WANDERBURG WIKI
Somber Marsh Stage 3
Stages

Somber Marsh Stage 3

Plan this stage

Somber Marsh Stage 3 is in Somber Marsh. The listed boss arrival is 200 seconds; overtime starts at 360 seconds.

Prepare health, nitro and an active ability before the boss window. Use the wave table to identify a target for a quest, then leave enough turning space to fight it.

Read the wave timings

Normal wave times count from the stage start; overtime wave times count from the start of overtime. Spawn limits can delay an appearance, so a listed time is a search window rather than a guaranteed sighting.

Open the linked enemy before committing to a kill or consume task. Its health, defenses and biome variants help distinguish an easy target from a fight that needs a different approach.

At a glance

Biome
Somber Marsh
Boss arrival (seconds)
200
Overtime starts (seconds)
360
Spawn interval by elapsed time
1.2 seconds elapsed 8.006 seconds between spawns
176.7 seconds elapsed 5.978 seconds between spawns
265.9 seconds elapsed 6.01 seconds between spawns
Enemy strength by elapsed time
Stage start 1x enemy strength
190 seconds elapsed 1.369x enemy strength
190 seconds elapsed 1x enemy strength
239.6 seconds elapsed 1.003x enemy strength
270 seconds elapsed 1.995x enemy strength
Timed waves

Times are measured from the start of this stage. Spawn limits can delay a wave.

Tank Pusher 2 units; at 15s
Trike Monk 60 units; at 20s
Tank Schrot Overtime 1 unit; at 60s
Rocket(Big) 1 1 unit; at 65s
Tank Flamer 2 units; at 90s
Tank Schrot Overtime 1 unit; at 130s
Self Exploder 6 units; at 135s
Tank Pusher 2 units; at 140s
Mono Wheel Cannon Tower 3 units; at 160s
Self Exploder 4 units; at 180s
Rocket(Big) 2 units; at 190s
Overtime waves

Times are measured from the start of overtime.

Tank Schrot Overtime 1 unit; at 5s
Metzelman 2 units; at 35s
Metzelman ULTRA2 2 units; at 71s
Other timed waves
Sheep 40 units; at 7s
City 1 unit; at 14s
Sheep 40 units; at 34s
House 5 units; at 82s
Mill 2 units; at 84s
Sheep 40 units; at 122s
Support(Health) 1 unit; at 134s
Treasure 1 unit; at 142s
House 5 units; at 144s
Mill 2 units; at 146s
Support(Health) 1 unit; at 174s
Support(Magnet) 1 unit; at 192s
House 6 units; at 202s
House 5 units; at 222s
Support(Health) 1 unit; at 252s
Swarm events
Axtman 1 unit; at 100s
Trike Monk 140 units; at 102s

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