What is Pixel Lineage progression?
Castle hub (repairs, Inn, Ranch, Hall of Lineage) → Normal Act 1 Sunmeadow Wilds with Path Cards → Floor 10 → Act 2 The Dungeon → Trainer’s Shrine Super Class.
Pixel Lineage progression: Castle buildings, Path Cards, Sunmeadow Wilds Floor 10, Act 2 The Dungeon. Honing, potions, Hall of Lineage. Place 126256942507957.
Castle hub, Path Cards, Act 2 shrine.
~10 min read
Pixel Lineage progression on Place 126256942507957 (gankcounter) is Castle hub prep → SET OUT Normal Act 1 Sunmeadow Wilds (10 floors, Path Cards between) → Floor 10 boss → Act 2 The Dungeon → vote Trainer’s Shrine for Super Class. Hub buildings and Hall of Lineage ranks persist when a lineage dies. Verified October 11, 2026. Play on Roblox.
| Fact | Detail |
|---|---|
| Place | 126256942507957 |
| Hub | Castle |
| Act 1 | Sunmeadow Wilds · 10 floors (recap) |
| Act 2 | The Dungeon |
| Super gate | Trainer’s Shrine Path Card (Act 2) |
| First SET OUT | Normal (×1 recap) |
| Wipe keeps | Castle · Inn · Ranch · Hall of Lineage |
| Hall rank (recap) | +4.66% all stats — Unverified |
The Castle is the hub for pixel lineage progression, not a dungeon floor. New saves do not show every building. Recaps: you repair them as you earn Gold. Walk the hub before SET OUT so you know which NPC is codes, which is potions, and which is stash.

| Building | Recap job | Status |
|---|---|---|
| Goblin Merchant | Codes / event grants (REDEEM CODES) | Live recap |
| Blacksmith | Hone gear; Whetstones; +10 cap recap | Numbers Unverified |
| Alchemist | Potions; ~100 Gold repair recap | Unverified cost |
| Shrine of Oaths | Knowledge passives (~12 oaths recap; ~350 Gold repair recap) | See oaths · Unverified cost |
| The Ranch | Hatch monster eggs; pets persist when hatched | Pet names TBA |
| The Inn | Stash gear / items / Gold; stash persists on wipe | Live recap |
| Hall of Lineage | Permanent HP / Attack / Magic / Defense ranks | +4.66% Unverified |
| Auction House | Cross-server listings (recap) | Fees / rules TBA |
| Guild raids | Dragon raids; ~30-player recap | TBA — no fake raid table |
Alchemist first if you can afford the recap ~100 Gold — potions cover missed Dodge better than a pretty hat. Blacksmith next so Whetstones have a bench. Shrine of Oaths waits until you actually have Knowledge. Ranch and Inn matter as soon as you have an egg or loot you cannot risk on a wipe. Auction and Guild raids: interact if the building is up, but do not plan a first Normal run around them.
Goblin Merchant is not a repair — it is the codes NPC. Paste path: how to redeem. Oath spend: oaths. Honing is the next Castle skill to get right, because +5 is where recaps start talking about downgrade risk.
The Blacksmith hones weapons and gear. Recaps: honing goes to +10. From +5 there may be a downgrade chance. Early ranks through +4 are called safe — treat that as Unverified until the live percent on the bench agrees. Stones (Whetstones) are the spend, not Gold alone.
| Honing beat | Recap | Do this |
|---|---|---|
| Repair the smith | Castle building | Before you dump a stack of stones on the floor |
| +1 to +4 | Called safe / no downgrade | Unverified — read the live % |
| +5 and up | Downgrade risk may appear | Stop if you cannot afford a drop |
| Cap | +10 | Do not invent +11 or a pity table |
| Fuel | Whetstones (Sunforged / Violet named in code recaps) | Confirm the stone the UI asks for |
| Success % on screen | Creator recaps cite 50–60% on some clicks | Unverified — HUD only |
Sunforged Whetstone and Violet Whetstone show up on third-party code reward lists. That does not mean every code pays them. Use the stone the Blacksmith UI names. Do not guess a recipe at the Alchemist to “craft” a whetstone — crafting lists are not published here.
Hone a piece you will still wear on Floor 10. A +4 starter sword you will vendor after Act 1 is wasted stones. Potion spend is the other early Gold sink, and it is the next section.
Search volume on potions is why this sits on the progression page instead of a fake recipe wiki. The Alchemist is the Castle potion bench. Recap repair cost is ~100 Gold — Unverified. Combat lists Potion as a your-turn action. This page does not invent brew lists, drop tables, or “best potion” names.
| Situation | Spend | Skip |
|---|---|---|
| First Castle Gold | Repair Alchemist if ~100 Gold is in range | Fashion / wings |
| Before SET OUT | Keep at least one Potion if the shop sold you one | Dumping the stack on Floor 1 trash |
| Low HP before Floor 10 | Potion or Camp Path Card | Hunt a Champion on 1 Life |
| You want a “recipe” | Open the live Alchemist UI | Copying an invented craft from another RPG |
| Code listed potions | Redeem, then check inventory | Assuming OCTOBER always pays five flasks |
Hall of Lineage is permanent lineage growth in the Castle: recaps name HP, Attack, Magic, Defense ranks. Third-party copy says each rank is +4.66% to those stats. Mark +4.66% Unverified until the Hall UI prints it. When the hero hits 0 / 3 Lives, the Hall ranks stay. The dead Race / Talent / Base Class kit does not stay as a playable character.
| On wipe / lineage end | Keeps? | Note |
|---|---|---|
| Hall of Lineage ranks | Yes | +4.66% per rank Unverified |
| Castle building repairs | Yes | Alchemist, Blacksmith, shrine, etc. |
| Inn stash | Yes | Stored items / Gold recap |
| Ranch pets already hatched | Yes | Names TBA |
| Current act floor | No | You leave the run |
| Unequipped loot in the bag (not Inn) | Confirm HUD | Do not assume the floor pouch survives |
| Codes already redeemed | Used | OCTOBER does not pay twice |
If you are on 1 Life, stash at the Inn before a boss gamble. Recaps mention stripping gear rather than donating it to a wipe — confirm the live prompt; do not treat that as a published rule. Lives detail: combat.
Hall ranks do not replace Path Card votes. Between floors you still have to pick Camp versus Mini-Boss. That vote is the next skill.
Between floors the party votes a Path Card. In 1–4 player co-op, one tap can send everyone into Camp, Shop, or a Mini-Boss. Read the name. This is the route layer of pixel lineage progression, not a Castle NPC.

| Path Card | Recap use | First-run call |
|---|---|---|
| Camp | ~15% HP (Unverified) | Take before Floor 10 if low |
| Scout | Route information | Useful while Act 1 is still new |
| Shop | Buy items | Spend Gold you can lose on a wipe |
| Trainer’s Shrine | Super Class unlock | Act 2 — not the Castle class screen |
| Blood Altar | Risk / growth (recap) | Skip until you know the cost — TBA |
| Hunt a Champion | Elite fight; extra gold/gear recap | Optional on a 3-Life starter |
| Mystery | Random event | Do not assume a heal |
| Mini-Boss | Side boss | Budget Dodge; keep a Potion |
Low HP, two Lives left: Camp. Full HP, Gold burning a hole: Shop. Party wants loot and can still Dodge: Hunt a Champion or Mini-Boss. Act 2 and you still have a Base Class: Trainer’s Shrine is the progression button, not a side quest. Blood Altar and Mystery stay “read the card, do not invent the payoff.”
A creator recap also mentions a shop option that heals 50% HP. That is not the Camp ~15% row. Treat 50% as Unverified until you see it on a live Shop. After Floor 10 of Act 1, the next named zone is The Dungeon.
Matched by build plan, shared topics, and guide progression — not random related links.
Act 1 is Sunmeadow Wilds. Recaps: 10 floors, Path Cards between them, Floor 10 boss. Beat that boss to unlock Act 2 The Dungeon. Super Class is not a Castle dropdown. It waits for a Trainer’s Shrine Path Card inside Act 2.
| Step | Where | You get |
|---|---|---|
| SET OUT Normal | Castle | Act 1 Sunmeadow Wilds |
| Floors 1–9 | Act 1 | Path Card votes; gold; gear |
| Floor 10 boss | Act 1 | Act 2 unlock (recap) |
| SET OUT Act 2 | The Dungeon | New floor chain |
| Vote Trainer’s Shrine | Path Card | Super Class three-pick (recap) |
| Ultra later | Ultra Sigil on a Super | See sigils — not this page’s table |
Hard ×1.8 and Nightmare ×2.8 are recap multipliers — Unverified and not a first-run setting. Torment / Raid / Halloween side maps are not a substitute for Floor 10. Class names for the shrine three-pick: classes. First-hour Castle list if you have not SET OUT yet: beginner guide.
Searchers also ask about an ancient portal. That is a SIM term, not a second Act 2. Details stay TBA on the next section — no invented warp list.
Ancient portal shows up in keyword data (SIM related ~110). This page names it so you do not land on a blank FAQ. Unlock cost, destinations, whether it is a paid hub upgrade, and how it interacts with Act 2 stay TBA. Do not invent a warp map, a Gold price, or a “skip Floor 10” trick.
| Claim | This wiki |
|---|---|
| The phrase exists in search / recaps | Yes — mention only |
| Starting-area unlock | TBA — confirm live HUD |
| Lets you return to prior starts | TBA — not copied as a rule |
| Replaces Act 1 Floor 10 | Not claimed here |
| Standalone /ancient-portal page | P1 — blocked until facts exist |
If your Castle or starting area shows a portal prompt, follow the live text. Until then, progression is still Castle → Sunmeadow Wilds → Floor 10 → The Dungeon. Gold order is the last decision on this page.
Early Gold is the scarce resource of pixel lineage progression. Recaps: Alchemist repair ~100 Gold, Shrine of Oaths repair ~350 Gold. Both Unverified. Auction listings and Guild raid entry are not a first-hour plan.
A friend on Floor 6 does not repair your Alchemist. Finish hub spends, then SET OUT Normal. If the party is already voting Path Cards, read Camp versus Mini-Boss before you tap — that vote is how you keep the three Lives the Hall is supposed to outlast.
Next: take Floor 1 timing into the beginner guide, then lock Super Class at the Act 2 shrine on classes.
Castle hub (repairs, Inn, Ranch, Hall of Lineage) → Normal Act 1 Sunmeadow Wilds with Path Cards → Floor 10 → Act 2 The Dungeon → Trainer’s Shrine Super Class.
After the Act 1 Floor 10 boss in recaps. Act 2 is The Dungeon. Super Class still needs a Trainer’s Shrine Path Card there.
Alchemist if the ~100 Gold recap is in range (potions), then Blacksmith for Whetstones. Shrine of Oaths waits on Knowledge. Auction and Guild raids stay TBA.
Recaps: cap +10, downgrade risk from +5, early ranks through +4 called safe. Treat safe-to-+4 as Unverified. Read the live percent.
Yes in recaps, with Castle repairs, Inn stash, and hatched Ranch pets. The +4.66% per rank figure is Unverified. The dead hero’s Race/Class kit does not stay playable.
Between-floor votes: Camp, Scout, Shop, Trainer’s Shrine, Blood Altar, Hunt a Champion, Mystery, Mini-Boss. Camp ~15% HP is Unverified.
Not on this wiki. Use the Alchemist UI. No invented brew list. Potion is also a combat action — see the combat page.
A searched term. Unlock, destinations, and cost stay TBA. This page does not invent a warp map.
October 11, 2026
Matched by build plan, shared topics, and guide progression — not random related links.