Re Adventures Maps Guide: Worlds, Paths & Flying Enemies
Use the world picker for the current stage list; use the route, placement colors, and enemy type to build a defense that fits each map.
Find the world, then choose the mode
Enter Play from the lobby and open the world selection. September 23 gameplay-linked coverage shows Planet Greenie as the opening world and Navy Bay as locked on a new account. Navy Bay is also described as the Marineford world; guides use Marineford Infinite when discussing its repeatable boss route. The world name, Story act, and mode are three different choices. Check each one before you queue, especially if a quest names a particular stage.
If a world is locked, read the current unlock condition and continue the last Story act you can enter. Do not rely on an old stage count or assume every world uses the same acts. We have not verified a full official map roster because the Roblox listing was restricted during our September 28 check.
| Name seen in September guides | How it is used | What to check in game |
|---|---|---|
| Planet Greenie | Opening Story world in a September walkthrough | Which acts and quest objectives are currently available |
| Navy Bay / Marineford | Later world; Infinite is the reported Akainu route | Unlock condition and whether the current mode offers the reward you want |

Scout the route on your first attempt
At the beginning of a stage, trace the enemy path from entrance to exit. Then select a unit and look at its range circle and valid placement colors before confirming. September beginner coverage describes green as a usable spot and red as blocked. Ground, Hill, and hybrid units have different placement rules in that guide; trust the current placement preview if it differs. A location is good only if the unit can actually hit the part of the path where enemies need to be stopped.
For a group-damage unit, a bend or longer stretch within range can increase the time it spends attacking passing enemies. For a single-target boss answer, think about where it can keep the dangerous target in range rather than where it hits the first weak enemy. Do not buy every placement at once. Put down enough early damage to survive, watch the first wave, and fund the spot that is failing.
- Identify the entrance and exit before the first wave; the point where a weak unit leaks is your diagnostic marker.
- Hover or select a unit to inspect its range and legal placement area. If the spot is marked invalid, check whether the unit is Ground or Hill before trying again.
- Place early damage on a section it can cover for several attacks. Add economy only after the opening lane survives.
- Watch one wave and adjust: crowds need area coverage; a single tough target needs focused damage or shield breaking.

Flying enemies change your squad requirement
An enemy that crosses the screen while your ground attackers fire at everything else is a clue to check air targeting, not necessarily to buy more damage. The September placement guide says Hill and hybrid units can hit flying enemies. Pro Game Guides specifically calls Magma a Hill option for Story stages with flyers. That is a role example, not a guarantee that every version of Magma or every future map behaves the same way.
Before replaying, inspect the unit's targeting and placement type in Collection or on the stage. Bring an available Hill or hybrid attacker, place it where its range covers the route, and keep the rest of your wave defense. If it still does not fire, verify whether the enemy is in range and whether the current unit's attack can target that enemy type. The /units/ directory describes role options without requiring one particular summon.
Pick a map for a specific goal
Story is the sensible first route because it teaches placement and opens later choices. Paradox's lobby footage at 8:20 shows an Areas entrance and a Daily Challenge notice, but the frame does not prove the current unlock or reward of either. Inspect an Area challenge when you need the material displayed in its own reward preview. Infinite is a time commitment: check the visible wave and reward target before farming it. For the reported Akainu capsule route, September guides point to Navy Bay/Marineford Infinite, not any Story act with a similar name. The /bosses/ guide covers how to keep a run stable for that encounter, and /how-to-get-ace/ separates reported rewards from observed footage.
A short, repeatable clear can be better than a harder run that fails before its reward. After each stage, compare the actual result and quest progress with the goal you selected. If the desired item did not appear, do not infer an official drop rate from one run.

Sources & further reading
Open the original pages to review dates, context, and any limitations behind this guide.
- ItzVexo gameplay: Play area and world picker at 4:02
- Paradox gameplay: Navy Bay world selection at 6:58
- Paradox gameplay: first combat wave at 7:10
- Paradox gameplay: Areas lobby at 8:20
- AllThings.How: world names and modes
- AllThings.How: placement colors and unit terrain
- Pro Game Guides: Magma and flying enemies
QUESTIONS / ANSWERS
Re Adventures Maps Guide: Worlds, Paths & Flying Enemies FAQ
What is the first Re Adventures world?
September 23 walkthrough coverage shows Planet Greenie as the opening world. Check the live Play menu for your account's available Story acts.
Are Navy Bay and Marineford the same place?
September guides refer to Navy Bay as the Marineford world and use Marineford Infinite for the reported Akainu route. Verify the world and mode labels in the current Play menu.
How many maps are in Re Adventures?
A complete current map count is not verified. This guide lists only worlds named in dated coverage and teaches how to inspect the live picker.
What should I use against flying enemies?
Inspect targeting and bring a Hill or hybrid unit that can hit air. September unit guides mention Magma as one Story option.