A squad must defeat numbered token holders in sequence and collect nine tokens before fighting the final key guardian.
On arrival, the Royal Court receives forty-six hours to obtain a marked key. Donut learns that reaching the location is not enough: the squad needs nine numbered tokens before it can challenge the last opponent.
Phase two uses fewer enemies than earlier dungeon areas, but each active monster carries a card deck and a token. Red map dots form a path toward the key site, while enemies remain inert until crawlers approach.
Robert the Human drops token one at level forty. A level-forty-five Babababoon drops token two. The increasing levels and ordered numbering imply a staged progression toward the mound.
Nine numbered poker-chip tokens forming a path of red enemy markers toward a distant key.
The mechanic structures phase two as a short, escalating chain of card-equipped opponents.