The gates, in order
This is the progression roadmap, straight from the bosses' own stage records. Each boss is a link into the bestiary with its full stat sheet, story, drops and codex milestones:
| # | Gate | Boss | Data chapter |
|---|---|---|---|
| 1 | Ch1·S1 | Rootling | 1 |
| 2 | Ch1·S2 | Scarlet | 2 |
| 3 | Ch1·S3 | Gargoyle | 3 |
| 4 | Ch1·S4 | Frostfang | 4 |
| 5 | Ch1·S5 | Elf Queen | 5 |
| 6 | Ch1·S6 | Baal | 6 |
| 7 | Ch2·S1 | Dark Lord | 7 |
| 8 | Ch2·S2 | Banshee | 8 |
| 9 | Ch2·S3 | Volcanus | 9 |
| 10 | Ch2·S4 | SeaQueen | 10 |
| 11 | Ch2·S5 | Warchief | 11 |
| 12 | Ch2·S6 | Revenant | 12 |
| 13 | Ch2·S7 | Frost King | 13 |
| 14 | Ch3·S1 | Hobchief | 14 |
| 15 | Ch3·S2 | Magma Golem | 15 |
| 16 | Ch3·S3 | Skullwyrm | 16 |
| 17 | Ch3·S4 | Ant King | 17 |
| 18 | Ch3·S5 | Vampire Lord | 18 |
| 19 | Ch3·S6 | Abyss Lord | 19 |
| 20 | Ch3·S7 | Voidlord | 19 |
The endgame is a double act on Dimensional Rift: the last
regular gate is Abyss Lord (Ch3·S6), and
the boss who closes the whole road is Voidlord
(Ch3·S7) — data chapter 19, the game's
final roster. Budget the endgame build for back-to-back fights.
The world map, region by region
The map itself has three regions, and their stage names from the tables read like a campaign outline on their own — Greenhaven to the Dimensional Rift:
| Region | Stage names | Stages |
|---|---|---|
| Region 1 | Greenhaven, Sandevil Desert, Ebonhollow, Frostbound, Verdant Ruins, Hellfire Chasm | 6 |
| Region 2 | Fortress of Hope, Blackbarrow, Twilight Forest, Water Temple, Redrock Valley, Frosthold, Frozen Throne | 7 |
| Region 3 | Downtown, Ruined Downtown, Hanok Village, Jeju Island, Amusement Park, The Dome, Dimensional Rift | 7 |
Push, or farm?
The chain's shape answers the classic question, and it agrees with the gold economy the tables already priced:
- The only real walls are boss gates. Regular stages exist to deliver you to the next boss; killing waves behind the gate pays per the position's own table, and stalls stop paying almost immediately.
- Check the next boss, not the current waves. Every boss in the table links to its stat sheet — when a gate stops you, compare your numbers in the DPS calculator against the boss on your frontier, then upgrade what's actually short (gold into abilities, per the gold guide).
- Two bosses live on the last stage. The final data chapter fields both the road's last regular gate and the true final boss — budget your build for a double fight.
- The Challenge Tower is the farm. Its 250 floors are the push-vs-farm frontier from the other side: first-clears pay the ladder, repeats fill the gaps while you wait to afford the next boss attempt.
One-line version: progress = bosses; everything else is fuel. Breaking a gate is worth more than any wave you'll ever re-fight.
Chapter milestones worth stopping for
- Region 1 finale (data chapter 6): the campaign's first real skill check, and the gate that opens the mid-game roster of Region 2.
- The Region 2 walls (chapters 12–13): the roster here runs the game's hardest regular enemies before the spike into Region 3.
- The Dome (chapter 19): — two gates on the endgame's doorstep, and the final boss beyond them.
Data from bestiary.json (bosses, gates, rosters), StageData (world-map stage cells), challenge_tower.json (floor count) and the locale tables (game v26.2.0), extracted from the APK; gate ordering and region grouping are verified against the map grid at build time. Push-vs-farm judgments are editorial — the tables chain the road, they don't drive it. XP Hero is developed by Supercent — XPHero Fans is unofficial, not affiliated with or endorsed by them, and the route advice is opinion, not game data.