Official game facts
VERIFIED OFFICIAL FACTS
The complete run structure
Team Metal defines a full Crimson Moon run as three missions followed by a World Boss. A return to Sanctus Clypeus between those missions is an intermission inside the same active run, not the end of it.
That distinction explains several systems that can otherwise look broken: mission number remains attached to the run, the prepared loadout stays committed, and the Loadout Station does not reopen just because the player is physically back in the hub.
- Mission 1 starts the active run
- Missions 2 and 3 continue the same run
- Sanctus Clypeus visits between missions are intermissions
- The World Boss is the fourth and final run stage
- Completing the World Boss or dying ends the active run
VERIFIED OFFICIAL FACTS
What to do before Mission 1
Treat the War Table and Loadout Station as a single departure checklist. Select the Ward, equip four armour pieces, two trinkets, a one-handed weapon and shield, and a two-handed weapon, then stock consumables and choose an Angel. Once the run starts, that baseline loadout is committed until the run ends.
- Check the Ward and expected difficulty
- Equip all nine gear slots described by the official build explainer
- Choose an Angel that covers the loadout's weakest area
- Bring consumables for the whole sequence, not only the first mission
- Confirm co-op roles before launching
VERIFIED OFFICIAL FACTS
Permanent progress versus run-only power
Equipment successfully brought through a hunt can be purified into the permanent collection. Lore Scrolls returned to Mereda unlock additional Boons for future hunts, while Nexus Gate Boons remain temporary choices for the current run.
This creates two planning layers: expand the permanent collection between completed runs, then adapt the current build through temporary Boons as the three missions unfold. A guide that merges those layers will give misleading advice about what survives failure.
VERIFIED OFFICIAL FACTS
Failure and restart checklist
The official run explanation says the Loadout Station becomes available after the full run is completed or the character dies. It does not document a mid-run checkpoint that preserves the active sequence as a completed run.
- Confirm whether the run truly ended before reporting a locked station
- Rebuild the loadout only after the station becomes available
- Check the Collection for purified—not merely found—gear
- Record the mission and World Boss stage when diagnosing repeat failures
Related verified guides
Diagnose the intended active-run lock before treating it as a bug.
OPEN GUIDE →CONNECTED INTELLIGENCEGear rarity and purificationUnderstand what survives a completed hunt.
OPEN GUIDE →CONNECTED INTELLIGENCEBest build frameworkPrepare the nine gear slots, Angel and run adaptations.
OPEN GUIDE →Recommended path
CONNECTED INTELLIGENCE PATH
Follow the evidence network
How we verify this guide
Our editors prioritize official storefronts and first-party patch notes. Community discoveries do not become confirmed facts without independent verification.
Sources
- Official Runs, Loadouts & Gear clarification ↗
- Official Crimson Moon build systems explainer ↗
- Official Crimson Moon Steam listing ↗
Facts checked September 7, 2026. Review percentages and prices are time-sensitive snapshots, never editorial scores.
Frequently asked questions
How many missions are in a Crimson Moon run?+
A full run contains three missions followed by a World Boss.
Does returning to Sanctus Clypeus end the run?+
No. Official guidance says hub returns between missions remain part of the same active run.
When can I change my loadout again?+
The Loadout Station becomes available after completing the full run or dying.
