Where do I start reading?
Read the first-hour route if your damage has stopped moving, the economy page if you have Gold and still cannot progress, then the progression roadmap for when to leave each zone. The Class Tree and Totem pages cover the endgame systems, and four walkthroughs cover the hidden bosses across Zones 1 to 4.
Anime Breaker Guide Index
Every walkthrough on this site, grouped by the problem it solves. Each entry links to the page that owns that answer rather than repeating it here, so you will not find the same text on two URLs.
Start here
If you have less than an hour in the game, read these two in order.
First-hour route: the four steps that get you out of Zone 1
BeginnerCodes first, then companion slots, then the zone exit. This is the order that fixes the 73.4% drop between the first and second zone, with the reason behind each step.
Energy versus Gold: which resource is actually blocking you
EconomyGold is not the gate — Energy is. This covers the currency split, what Emeralds should never be spent on, and how the secret boss Energy window changes the arithmetic.
Progression and systems
The permanent layers, and when each one starts paying for itself.
Zone-by-zone progression roadmap
ProgressionWhat each zone changes, the measured retention between them, and the readiness test that tells you when to leave rather than guess.
Class Tree: node costs and build order
Update 1.5The 1.08 Qi activation at the Hunter City altar, branch behaviour, awakening cost and the node order that adds damage before convenience.
Commandment Totem: the 10-stage fragment grind
Update 1.5The activation price, the fragment cadence and spawn window per stage, and the extra hero equip slot waiting at the end.
Guilds: how the gate and the recruitment rule work
SocialHow the leaderboard gate actually filters membership, how the developer's posting rule works, and the archetypes worth joining.
Party system: follow the host and keep the farm running
Update 1.5Where the follow-the-host control sits, why the raid chain restarts without a loading screen, the ticket rule behind it, and the parts of the feature still unverified.
Secret boss walkthroughs
Four hidden bosses, one per zone. All four drop an accessory on every kill.
Vegeta · Zone 1 Alien Planet
EasiestThe only secret boss reachable in your first session. No dash, no climb — just an invisibility trick and a guaranteed Scouter roll that feeds Energy.
Levi · Zone 2 Titan District
Best valueA fake wall in the map corner, a guaranteed cloak, and a 0.01% avatar that grants a 12x Energy window. The reason players keep returning to an early zone.
Kakashi · Zone 3 Hidden Leaf
Trick entranceThe entrance needs a dash at the right moment rather than a walk. His accessory rolls Gold, which compounds with Gold events and potions.
Meliodas · Zone 4 Sin Village
Energy dropReached from under the lake near the bridge. His accessory feeds the Energy stat the entire Rank ladder is priced in.
Reference
The pages that hold numbers rather than instructions.
Worlds and the measured retention funnel
DataThe five zones in order with the developer's own badge counters behind them, plus which secret boss hides where.
All four secret bosses and their drops
DataAccessory stat, avatar roll and entrance for each of the four, with the twelve-times Energy window explained.
When something is actually broken
SupportThe failure modes the developer's own bug channel tracks, what to try first, and when the problem is not yours to fix.
Update and code timeline
ChangelogThe patch history from launch through the Hunter update, with the milestone codes that shipped alongside each one.
Not sure which one you need?
If you have played for under an hour, read the first-hour route. If you have played for days and your damage has stopped moving, the answer is almost always in the economy page rather than a boss guide — a multiplier you have not bought yet beats a fight you have not won.
