Winged Halberd-Knights and elite opponents, and an Airborne Opponent Inbound banner tells you when the flyers are on their way.

Flyers are your job, not your turrets’. Swap to a firearm and shoot them down as they cross in, and leave the ground line to the shields and suppression devices. Elemental reactions still work in this mode, so pairing your firearm element with a grenade of a different element clears clustered ground enemies faster.
Wave 3: rearrange, then hold
The final wave is where the full 7,700 score is won or lost. Use the prep window to remove devices that never fired during wave 2 and rebuild them closer to the lane the enemies actually used, then top up your ammo from the crates.

Wave 3 throws extra elite opponents at you on top of the regular mix, and they arrive without much spacing. Keep your distance from the front line so the Impact Shields absorb the pressure, and use grenades on groups rather than single targets.
Score tiers and how to confirm you unlocked everything
When the third wave ends, a Challenge Complete screen shows your final score with the stage’s three objectives listed. A score of 7,700 checks off all of them, well clear of the 5,600 record the stage starts with. If any objective is still unmarked, the score was not high enough and you can rerun the stage.
Rewards do not arrive automatically. Open the Challenge Rewards menu from the event page and claim each tier you earned.
| Reward type | What you get |
|---|---|
| Currency | Primogems and Mora |
| Enhancement | Mystic Enhancement Ore and Sanctifying Unction |
| Weapon | Weapon ascension materials |
Why the run fails
There are only a handful of ways Three-Dimensional Front goes wrong, and most of them trace back to the flyers.
- Winged Halberd-Knights ignore ground traps entirely. If nobody is shooting them, they reach the stronghold and chew through its 20 HP.
- Spending every construction material before wave 1 leaves no room to react to the airborne and elite spawns later.
- Turrets placed off the enemy route contribute nothing. If a device never fires during a wave, remove it in the next prep window.
- Running dry on ammo mid-wave. Crates are on the map for a reason, and the prep windows are the cheapest time to use them.
Stage V unlocked on September 11th, 2026, and the whole event closes on September 17th, so there is time to retry Three-Dimensional Front until the score lands where you want it. Each attempt keeps your best result, which means a failed run costs nothing but the time you spent on it.






