Map Levels

Current Redmoon Fantasy progression flow, travel notes, and level requirements.

Current Leveling Flow

Redmoon Fantasy now runs a level 10,000 progression. These are the current forward-progression requirements used by the server. Normal exits, backtracking, hospitals, and map returns should not trap players behind forward level gates.

Step Location Required Level Notes Map Preview
1 Street 2 1+ Starter leveling and early drops. Street 2 map previewOpen map
2 Street 3 50+ Early city progression. Street 3 map previewOpen map
3 Street 1 100+ City hub with shops, hospital, message board, and army access. Street 1 map previewOpen map
4 Junkyard 150+ Early monster progression. Junkyard map previewOpen map
5 Backyard 200+ Early-to-mid monster progression. Backyard map previewOpen map
6 Downtown 1 300+ Downtown entry, message board, bank, and safe-zone services. Downtown 1 map previewOpen map
7 Downtown 2 500+ Downtown progression. Downtown 2 map previewOpen map
8 Downtown 3 700+ Downtown progression with higher EXP than Downtown 2. Downtown 3 map previewOpen map
9 Downtown 4 900+ Haliport routes to Dokdo, Sahara, and Himalayas. Downtown 4 map previewOpen map
10 Sahara 1 1,100+ Sahara entry. Sahara map previewOpen map
11 Sahara 2 1,300+ Leads toward Sahara dungeon maps. Sahara 2 map previewOpen map
12 Sahara Dungeon 1 1,500+ Dungeon progression. Sahara Dungeon 1 map previewOpen map
13 Sahara Dungeon 2 1,750+ Leads toward Boss Spy Dungeon. Sahara Dungeon 2 map previewOpen map
14 Boss Spy Dungeon 2,000+ Sahara boss progression. Boss Spy Dungeon map previewOpen map
15 Himalayas 2,300+ Himalaya entry; heliport returns to Downtown 4. Himalayas map previewOpen map
16 Himalayan Dungeon 1 2,600+ Uses green aura teleporters for clean dungeon travel. Himalayan Dungeon reference map previewOpen map
17 Himalayan Dungeon 2 2,900+ Higher EXP and drops than Himalayan Dungeon 1. Himalayan Dungeon reference map previewOpen map
18 Himalayan Dungeon 3 3,200+ Higher EXP and drops than Himalayan Dungeon 2. Himalayan Dungeon reference map previewOpen map
19 Himalayan Dungeon 4 3,500+ Teleporter routes forward to Spaceship when eligible. Himalayan Dungeon reference map previewOpen map
20 Spaceship 4,200+ Active monster map between Himalayan Dungeon 4 and Freedom Village. Spaceship map previewOpen map
21 Freedom Village 5,000+ High-level hub with shop, bank, sunset upgrade NPC, and spaceport routes. Freedom Village map previewOpen map
22 SignusAX-1 5,400+ Signus progression with working hospital and shop routes. Signus AX-1 map previewOpen map
23 SignusBX-1 5,800+ Signus progression and Signus Valley return route. Signus BX-1 map previewOpen map
24 SignusCX-1 6,200+ Signus progression. Signus CX-1 map previewOpen map
25 SignusDX-1 6,600+ Signus progression. Signus DX-1 map previewOpen map
26 Uni 7,000+ Space map progression; spaceport returns to Freedom Village. Uni map previewOpen map
27 Anatu 7,300+ Space map progression. Anatu map previewOpen map
28 Bau 7,700+ Space map progression. Bau map previewOpen map
29 Cyrn 8,100+ Space map progression. Cyrn map previewOpen map
30 Dyaus 8,500+ Space map progression. Dyaus map previewOpen map
31 Signus Valley 8,700+ Bridge from the Sky maps into the endgame dungeons, with five escalating native monster families. Signus Valley map previewOpen map
32 Uni Dungeon 9,000+ Endgame dungeon progression. Sky Dungeon reference map previewOpen map
33 Anatu Dungeon 9,150+ Endgame dungeon progression. Sky Dungeon reference map previewOpen map
34 Bau Dungeon 9,400+ Endgame dungeon progression. Sky Dungeon reference map previewOpen map
35 Cyrn Dungeon 9,600+ Endgame dungeon progression. Sky Dungeon reference map previewOpen map
36 Dyaus Dungeon 9,750+ Endgame dungeon progression. Sky Dungeon reference map previewOpen map
37 School Dungeon 1 9,850+ Late endgame progression with green aura teleporters. School Dungeon 1 map previewOpen map
38 School Dungeon 2 9,900+ Late endgame progression. School Dungeon 2 map previewOpen map
39 School Dungeon 3 9,930+ Late endgame progression. School Dungeon 3 map previewOpen map
40 Superior Desert 9,950+ High-density endgame event map and Nightmare Frequency assignment area. Custom layout
No matching reference
41 Superior Junkyard 9,975+ Highest-level event map and Stronghold Frequency assignment area. Custom layout
No matching reference

Travel Notes

  • Himalayan and School dungeon random floor teleporters have been retired. Use the named green aura teleporters instead.
  • Himalayan Dungeon 4 routes forward to Spaceship. For Freedom Village (level 5,000+), Superior Desert (level 9,950+), or Superior Junkyard (level 9,975+), use the red Portal Map entrance in Downtown 1 at X101/Y115 and select a destination at the computer. The computer also returns you to Downtown 1 at X107/Y109.
  • Dokdo login and return placement should use the helipad so players do not get stuck after reconnecting.
  • Downtown 4 Haliport routes to Dokdo, Sahara, and Himalayas. Return routes should place players safely outside the immediate re-entry trigger.

BattleMatch Gauntlet Maps

BattleMatch starts on demand for an existing party of 3–10 level 10,000 characters on separate accounts, public connections, and trusted devices. Any member clicks the board beside the Downtown 1 mailbox; every member receives a Ready Up popup, even on another map. Everyone must confirm within two minutes before the whole party enters. There is no daily attempt limit; eligible parties may run again whenever the prior ready check or expedition has ended. Only one ready check or expedition is active at a time. The roster clears five one-way stages together: each of the four regular stages contains exactly 50 non-respawning enemies, and the advance pad unlocks only after every enemy is defeated. Those regular enemies drop nothing except a small chance of one clear Stage-1 Sunset—no Gold, Tau, ordinary items, Uniques, Protection, or higher-stage Sunsets. Full readiness and expedition rules.

One survivor using an unlocked advance pad moves every surviving member to the next stage. Death, disconnecting, or voluntarily leaving eliminates that character from the current run, and a full-party wipe ends the expedition. The final Sky stage contains only the Eclipse Sovereign. Its ten rewards never become floor drops: surviving members use a persistent server-authoritative Roll/Pass panel, with the highest 1–100 roll winning each item and ties rerolled.

Stage BattleMatch Area Combat Purpose Advance Condition Map Preview
1 BattleMatch Backyard - Red Opening team clear with Green Wyvern combat pressure. Defeat all 50 current-run enemies. Backyard reference map previewOpen map
2 BattleMatch Junkyard - Red Stronger Blue Wyvern damage pressure and attack tempo. Defeat all 50 current-run enemies. Junkyard reference map previewOpen map
3 BattleMatch Himalayan Red Wyvern pressure tests healing, positioning, and targeting. Defeat all 50 current-run enemies. Himalayan Dungeon reference map previewOpen map
4 BattleMatch Spaceship Black Wyvern pressure provides the hardest regular clear. Defeat all 50 current-run enemies. Spaceship reference map previewOpen map
5 BattleMatch SkyMap The Eclipse Sovereign replaces all ordinary Sky enemies. Defeat the Eclipse Sovereign. Dyaus reference map previewOpen map

Special Maps

  • TV Station Studio 3 (Reserved map): The obsolete Wyvern encounter has been removed. This studio is reserved for future content. Custom layout
    No matching reference
  • Unique Trader (Service map): Uses Durability items, Unique 6 / 200, as purchase currency instead of gold or tau. Unique Trader reference map previewOpen map
  • Freedom Village Warehouse (Service map): Warehouse and bank service map connected from Freedom Village. Freedom Village Warehouse reference map previewOpen map

Reference layouts are optimized, self-hosted previews imported from the Blood Sun Maps and Monsters guide. Redmoon Fantasy includes rebuilt and custom maps, so the live in-game layout remains authoritative.