Reboarding & Elevator Guide
The Reboarding Phase
Reboarding begins the moment all tasks on a floor are marked complete. A sixty-second countdown starts for every Delver to enter the elevator cabin. The elevator will not wait beyond this window—it departs with whoever is inside, leaving stragglers on the active floor with entities still present.
This phase creates the game’s signature tension spike. Teams often finish tasks scattered across large maps like The Mall or multi-wing offices. Call out reboarding immediately over voice or chat. Assign a rally point near the elevator if your team splits for tasks.
Coordination Tactics
Designate a reboarding caller—one player who stops tasking early to position near the elevator and countdown aloud at thirty, fifteen, and five seconds. Players finishing distant tasks should start moving back when the last task begins, not when it completes.
Consumables used during reboarding are worth it if they prevent a death stranding. Speed boosts, fear reduction, and stealth tools save runs. Do not open new task chains or chase optional loot during the window.
Stranded Delvers
Players left behind remain on the floor until rescued or killed. Rescue mechanics depend on team continuation—survivors on later floors may return mechanisms vary by patch, but stranding is always costly. Treat stranding as a likely wipe for the left-behind player.
Solo players cannot afford stranding ever. Solo reboarding is simpler logistically but unforgiving: you alone must path back within sixty seconds from wherever the final task was.
Elevator Power and Sloth
Elevator power depletion on a floor without task completion contributes to Sin of Sloth spawn conditions in solo play. Treat power loss as an urgent signal to finish tasks or leave efficiently. Sloth queued behind power stalls turns the next floor into Sloth’s Cathedral—a timed nightmare.
Understanding reboarding connects directly to macro strategy: teams that finish floors fast spend less time in danger and trigger fewer conditional spawns. Master this sixty-second discipline before pushing for Floor 30 and beyond.