All Maps — Story Mode Overview

Tangy TD's Story Mode spans 8 missions, each introducing a new terrain type, a new enemy set, and a new boss. The maps are not just backdrops — each one teaches a specific skill the game will demand forever. Bay Harbour teaches dual-path management. Mountain Trail teaches patrol-pull timing. Deep Forest teaches spread positioning. The later maps layer these lessons until you need all of them simultaneously.

8Story Missions
6Unique Bosses
5–9Waves per Map
LinearProgression

Campaign Order

1
Tangerine
Fields
2
Whispering
Woods
3
Bay
Harbour
4
Mountain
Trail
5
Deep
Forest
6
Sunken
Ruins
7
Frostpeak
Tundra
8
The Final
Siege
📋 Map Unlock Structure
Maps unlock sequentially — each mission must be completed before the next opens. There is no branching path or optional order. Endless Mode unlocks after completing all 8 story missions. The game does not lock you out of replaying earlier maps — you can return to any completed mission to farm skill points or practice builds.
1
🍊
Tangerine Fields
Mission 01 · Tutorial Map · Tangy's Home
Grassland ★☆☆☆☆ Very Easy
Waves: 5
Paths: 1 (linear)
Boss: None
Teaches: Core placement loop

The tutorial map and the only mission without a boss fight. A single linear enemy path winds across an open grassland field. Enemy density is low, enemy speed is slow, and the wave count is short. This is where you learn that towers fight back against enemies, that Tangy can attack independently, and that the throw mechanic repositions units mid-wave. The item shop appears for the first time at Wave 2.

🎓Tutorial mechanics introduced: Tower placement, item equipping, Tangy's direct attack, throw mechanic. No boss mechanic — the map ends cleanly after Wave 5.
🌿Terrain: Flat open grassland with no elevation changes. Single path with wide spacing — plenty of room to position the Defender at the natural chokepoint where the path narrows between two hedgerows.
Recommended approach: Place Defender at the narrowest path segment. Healer beside the Defender. Archer as far back as the map allows. Any ability items over stat items in every slot. The Lone Ranger bonus is easiest to maintain on this map due to the linear layout and generous backline space.
No dedicated guide — tutorial map
2
🌲
Whispering Woods
Mission 02 · First Boss · Forest Approach
Forest ★★☆☆☆ Easy
Waves: 6
Paths: 1 with branch
Boss: The Forest Warlock
Teaches: Boss pull timing

The first map with a boss fight and the first map with a path that splits temporarily before rejoining. Waves 1–5 follow the main path; at Wave 4 a smaller branch opens through the treeline and sends fast runners around the Defender's standard position. The boss appears after Wave 6 in a forest clearing. The Forest Warlock is an introductory boss — two phases, forgiving pull timing, and a single mechanic (a slow AoE that telegraphs clearly) — designed to teach the boss fight rhythm without overwhelming a new player.

🌿Path branch: Opens at Wave 4. Fast-runner enemies with low HP that bypass the standard Defender taunt zone if the Archer is not covering the branch entry point. Repositioning the Archer to cover both the main path and the branch is the core map challenge.
💀The Forest Warlock: Two-phase boss. Phase 1 stays stationary and fires targeted projectiles. Phase 2 summons two small adds before returning to projectile attacks. The adds have very low HP and die to one chain hit. No catapults, no Wall Breach — a clean introduction to the boss fight loop.
Recommended approach: Position Archer to cover both main path and branch. The branch enemies are fast but fragile — Frost Wand chill or Ivy Bow root stops them entirely. Ban Hammer on the Defender amplifies all damage against the boss during stun windows.
3
Bay Harbour
Mission 03 · Dual-Path · Platform Boss
Harbour / Coastal ★★★☆☆ Medium
Waves: 7
Paths: 2 (simultaneous from Wave 3)
Boss: The Bay Harbour Butcher
Teaches: Dual-path, catapults, aggro meter

The map that broke most players at launch. Bay Harbour introduced simultaneous dual-path enemy waves, elevated platform catapults during the boss fight, and a boss with the shortest aggro pull window in the game. Multiple patches from Cakez addressed the difficulty — catapults now die with the boss (v1.0.1), the aggro meter was added to visualise the pull window (v1.0.2), and the Butcher's base damage was reduced 15%. Even post-patch, this is the first map that demands deliberate preparation rather than intuitive play.

🚢Dual paths: From Wave 3, enemies enter from both the harbour dock side (left) and the warehouse entrance (right). Each path needs coverage. One Archer cannot cover both unless positioned at a central backline point with maximum range — Ultra Vision Goggles make this possible from a single isolated position.
🏰Elevated platforms: Three platforms overlook the boss arena. During the fight, catapults spawn on these platforms and bombard the arena floor. Since v1.0.1, catapults die when the Butcher dies — focus the boss, not the catapults.
🎯Aggro meter: Added in v1.0.2. A visible bar above the Butcher that fills with proximity and attacks. Approach when it's below 25%. At 80%+ the boss engages. Do not walk Tangy near the boss zone before the fight.
💀
The Bay Harbour Butcher
3-phase platform boss. Phase 3 fires Spike Attacks in cardinal directions — move Archer and Healer to diagonals before Phase 3 triggers.
Full boss guide →
Recommended approach: Bleed Lance on Defender for % HP damage against the Butcher. Ultra Vision Goggles on Archer to cover both paths from one isolated position. Keep Lone Ranger active at both path coverage points if running dual Archers. See the Bay Harbour Map Guide.
Full map guide →
4
⛰️
Mountain Trail
Mission 04 · Patrol Boss · Wall Breach
Mountain / Elevation ★★★★☆ Hard
Waves: 7
Paths: 1 with elevation changes
Boss: The Warden
Teaches: Patrol pull, wall breach phase

Mountain Trail was the second map to be specifically called out by Cakez for "badly implemented mechanics" post-launch. The Warden patrols a three-point route before the fight begins, requiring players to time their aggro pull to the patrol cycle rather than approaching freely. The Wall Breach phase — where the boss destroys terrain walls mid-fight — changes the arena geometry progressively. Armoured enemies in Waves 5–6 can also break wall segments, opening new enemy paths mid-wave before the boss fight even starts.

🏔️Elevation terrain: Three terrain levels create height advantages and blind spots. The Archer's base range covers fewer tiles vertically — Eagle Eye or Ultra Vision Goggles compensates. Enemies moving downhill are faster than enemies moving uphill.
🪖Wall breach (waves): Armoured enemy units in Waves 5–6 can break wall segments in the mid-map area, opening secondary paths mid-wave. When a wall falls, redirect the Defender to the new opening immediately — do not wait for the Archer to compensate.
🔄Patrol pull: The Warden walks Point 1 → Point 2 → Point 3 → repeat. Pull during the PT2 → PT3 transit, when the boss faces away from the approach corridor. The aggro meter drains fastest during the PT1 segment.
💀
The Warden
Patrol + Wall Breach boss. High armour makes flat damage ineffective — Bleed Lance and Venom Bow are mandatory. Phase 3 abandons patrol and pursues the Defender directly.
Full boss guide →
Recommended approach: Bleed Lance + Venom Bow for % HP damage against armoured boss. Ivy Bow to interrupt Wall Breach attempts (root during wind-up). Pull aggro during PT2 → PT3 patrol transit — never when the Warden is at Point 3 facing you. See the Mountain Trail Map Guide.
Full map guide →
5
🌑
Deep Forest
Mission 05 · Spread Positioning · Spike Boss
Dark Forest / Dense ★★★★☆ Hard
Waves: 8
Paths: 2 (converge at boss zone)
Boss: Thorn
Teaches: Spread positioning, spike avoidance

Deep Forest is where the standard tight-formation strategy breaks down for the first time. The map's dense canopy creates sight-line obstacles that force tower repositioning throughout the wave phase, and the boss fight against Thorn specifically punishes clustered tower positioning with a wide-radius spike burst AoE. Players who survived Bay Harbour and Mountain Trail by tightening their formation arrive at Deep Forest and discover that formation needs to be spread significantly wider — which then makes healing coverage harder and requires more active management.

🌑Dense canopy visibility: Tree clusters in the mid-map block standard Archer sight lines. Waves 4–6 require repositioning the Archer to alternative backline positions to maintain coverage as enemy paths wind through the canopy zones.
🌿Root + vine enemies: New enemy type in Waves 6–7. Root Crawlers temporarily immobilise a tower they reach. Immobilised towers cannot attack or be moved during the root duration. Frost Wand chill and Ivy Bow root keep Root Crawlers away from the frontline.
💥Spike burst AoE (boss): Thorn's signature attack fires from its position in a 4–5 tower-width radius. Lethal to non-Defenders. Defender survives with Iron Fortress active. The spread formation that makes healing harder during waves becomes mandatory for the boss fight.
💀
Thorn
Spike burst punishes clustering. All non-Defender towers must be outside the 4–5 tile AoE radius when Phase 1 begins. Speed Boots on the Healer is the critical item for this fight.
Full boss guide →
Recommended approach: Spread all towers before engaging Thorn. Speed Boots on Healer is essential — the Healer cycles in and out of cover between spike bursts. Venom Bow for % HP damage. Do not cluster towers at any point during this map — Deep Forest punishes it during waves and destroys you during the boss fight.
Thorn boss guide →
6
🏛️
Sunken Ruins
Mission 06 · Water Hazards · Undead Boss
Ruins / Flooded ★★★★☆ Hard
Waves: 8
Paths: 3 (sequential then simultaneous)
Boss: The Hollow King
Teaches: Triple-path management, ghost enemies

Sunken Ruins is the first map with three simultaneous enemy paths, introduced gradually — Waves 1–4 use a single path, Wave 5 adds a second, Wave 7 adds the third. The flooded terrain creates impassable water zones that funnel both enemies and your towers into specific lanes, significantly constraining repositioning options compared to earlier maps. The "ghost enemies" that appeared in Steam community questions ("PLEASE HOW DO I KILL THE GHOSTS???") are introduced here — they require specific physical damage items and cannot be affected by certain ability types until the immunity phase ends.

💧Flooded terrain: Water zones block tower placement and Tangy movement entirely. All repositioning must route through the narrow dry-ground corridors between water sections. This makes the throw mechanic especially important — the indirect arc bypasses terrain you cannot walk through.
👻Ghost enemies: Spectral enemies with temporary damage immunity phases. During the translucent phase, most ability damage is reduced to zero. Physical hit items — Bleed Lance's physical tick, Stone Hammer's knockback impact — bypass the immunity. Wait for the immunity to drop, then burst. Do not waste percentage DoT items during immunity windows.
🔱Triple-path management: By Wave 7, three paths must be covered simultaneously. Standard party of 1 Defender + 1 Archer + 1 Healer cannot cover all three paths from standard positions. A second Defender or second Archer at the third path entrance is the recommended solution.
💀
The Hollow King
Undead boss with periodic immunity phases — same ghost mechanic as standard enemies. Physical-hit items deal full damage during immunity. Summons spectral adds during Phase 2.
Full boss guide →
Recommended approach: Bleed Lance is the most valuable item on this map — the physical tick bypasses ghost immunity. Stone Hammer knockback also works during immunity. Do not rely on Venom Bow burst as primary DPS — it is reduced to near-zero during immunity phases. Stack physical items.
7
❄️
Frostpeak Tundra
Mission 07 · Speed Escalation · Avalanche Events
Tundra / Ice ★★★★★ Very Hard
Waves: 9
Paths: 2 (with avalanche disruption)
Boss: The Iron Warden
Teaches: Emergency repositioning, terrain disruption

Frostpeak Tundra is the first map where enemy speed becomes a primary threat independent of wave density. Ice terrain accelerates all enemy movement by approximately 20% compared to previous maps, and avalanche events — triggered at Wave 4 and Wave 7 — temporarily collapse ice shelf sections, blocking current tower positions and forcing emergency relocation mid-wave. This is the map that teaches whether you've truly mastered real-time repositioning or have just been getting by with good item builds.

❄️Ice movement acceleration: All enemies on ice terrain move 20% faster than base speed. This speed advantage stacks with fast-runner enemy type modifiers, making tundra runners among the fastest enemies in the game up to this point.
🏔️Avalanche events: At Waves 4 and 7, an avalanche warning appears for 3 seconds before ice shelves collapse. Towers on collapsing shelves are automatically thrown to the nearest available ground tile — which may not be a useful position. The 3-second warning is enough to manually throw them to a better location if you react immediately.
🌀Blizzard visibility: Periodic blizzard weather events reduce Archer effective range by 15% for 10–12 seconds. During blizzard phases, enemies that would normally be hit at range reach the Defender before taking damage. Stone Hammer knockback extends kill zone contact during range reduction.
💀
The Iron Warden
Armoured second-tier boss. Maximum armour value of any boss in the game — percentage damage sources are the only reliable DPS. Three phases with escalating movement speed.
Full boss guide →
Recommended approach: Stone Hammer is mandatory — knockback counteracts the ice speed acceleration and extends kill zone time during blizzard range reduction simultaneously. Have throws planned for both avalanche events before Wave 4. Venom + Pierce Archer for the boss — The Iron Warden has the highest armour value of any non-final boss and resists all flat damage.
8
The Final Siege
Mission 08 · Campaign Finale · Witchcraft Boss
Citadel / Multi-Zone ★★★★★ Very Hard
Waves: 9
Paths: 4 (all active in final waves)
Boss: The Final Witch
Teaches: Full-party coordination under maximum pressure

The campaign finale tests every skill the previous seven maps introduced. Four simultaneous enemy paths become active across the citadel terrain during the final waves, each requiring individual coverage. The boss fight against The Final Witch introduces a mechanic not seen on any previous map — item slot disruption — where the boss periodically suppresses one of the Archer's item abilities for 8 seconds. Identifying which item is suppressed and adapting your positioning during that window is the final skill test.

🏯Citadel multi-zone terrain: The map is divided into four distinct zones — the outer wall, the inner courtyard, the tower approach, and the boss sanctum. Each zone has a separate enemy path. Full coverage requires a minimum of two Defenders and two Archers spread across zones.
🔮Item ability suppression (boss): The Final Witch periodically casts a suppression field that disables one item ability for 8 seconds. The suppressed item is visually indicated by a grey overlay on the item slot. When Venom Bow is suppressed, switch DPS priority to Bleed Lance. When Bleed Lance is suppressed, switch to Venom burst. Never let a suppressed window be a wasted window.
Witchcraft attack: The Final Witch's primary attack curses a tower for 5 seconds — cursed towers have their damage reduced by 40%. Unlike the item suppression, curse applies to the tower itself rather than a specific item. Throw the cursed tower away from the action immediately and let the Healer's aura cleanse it.
💀
The Final Witch
Campaign final boss. Item ability suppression and tower curse mechanics require constant adaptation. Four phases. Completing this fight unlocks Endless Mode.
Full boss guide →
Recommended approach: Bring both Venom Bow and Bleed Lance so ability suppression never fully removes your % HP DPS. Maximum skill tree investment in all three classes — this map demands the full character rather than a single-class focus. Completing The Final Siege unlocks Endless Mode and submits your first global leaderboard entry.

All Maps — At a Glance

# Map Waves Paths Boss Diff Key Mechanic
1 🍊 Tangerine Fields 5 1 None ★☆☆☆☆ Tutorial placement
2 🌲 Whispering Woods 6 1+branch Forest Warlock ★★☆☆☆ First boss, branch path
3 ⚓ Bay Harbour 7 2 The Butcher ★★★☆☆ Dual-path, catapults, aggro meter
4 ⛰️ Mountain Trail 7 1+elev. The Warden ★★★★☆ Patrol pull, wall breach
5 🌑 Deep Forest 8 2 Thorn ★★★★☆ Spread positioning, spike burst
6 🏛️ Sunken Ruins 8 3 Hollow King ★★★★☆ Ghost immunity, triple paths
7 ❄️ Frostpeak Tundra 9 2 Iron Warden ★★★★★ Avalanche events, ice speed
8 ✨ The Final Siege 9 4 Final Witch ★★★★★ Item suppression, 4-zone coverage
✓ What Completing All Maps Unlocks
Finishing Mission 8 — The Final Siege — unlocks Endless Mode and the global leaderboard. You can replay any completed mission to farm skill points, refine builds, or practice specific map mechanics. The skill point cap is 520 (raised in v1.0.2) — reaching it requires significant Endless Mode playtime beyond the story campaign.
⚠️ Upcoming Map — Fungal Depths
Cakez has teased a ninth map, Fungal Depths, for the v1.1 update. It will introduce spore-cloud visibility mechanics and a new boss. When released, this overview will be updated. A placeholder page is being prepared at /maps/fungal-depths for pre-launch search traffic.