GALEWING / Timed routes: after the last gate

Timed routes: after the last gate

The campaign route first appears at stage 9. Knowing when its clock starts and stops makes a bigger difference than constant boosting.

The first gate starts the timer

Campaign relay missions start their deadline when you pass the first gate. Wind Relay, the special sortie, starts timing immediately on departure. Check the initial gate direction before committing. Ordinary clear time already counts, however, so a three-star attempt still rewards a quick setup.

Actual stage 3 gameplay · captured from the game engine with its HUD
Actual stage 3 gameplay · captured from the game engine with its HUD

Boost along straight sections

The first campaign gate grants a regional time allowance, and later gates add 18 seconds each. Gate counts and layouts vary by stage. Boost on straight sections, then ease off to line up turns and height changes. If chasing the perfect centre causes repeated misses, stabilise ordinary passes first.

The last gate is not the finish

The campaign timer continues after the final gate. Return to the golden sky nest after completing all objectives. Check its direction before your final approach and save wind for the return. Expiry ends the attempt and does not offer an advertising revive for that timeout.

Keep the two rule sets separate

Special-sortie Wind Relay begins with 75 seconds, adds six seconds per gate and finishes immediately at gate eight. It does not use the campaign’s 18-second bonus or homecoming requirement. Records are separate too; check which mode you selected when moving from practice to progression.

Browse all tactics → · Stage mission schedule

Ready for takeoff?

Game UI: English · Korean · Japanese · Chinese
Play now