Pixoot maps: all 13 lands in order
Pixoot's world is 13 maps — twelve combat lands in a fixed campaign order, plus the town of Haven. This guide runs through every land in order with its boss, its enemy families and its level band, then explains the 24-kill gate that wakes each boss and the waystone that carries you back.
The 13 maps in order
Every land has exactly one boss and its own pool of enemy families; Haven has neither. Boss hit points below are the base values the bosses are defined with — in a fight they grow 4% for every level the boss has, and map modifiers push them further still.
| Map | Boss | Enemy families | Level range |
|---|---|---|---|
| 1. Meadow of Sprouts | Meadow Troll — 700 HP | Slime, Goblin, Bat | 1–4 |
| 2. Deep Forest | Forest King — 1,200 HP | Wolf, Goblin, Bat, Treant | 3–7 |
| 3. Scorched Dunes | Sand Pharaoh — 1,700 HP | Scorpion, Mummy, Sandworm | 5–10 |
| 4. Frozen Tundra | Frost Jarl — 2,300 HP | Yeti, Frost Spirit, Wolf | 7–13 |
| 5. Ember Caldera | Ember Tyrant — 3,000 HP | Imp, Golem, Dragonling | 9–16 |
| 6. Void Citadel | Void Monarch — 3,900 HP | Wraith, Golem, Dragonling | 11–19 |
| 7. Murky Swamp | Swamp Lord — 4,800 HP | Leech, Mosquito, Serpent | 13–22 |
| 8. Verdant Jungle | Spider Queen — 5,800 HP | Jungle Spider, Vine Creeper, Blood Parrot | 15–25 |
| 9. Crystal Caverns | Crystal King — 7,000 HP | Geode, Crystaling, Shardling | 17–28 |
| 10. Sky Islands | Sky Titan — 8,400 HP | Harpie, Storm Cloud, Roc | 19–31 |
| 11. Cursed Ruins | Void Tyrant — 10,000 HP | Specter, Bone Horror, Dark Imp | 21–34 |
| 12. The Abyss | Abyss Lord — 12,000 HP | Void Beast, Abyssal, Eldritch | 23–37 |
| 13. Haven (town) | None | None | — |
The road only goes one way: the portal a boss drops opens the land after it, so the order above is the order you clear. The Meadow of Sprouts is where every hunter starts, and The Abyss is the last land on the list.
How a map unlocks
A land opens by killing its boss, and the boss does not spawn the moment you walk in. Each map counts your kills for that visit: at 24 kills the screen warns you — "The ground shakes... something huge is coming!" — and the boss rises with a banner that puts its name over the words HAS AWOKEN.
Kill it and the forward portal opens: "The boss falls! A portal to the next land opens!" Walk through and the next land is live on your save. A cleared land keeps that portal, so a beaten boss never has to be beaten twice — though killing mobs on a beaten map will wake its boss again for a rematch. There is no level gate and nothing to buy: the only key is kills, and the only door is the boss.
The six core lands and the six expansion lands
The core six — Meadow of Sprouts, Deep Forest, Scorched Dunes, Frozen Tundra, Ember Caldera and Void Citadel — set the pattern: three or four enemy families, one boss, and a level band that steps up by two levels on the bottom and three on the top with every land. The expansion six — Murky Swamp, Verdant Jungle, Crystal Caverns, Sky Islands, Cursed Ruins and The Abyss — keep the same shape but add eighteen more enemy families (three per land), six more bosses, and they carry the level table all the way from 13 up to 37.
Haven — the town with no enemies
The thirteenth map is Haven, and nothing in it fights. It has no enemy families and no boss — instead it is a walled plaza with six merchant stalls (Weapons, Armor, Trinkets, Potions, Maps and Scrolls), the quest board, the waystone and the Map Device, where dropped map items are inserted for a run. Press H at any point in a land to teleport back to town.
Fast travel: the waystone
The waystone is the large crystal in the middle of Haven's plaza. Tap it and a list opens with every land you have reached — it starts with the Meadow and fills in as you step into new lands — and picking a name teleports you straight there. Every land past the first also keeps a portal back to the land before it, so going backwards is never a fight: fast travel takes you to a land, and the chain of portals brings you forward again.
Map levels and rank caps
Each land declares a level band, and enemies spawn at your level clamped into it. On the Meadow that band is 1–4; it widens steadily until The Abyss, which runs 23–37. Every land's floor rises by exactly two levels over the one before it and every ceiling rises by three, which is why the campaign keeps pace with you instead of outrunning you.
The other ceiling is rank. Every enemy family exists in five ranks — plain, Veteran, Elite, Ancient and Colossal — and each land caps how high those ranks may appear: rank 1 on the Meadow and Deep Forest, 2 on the Dunes and Tundra, 3 on the Ember Caldera, and 4 from the Void Citadel onward. Inside that cap the rank still climbs with your level, so the deeper you go, the more likely a family shows up in its Ancient or Colossal form.
Ambient wildlife
The twelve combat lands are not empty between fights. Each one carries three of the game's 36 critters — walkers, snakes and fliers — and they drift across the map, duck behind a tree when they meet one, and vanish the moment they wander off your screen. Nothing here fights back: they are purely decorative, they never block a drop, and because the server never simulates them they are yours alone to see. Haven has none at all — it is a town with no enemies, so it has no wildlife either.
Where to go next
You now have the full route: twelve bosses, twenty-four kills each, and a town that sells everything you need between runs. Play Pixoot free in your browser, read the How to play guide for movement, loot and menus, or see what the game charges for and what it does not before you start a second hunter.