How many stages are in the Beyond Nen Hunter Exam?
Four: Stamina Race, Trick Tower, Zevil Island badges, then a 1v1. The license comes after the duel.
Beyond Nen Hunter Exam guide for Place 6016716328: Stamina Race, Trick Tower, Zevil Island badges, and the final 1v1. Pass it, then start the Nen quest.
Four stages to a Hunter License.
~12 min read
The Beyond Nen Hunter Exam is the four-stage lobby on Place 6016716328 (Beyond Nen). Queue it from the main menu after level 10, clear the Stamina Race, Trick Tower, Zevil Island badges, and the 1v1, and you leave with a Hunter License.
The listing has tied that license to Hunter missions since November 6, 2026. Nen is a later quest, written on how to get Nen. Play on Roblox. Checked November 8, 2026.
| Fact | Detail |
|---|---|
| Place | 6016716328 |
| Queue | Main menu. A level-10 popup also points at it |
| Earliest access | Level 10 in every recap. Two advise waiting until you can win a fight |
| Reopen timer | Unverified: about every 4 hours, or the start of each hour. Use the menu |
| Stage 1 | Stamina Race — falling debris, a moving circle, about 1 minute if you leave it |
| Stage 2 | Trick Tower — maze, purple exit, then a humanoid boss |
| Stage 3 | Zevil Island — grip a badge and extract. Tag count conflicts; see the table below |
| Stage 4 | 1v1. A loss fails the attempt in two recaps |
| Clear reward | Hunter License. Official listing also names Hunter missions |
| Also claimed, Unverified | Level soft lock removed; quest-board repeat penalty removed; cap 50 until the license, game max 100 |
| Nen | Not granted on the podium. Next page: how to get Nen |
| Last checked | November 8, 2026 |
Matched by build plan, shared topics, and guide progression — not random related links.
Open the main menu and choose Hunter Exam. At level 10 a popup can send you there too. You do not need a beach NPC, a code, or a character-create switch. If the button is missing, you are under the level gate or the lobby is between windows. Keep clearing Whale Island boards from the beginner guide and check the menu again.
Every walkthrough that names a number uses level 10 as the earliest queue. The same passes then tell you to wait. One says level 20 or 30 because Trick Tower has a boss and the last two stages are player fights. Another failed a low-level attempt and came back stronger. A third says the license is what lifts a level cap, so grinding forever before the exam is also the wrong plan. Sit it when your block and M1 already beat island mobs, and when you can afford to lose a round.
| You see | Do this | Leave when |
|---|---|---|
| Under level 10 | Board quests. Practice block and M1 | The exam entry appears |
| Level 10, no button | Recheck the main menu on the next window | The Hunter Exam entry is clickable |
| Lobby open, you fold to mobs | One more weapon and a few levels | You can finish a short fight without emptying stamina |
| Lobby open, you can fight | Queue. Run the four stages in order | The license is in your menu, or the attempt fails |
| Attempt failed | Requeue on the next window | You start inventing a new clock or rerolling your race |
Bring the weapon you already equipped on Whale Island. Stamina is the pool skills spend, and the first stage is literally a Stamina Race, so an empty bar is a bad queue. Spins from codes can fix a race or lineage before you sit. They do not skip the lobby. The next section is the run itself: debris, a circle, and a one-minute leash.
Stage 1 of the Beyond Nen Hunter Exam is the Stamina Race. Captions call it a running stage or a running challenge. The job is the same: follow the path to the finish while debris falls on the route. Getting hit starts a short recovery — press the key the screen prints, then catch the circle. A hit is not, by itself, an elimination.
The elimination that two recaps agree on is the circle. Leave it and you have about one minute to get back. One pass treats that leash as a tool: standing in the crowd stacks the falling rocks on the same tiles, so step outside the pack, move up the course while a single rock is the only threat, and return before the minute expires. Around the 30-second mark of that timer is the example they used. Another pass says the safe line is simpler — stay in the circle, get up when you are hit, and you only fail if you go AFK or leave. Use the outside step when the pile is killing you. Use the circle when you are about to time out.

The transport menu includes skateboards. No exam pass here shows a board as required, so the on-foot course is the one to learn. An older note said auto-run in Settings avoids a Shift stamina drain and called that drain a bug. These walkthroughs never open that toggle. Treat auto-run as Unverified. Spend your attention on the debris and the circle.
You do not need first place. You need the end of the road before the circle eliminates you. Stairs show up late in one run; the same “do not eat every rock” rule still applies. When the stage ends you are in the maze. That is Trick Tower, next.
Stage 2 is Trick Tower: a maze, a purple exit, then a boss. One walkthrough calls the exit a purple door and found it by taking the first right, roaming for about two or three minutes, then following orbs that spawned and drifted along the correct path. That pass was unsure whether the door moves between attempts. Another says the route does not reshuffle, so a path you have already walked is worth memorizing, and the exit is a purple box. If orbs appear, follow them. If they do not, retrace the last path that reached purple.
The door is not the clear. A humanoid boss waits on the other side. Recaps call the pattern simple and the damage manageable once you are past a fresh level-10 character, and they also say level 10 can lose the fight outright. Block, spend stamina on purpose, and finish the boss. There is no documented trap-skip you should bet the attempt on. Wall-jumps and sideways skips are not in these passes.
| Maze signal | Action | Why |
|---|---|---|
| Orbs spawn and drift | Follow the orb path | One clear used them as the hint to the purple door |
| No orbs, you have a previous clear | Walk that route again | One recap says the maze does not reshuffle |
| First attempt, no orbs yet | Search until purple, then remember the turns | Door placement may or may not be fixed. Unverified |
| Purple exit | Go through, then fight | The boss is the stage clear |
| Boss at level 10 | Expect a real fight | Two passes say this humanoid cooks an under-leveled character |
This is the first fight that cares about your Whale Island weapon. If the humanoid deletes you, the fix on the next window is a few more levels and a block you actually use, not a new race. Beating the boss sends you to the island. Badge rules are the part players lose after they played the maze perfectly.
Stage 3 is Zevil Island. Captions mishear the name. It is an open PvP stage: knock a player down, grip them, take the badge, and reach the exit. One license walkthrough calls the badges ID tags, tells you to grip two people, and says you have two lives. That run stole a second grip from a player who had not gripped yet, then stood on an extraction point along the beams. Two other recaps say you need a single badge, and that the moment you have it you should run for the exit instead of taking another fight. Teaming is allowed in those recaps. A friend makes the grip easier. A stack of strangers makes a solo player the target.
Play the objective text in your own lobby. If it asks for two tags, get the second before you extract. If it asks for one, leave. A grip can be stolen, so grip immediately after the knockdown and do not stand in the open celebrating. Isolated players are the fight these passes recommend. A group in the middle of the island is how a solo attempt ends.

| Recap | Badge rule | Then |
|---|---|---|
| License walkthrough | Two ID tags. Two lives. A grip can be stolen | Extraction point. One example is on the beams |
| Two later exam passes | One badge from a grip | Run to the exit. Extra fights are how you lose the badge |
| Your screen | Whatever the objective counts | That number wins over this table |
Queue with a friend if you have one, and still watch them. The same teaming rule that helps you will be used on you. After the badge is in hand, movement to the exit is the clear. The players who stay to farm tags past the objective are the ones who eat a third-party. Survive this and the lobby shrinks to a duel.
Stage 4 is a 1v1 against another player who also cleared Zevil Island. Two recaps are blunt: win, and the exam completes; lose, and the attempt is over. You queue again on the next window. You do not keep a partial badge or a maze checkpoint. One license walkthrough lost a first round and was offered a second chance in that same sitting, then won. Treat a second round as a gift the screen may show. Plan as if one loss sends you home.
Spend stamina the way you did on the boss. A dumped skill bar at the start is how a patient opponent wins. Block, watch the swing, then use the weapon skill you already trust. The duel is not a new moveset tutorial. When you win, the license is the reward. When you lose, the race and the maze are the same homework on the next window, which is why memorizing Trick Tower was worth it.
One pass says only a few players reach the 1v1 and guessed a minimum around two, then admitted the count was unsure. Do not build a strategy on a bracket size. Fight the opponent the lobby gives you. If the lobby cannot fill, that is the same “wait for the window” problem as the queue, not a bug in your character.
A lost duel is not a reason to empty Spins. Your race and lineage did not fail the exam. The next section is what the license actually adds, including the parts that are still Unverified, and the handoff into Nen.
The official listing gives you a Hunter License and Hunter missions for passing the Beyond Nen Hunter Exam. One clear then opened a mission tab and described a longer chain toward a “one star hunter” rank. Follow the mission text when it is in your menu. Do not invent star requirements this page has not seen.
The same clear claimed three extra benefits: the license removes a level soft lock, it removes a penalty for repeating quest-board jobs, and it is a way to unlock Nen if you did not use another route. Two other exam passes claim a harder number: you are capped at level 50 until the license, and the game max is 100. An earlier stats menu claimed a cap of 80. All three ceilings stay Unverified. If your bar stops at 50, the license is the thing those passes say will move it. If it does not stop, keep the license anyway — Hunter missions and the Nen quest are the reasons this exam exists.
| After the license | Status | Where to go |
|---|---|---|
| Hunter missions | On the official listing | The mission tab once it appears |
| Nen quest | Agreed. The license does not skip Rohan | How to get Nen |
| Soft lock removed | One walkthrough | Watch your level bar. Do not assume a number |
| Quest-board repeat penalty gone | One walkthrough | Test a repeat on Whale Island after the license |
| Cap 50 / max 100 / cap 80 | Conflicting recaps | Unverified until your own bar agrees |
If Nen is still locked, the cave is the next stop: straight out of the beginner village to Rohan, with a Meditation Mat from the merchant. Full order, the librarian, the mat prompt, and the random Hatsu are on the Nen page so this exam page does not drift. Alternate routes (seven aura-node masters, or another player opening your nodes) can show up in the same conversation. They do not hand you this license.
You lose the sitting. You do not lose the race, the lineage, or the codes you already redeemed. Requeue from the main menu. Practice the recovery key and the purple route while you wait. The badge count on Zevil Island is the only rule to re-read if a patch note shows up on Discord.
Next: take the license to Rohan on how to get Nen — merchant mat, meditation prompt, then the first Hatsu.
Still under level 10: the beginner guide boards. New Spin strings: codes and Discord (discord.gg/beyondnen).
Four: Stamina Race, Trick Tower, Zevil Island badges, then a 1v1. The license comes after the duel.
Level 10 is the earliest queue in every recap. Two passes tell you to get stronger first because the boss and the PvP stages delete a fresh character.
Unverified. Two recaps say about every 4 hours. Two say the start of each hour. Use the popup or the main-menu button.
One walkthrough says two ID tags and two lives. Two walkthroughs say one gripped badge, then the exit. Follow the objective counter in your lobby.
Two recaps say the attempt fails and you re-enter the exam. One recap was given a second round in the same sitting. Plan on requeuing.
It unlocks the Nen quest. You still talk to Rohan and use a Meditation Mat. Steps: how to get Nen.
Queue from the main menu or the level-10 popup. The island is where you level. It is not the lobby.
Matched by build plan, shared topics, and guide progression — not random related links.