All 12 Squad Rush stages: worlds, goals and big bots

Squad Rush has 12 stages in three worlds: The Greenway (stages 1 to 4), Sunstone Pass (stages 5 to 8) and Frostline (stages 9 to 12). Each stage is a road with number gates, a few big moments and a big bot at the end. Finish a stage to open the next one. Stage 12 is the finale.

All stages at a glance

The time is what the game shows on the stage card in Choose a stage. The reward is what you get for winning, before bonuses and the coins you pick up on the road.

Stage World Name Time Big bot Golden boxes Reward
1 The Greenway First Light 1–3 min Stander RAPID 120
2 The Greenway Open the Road 2–3 min Stander ROCKETS 145
3 The Greenway Across the Greenway 2–3 min Walker FLAME 170
4 The Greenway The Greenway Warden 2–3 min Walker LASER 195
5 Sunstone Pass Into Sunstone 2–4 min Stander ROCKETS 220
6 Sunstone Pass The Long Convoy 2–4 min Charger FLAME 245
7 Sunstone Pass Hold the Pass 2–4 min Walker LASER 270
8 Sunstone Pass Sunstone Stronghold 2–4 min Charger ROCKETS 295
9 Frostline Cold Front 3–4 min Stander FLAME 320
10 Frostline Whiteout Rescue 3–4 min Walker LASER 345
11 Frostline The Last Crossing 3–4 min Charger ROCKETS 370
12 Frostline Heart of Frostline 3–5 min Final core FLAME 400

The game just calls them all "Big bot"; "stander", "walker" and "charger" are this guide's names. See how to beat every big bot.

What is on each road?

Later stages have longer roads with more gates, more gold cages and more big moments.

Stage Gate pairs Gold cages Scout pads Big moments, in order
1 11 0 0 Door wave
2 12 4 0 Door wave, rescue
3 13 5 0 Rescue, door wave
4 14 5 5 Door wave, convoy, door wave
5 15 5 5 Door wave, last stand, door wave
6 16 6 6 Convoy, door wave, rescue
7 16 6 6 Door wave, last stand, convoy
8 17 6 6 Rescue, convoy, last stand
9 18 6 6 Convoy, rescue, door wave, last stand
10 18 6 6 Door wave, convoy, rescue, door wave
11 19 7 7 Rescue, door wave, convoy, last stand
12 20 7 7 Door wave, rescue, convoy, door wave, then the three-part finale

Every stage also has two golden boxes. The big moments are explained on doors, rescues, convoys and last stands.

The Greenway: stages 1 to 4

A green road through the woods. These stages teach you everything step by step.

The squad in red helmets fires at a robot on the green Greenway road

Stage 1: First Light

Goal: "Grow the squad. Learn the door timing." You learn to steer, raise gate numbers and close the door at the right moment. Two golden RAPID boxes give you a fast blaster. The big bot stays in the middle. A full walkthrough is on your first three stages.

Stage 2: Open the Road

Goal: "Free the recruits and bring them home." Gold cages appear: shoot them for four friends each. The second big moment is your first rescue, so let the gold recruits cross before you close the door. The golden boxes give Rockets.

Stage 3: Across the Greenway

Goal: "Break shield lines with the right weapon." Shield robots join the crowds, the Wide line and Narrow column button appears, and the golden boxes give Flame. The big bot walks from side to side. Finish this stage to open the Spread blaster in the Workshop.

Stage 4: The Greenway Warden

Goal: "Protect the convoy. Defeat the Warden." Your first convoy: stay behind the fire truck. Purple scout pads appear too. The golden boxes give Laser, which is perfect against shield robots. The big bot at the end is much tougher than the ones before. When you win, the game says "Chapter complete!" and "The Greenway is safe. The road to Sunstone is open."

Sunstone Pass: stages 5 to 8

A warm, sandy road between rocks.

A big squad in red helmets charges down a sandy Sunstone Pass road

Stage 5: Into Sunstone

Goal: "Hold for rewards, or take the safe exit." Your first last stand: beat the wave, then choose Escape or Another wave. Rockets are back in the golden boxes.

Stage 6: The Long Convoy

Goal: "Escort the convoy through Sunstone." The stage starts with a convoy, and its last big moment is a rescue. The first charger big bot waits at the end, with wide red lanes. Finish this stage to open the Rapid blaster in the Workshop.

Stage 7: Hold the Pass

Goal: "Keep the pass open for the last teams." A door wave, a last stand and a convoy. The golden boxes give Laser.

Stage 8: Sunstone Stronghold

Goal: "Break the stronghold and secure Sunstone." A rescue, a convoy and a last stand, then the toughest big bot of the game so far. When you win: "Sunstone is secure. One last journey lies beyond the ice."

Frostline: stages 9 to 12

A snowy road across the ice. From here every stage has four big moments.

Stage 9: Cold Front

Goal: "Push the convoy into Frostline." A convoy, a rescue, a door wave and a last stand. Flame is in the golden boxes.

Stage 10: Whiteout Rescue

Goal: "Rescue the teams beyond the ice line." Two door waves, a convoy and a rescue, with Laser in the golden boxes.

Stage 11: The Last Crossing

Goal: "Bring the last convoy across." A rescue, a door wave, a convoy and a last stand, then a charger big bot.

Stage 12: Heart of Frostline

Goal: "Disable the relays. Rescue the team. Shut down the core." The longest road, with 20 gate pairs, then the Final core in three parts: Shield network, The last rescue and Core overload. If you lose in the finale, Retry this phase starts you at the part you reached. Everything about it is on the finale guide.

How do you open new stages?

Finish a stage to open the next one. A stage you can't play yet says "Locked" and can't be pressed. You can replay any open stage from Choose a stage at any time. Each stage card shows its world, name, time, your best time and your stars.

You can try Squad Rush in the demo. The full game is part of the Contenta Games membership; see what a membership gives you.

See also

More games to try