Let the next biome gate choose your preparation
- Step 1: At the Sacrificial Stones, open the map and mark your base, the current boss location, the next biome edge, and a safe portal site.
- Step 2: Finish the current biome boss, mount or record its trophy, use the boss reward to unlock the next crafting or exploration gate, and upgrade food, weapon, armor, and resistance before crossing.
- Step 3: Build a staging base with a bed or spawn point, repair access, storage, spare food, and a forward portal; make one light scouting trip before transporting rare materials.
- Step 4: Keep the recovery route described in the preparation step open until the unlock is confirmed.

The next action is usually determined by the next gate, not by the map’s empty space. Use the boss reward and the next biome’s main threat to decide what to craft, what resistance to carry, and where to place the forward portal.
Boss order and what each victory unlocks
| Order | Boss and biome | Summon requirement | Important reward or progression result |
|---|---|---|---|
| 1 | Eikthyr — Meadows | 2 Deer Trophies | Eikthyr Trophy and Hard Antlers; the antlers unlock the Antler Pickaxe path for early mining. |
| 2 | The Elder — Black Forest | 3 Ancient Seeds | Elder Trophy and Swamp Key; the key opens Sunken Crypts for iron. |
| 3 | Bonemass — Swamp | 10 Withered Bones | Bonemass Trophy and Wishbone; the Wishbone helps locate buried silver in the Mountains. |
| 4 | Moder — Mountains | 3 Dragon Eggs | Moder Trophy and Dragon Tear; the trophy gives the sailing tailwind power and Dragon Tears enable the Artisan Table. |
| 5 | Yagluth — Plains | 5 Fuling Totems | Yagluth Trophy and Torn Spirit; confirm the current 1.0 crafting chain before treating the drop as a single fixed recipe unlock. |
| 6 | The Queen — Mistlands | 3 Seeker Soldier Trophies | The Queen Trophy and Majestic Carapace; the result advances the Mistlands-to-Ashlands preparation. |
| 7 | Fader — Ashlands | Current Ashlands offering | Fader Trophy and its current 1.0 reward; use the current boss page for the offering and reward names before the fight. |
| 8 | Kall Fimbulbringer — Deep North | 3 Malicious Blood | The 1.0 finale encounter; the Deep North gate and offering are version-sensitive and should be checked against the current game data. |
This is the normal world progression, but you can explore ahead. After each victory, collect the trophy or item and use its unlock before preparing the next biome. A Modded world may change the order or rewards, so check its progression settings before relying on this list.
- Finish the current gate before moving rare materials: secure the boss reward, repair access, food reserve, and portal.
- Make the first trip into a new biome a scouting trip, then return for cargo after the safe edge and outpost are known.
- When the next gate changes, update the loadout rather than carrying the entire previous biome into the new one.
Progression handoff
| When you are here | Prepare before leaving | Do not move on until |
|---|---|---|
| Meadows → Black Forest | Food, a repair point, a map marker, and a portal route | The first forest trip returns safely with the next material identified |
| Black Forest → Swamp | Boss reward, upgraded weapon, poison plan, and staging base | The route can be repeated without carrying the whole base |
| Swamp → Mountains and beyond | Cold or biome-specific protection, better food, and a corpse route | The next biome gate and its unlock are written in the world log |
| Ashlands → Deep North | Fire and cold preparation, current food, forward portal, and a recovery route | A light reconnaissance confirms the terrain and return path before rare cargo moves |
If the attempt fails
- Return to the last safe biome and upgrade one preparation category.
- Move the portal farther from the fight but keep it reachable.
- Recheck the current update context before following an older route.
Each world seed, server, and Modded profile can change the route. Biomes still use different enemies, resources, and Boss gates, but the exact gear list depends on your current client and route. Treat a new biome as ready only after a scouting trip returns with a usable portal or fallback path.