After defeating Warp 13, Ruling Sword's total points allowed them to instantly progress into the Top-100 Battle.
Although some guilds were lucky enough to not encounter any elite guilds, it was still unlikely for them to progress any further.
Dawn ended up becoming an extremely popular game. From January to September, there were only around 40 to 50 gaming organisations. Over the next 3 months, this had blossomed to 300 gaming organisations investing time and money into Dawn. Furthermore, a large number of these organisations had legitimate companies backing them.
With money, it was much easier to progress and find high-levelled experts. Small organisations would also have a chance at recruiting experts if the money they could offer was alluring enough.
After the period of Double EXP had ended, the Athletics were about to begin.