Advance through Gun Forge’s Dungeon by clearing each gate’s combat target. Unlock region destinations as you defeat bosses, then use Teleporter to return to later areas without repeating the earlier route.

Clear the Gate Counter to Advance
- Equip a gun and follow the lobby’s red arrows to the purple DUNGEON entrance.
- Read the gate’s Enemies or Boss counter and defeat the required targets. 2/3 Enemies means one enemy remains; walking up to the barrier does not finish the stage.
- Check for remaining small enemies after larger targets fall. A Boss Fight area can require clearing a group, so follow its counter rather than assuming one kill will open the route.
- When the barrier turns green and displays CLEAR, follow the yellow route toward the next stage.
Keep moving while shooting to avoid melee pursuers, arrows and slime-like projectiles. Hold fire to continue attacking, and use AUTO AIM assistance while repositioning if it is enabled. Leave space for reloads and pauses between shots, especially when a group survives your first magazine.
High single-shot damage does not always clear crowds quickly. If enemies repeatedly close in during firing gaps, compare your options in the Dungeon gun tier list.
Region Starting Stages and Unlock Bosses
Use the region entries to find starting stages and the boss required to unlock each destination. Mushroom Grove’s route reaches Stage 19.
The route changes as you progress:
- Early stages and the pirate route: Fight enemies such as Shambler, Sprinter, Crawler, Spitter and Brute, followed by graveyard encounters with Skeletons and Ghosts. Cannoneer and Deckhand appear along the pirate route.
- Pharaoh’s Tomb: Watch for small Scarab Swarm targets while advancing toward Stage 35. Check the remaining count carefully when targets are hard to spot.
- Frost Peak: The snowy route includes Snowman, Penguin Ninja and Ice Imp, with Brrr-tus the Yeti blocking the unlock for Toy-Box Circus.
- Toy-Box Circus: Fight through Toy Soldier, Strongman and Windup Runner encounters to reach Jumbo, whose defeat opens Robo Lab.
- Robo Lab: Progress through Bot and Nano Swarm encounters to MEGA-BOT, whose defeat opens Lava Core.
- Lava Core: Continue through Ember Bomber and Imp encounters toward Magmaw.
For attack cues, immunity phases and summoned enemies, use the Dungeon boss strategies.
Use Teleporter and Find Go!
The purple Teleporter sits beside the Dungeon entrance in the lobby. Its initial lock requires Rebirth 1; see the rebirth requirements and reset effects before completing your first rebirth.
- Approach Teleporter and press E Open to open Teleport.
- Find your destination. Locked cards name the boss you must defeat; unlocked cards offer Go!.
- Scroll down if the destination’s button is below the visible part of the menu, then select Go!.
Furthest marks your most distant unlocked destination. Use it to resume your push after returning to the lobby.
Lava Core’s card starts at Stage 61. You arrive facing the Stage 62 gate, so the different number ahead is the next part of the route.
Suggested Damage Is Difficulty Guidance
Suggested is a combat recommendation, not a fee or a fixed entry requirement. Opening the route depends on completing the enemy or boss counter. You can attempt a fight below the suggested value, including the Yeti fight, but slower kills leave more time for enemies to attack.
Read the recommendation on your current gate. Stage 62 has appeared with 800T Power after a Lava Core teleport and 990T Power during a separate Robo Lab progression run; neither number is a universal requirement.
If kills become slow or enemies keep reaching you, collect the materials you can safely carry and return to the lobby. Train for more Power or improve your equipment, then resume from an unlocked teleport destination.
Return with Your Materials
Approach a wanted ore drop and hold E Collect until the circular progress finishes. Watch your bag counter: Bag full means you cannot collect more ore until you free capacity.
Return with Back (B), or approach the blue exit and use E Leave. Bring your materials back when the bag fills or combat becomes difficult, rather than risking a valuable load on another wave. Dying can cost your run’s loot; Keep Ores preserves all ores if you die and do not respawn.
Cleared areas can display a Respawning countdown, so enemies can return while you remain there. For collection priorities, automatic pickup filters and the repeatable Magmaw route, follow the ore farming guide.