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.
Campaign Order
Fields
Woods
Harbour
Trail
Forest
Ruins
Tundra
Siege
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.
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.
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.
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.
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.
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.
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.
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.
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 |