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Hunting Together RPG Bosses Guide: The Gorilla King and the Level 25 Gate

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The Gorilla King is the boss at Hunting Together RPG's Level 25 Boss Gate. See what the gate blocks and opens, where it sits on the level ladder, and how class roles prepare a party for the fight.

Quick answer

The Gorilla King is the named boss on Hunting Together's progression route, waiting at the Level 25 Boss Gate. It gates an area: defeating it clears the gate so you can enter the town and its surrounding fields.

  • The Gorilla King blocks progress to the next territory.
  • The town sits behind the gate, so the fight is a progression checkpoint rather than an optional encounter.

What follows covers where the Gorilla King sits in the level ladder, what clearing the gate changes, and how the game's classes fit together into a party plan for the fight.

Official key art of a six-class party battling a giant crowned gorilla boss inside a stone arena

Where the Gorilla King sits on the route

Progression runs through level-tiered zones separated by gatekeeper bosses. The Gorilla King is the named gatekeeper at the Level 25 step, and the zones in front of it build toward that point:

  1. Level 1–8: the starting forest, with rabbits and low-level beasts.
  2. Level 9–16: a second wilderness zone, with boars and lizards.
  3. Level 17–24: a transition zone that leads toward the first major town.
  4. Level 25 Boss Gate: the Gorilla King blocks progress to the next territory.

Two wilderness stretches and a transition zone sit between the start and the gate, so the Gorilla King is the first point where the route asks a party to stop and beat a named boss instead of moving through ordinary monsters.

What clearing the gate changes

Defeating the Gorilla King clears the gate, which opens the town and its surrounding fields to you. That is also how you can recognise success: the way ahead is no longer blocked, and the town and the fields around it are reachable.

The town is a waypoint rather than the finish. Past it, the route continues through intermediate elemental maps at levels 34, 42 and 50+, which lead into the desert city, where monster affinities change. The Gorilla King therefore separates the first stretch of the route from the town and the elemental maps beyond it — the first gate of this kind on the route, not the last.

How the class lineup prepares for the gate

Hunting Together's classes are defined by combat role and primary stat priorities, along with notes on how they hold up against bosses and monsters. Read as role coverage, those descriptions give a party a set of jobs to fill before walking into the Level 25 gate.

Class roles at a glance

Data table

Data table
ClassCombat rolePrimary stat prioritiesWhat it brings to a boss fight
SwordsmanMelee tank with a one-handed sword, high HP and high defenseSTR and VITHigh HP and the highest baseline defense, which lets a beginner withstand boss attacks directly.
ThiefFast melee attacker with rapid burst damage and high criticalsSTR, LUK and AGIHigh damage from the start; low baseline health makes dodging monster attacks necessary.
ArcherLong-range bow combatant with sustained single-target damageDEX, LUK and AGIHigh damage from the start; low baseline health makes dodging monster attacks necessary.
MageLong-range caster with fire, ice and lightning area spellsINT and AGIElemental area damage from range rather than a single-target line.
MerchantBalanced melee fighter with ground smash attacks and gold bonusesSTR, ASPD and survivabilityMelee presence with survivability in its priorities; gold bonuses speed currency acquisition in standard farming loops.

The Swordsman is the front line

The Swordsman is a melee tank who uses a one-handed sword, with high HP and high defense, and STR and VIT as priorities. Its high baseline defense is what lets a beginner withstand boss attacks directly. That is the trait that lets a party member stand in front of a boss, and it is the role a party leans on at a gate that has to be cleared before anyone moves on.

The damage roles

The Thief and the Archer both deal high damage from the start, but in different shapes. The Thief is a fast melee attacker built on rapid burst damage and high criticals, with STR, LUK and AGI as its priorities. The Archer is a long-range bow combatant with sustained single-target damage, built on DEX, LUK and AGI. Both also share a drawback: their baseline health pools are low, which makes dodging monster attacks necessary. At the gate, the damage they bring comes with staying mobile rather than trading blows.

The Mage adds a third damage profile: a long-range caster using fire, ice and lightning area spells, with INT and AGI as priorities. Its role is area damage, so it contributes elemental coverage to a group rather than the sustained single-target line the Archer provides.

Group support and the economy

The Cleric is described as a group-play class, working well in group settings through healing and the Second Down resurrection skill. That is the support package the game ties to parties, and it matters most when several players take on the gate together.

The Merchant is a balanced melee fighter with ground smash attacks and gold bonuses, prioritising STR, ASPD and survivability. Its role note points at the economy rather than the gate: it focuses on speeding up currency acquisition during standard farming loops. In a boss party the Merchant is still a melee body with survivability in its priorities, but its documented strength is the boost it gives to income during the farming loops between gates.

Assembling a party for the gate

The class descriptions read as coverage rather than a ranking, so treat them as a checklist of jobs and look for gaps before you reach the Level 25 gate:

  • Someone to take boss hits: the Swordsman's high HP, high defense and highest baseline defense.
  • Melee burst: the Thief's rapid damage and high criticals.
  • Sustained single-target damage from range: the Archer's bow.
  • Elemental area damage: the Mage's fire, ice and lightning spells.
  • Group healing and resurrection: the Cleric's Second Down skill in group play.
  • Mobile damage dealers: keep the Thief and Archer dodging, since both have low baseline health pools.
  • Income for the loops between gates: the Merchant's gold bonuses.

Which classes you actually bring is your call. What the descriptions establish is what each one covers, and that is enough to notice ahead of the fight whether a job is missing.

Where to go next

If you are still climbing toward the gate, the beginner guide covers the early level-tiered zones, and the progression guide follows the route past the first town. For group play, the party guide pairs with the role notes above; the classes and stats and builds pages go deeper on each class.