
First run
What to start with, what to prioritize, what to ignore — from level 1 to the World Tree.
0%
0/29 · 6 phases
est. time60 h (~)estimate
New Player Route
0%
0 of 5 done
Two minutes of settings worth hours, then a throwaway camp — not a base.
▶ Current objective
You've picked a difficulty and you know it changes what the route's times mean.
Why This route's estimated times assume normal difficulty with no multipliers — modified settings are fine, but your times stop being comparable to the guide.
How to check it's done
If you want a faster run, the four legit time-savers are set before you spawn.
Why These four settings cut busywork without trivializing combat — the community treats them as fair for a solo rush.
Prerequisites
How to check it's done
You understand that more bases and more Pals per base cost frame rate.
Why Newcomers over-build early and then wonder why the game stutters — the cause is base/Pal count, not the settings.
Prerequisites
How to check it's done
Palbox, a chest, a campfire and a bed are placed. Nothing more.
Why This first camp is disposable — you'll relocate to an ore spot; every minute decorating it is wasted.
Prerequisites
How to check it's done
SKIPBig pretty base in the early gameverified
Your base is good enough. Leave now. Upgrade nothing until you've caught a mount — the location will change anyway.
The early tech that unblocks catching, food and crafting is unlocked in order.
Why Spending tech points on the wrong recipes early stalls everything — this order keeps you catching and fed.
Prerequisites
How to check it's done
0 of 10 done
LV 1–15estimate
Missions, the right catches, first base, first mounts, Tower 1.
Solid checkpoint + small squad~10 hestimate
You treat the mission log as your to-do list — nothing skipped.
Why Missions are big XP AND they gate progression: fast travel, spawns, whole regions unlock through them.
Prerequisites
How to check it's done
A
Cattiva is caught and working your camp.
Why Every beginner guide agrees: the first sphere goes to
Cattiva — it crafts, mines, gathers and carries from minute one.
Prerequisites
How to check it's done
Kindling, ranch and support roles are covered by caught Pals.
Why A camp that cooks, produces spheres and defends itself lets you leave and level instead of babysitting.
Prerequisites
How to check it's done
You have a Pal that punches above your level for early fights and mining.
Why One or two strong early Pals carry the whole 1–15 stretch — knowing which ones saves hours of underleveled fighting.
Prerequisites
How to check it's done
You catch 5 of a species, then switch species — systematically.
Why The capture bonus is the fastest XP in 1.0 and it's independent of your world XP multiplier — but it caps at 5 per species.
Prerequisites
How to check it's done
STOPSingle-species farming (e.g. 12
Cattiva)verified
The capture bonus caps at 5 catches per species in 1.0: past that, XP/minute collapses. Stop at 5, switch species.
Pays off: Diversifying captures = better XP
Capture bonus12 → 5 catches/speciesverified
Base placed on flat ground; passive arrow production is running.
Why A base that self-produces food, spheres and arrows feeds both the player and the team XP while you're away — flat ground avoids Pal pathing bugs.
Prerequisites
How to check it's done
SKIPBig pretty base in the early gameverified
Your base is good enough. Leave now. Upgrade nothing until you've caught a mount — the location will change anyway.
You've picked an allocation school and stuck to it — Weight/Stamina before damage.
Why Weight and Stamina remove the two things that slow a new player the most (trips home, running dry); raw damage matters far less early.
Prerequisites
How to check it's done
A ground mount and your first flyer are unlocked.
Why Mobility is the single biggest time-saver early — a flyer turns a two-minute trek into ten seconds and lets you catch effigies at night.
Prerequisites
How to check it's done
Reflex installed: no
Lifmunk Effigy left behind, turned in at the Statue of Power.
Why Effigies raise Capture Power, which directly improves catch rates — better catches make the whole XP loop faster.
Prerequisites
How to check it's done
KEEP
Lifmunk/Pal Effigiesverified
Feed the Statue of Power: global capture rate.
Pays off: Statue of Power
First tower boss defeated.
Why The first tower unlocks progression and hands +5 Ancient Technology Points — bring Ground to answer the Electric boss.
Prerequisites
How to check it's done
KEEPAncient Technology Pointsdatamined
The budget is tight all the way to endgame: don't blow them early.
Pays off: Triple Jump Boots, Soralite Quarry, Ancient Hatchery, Wing Pack
Triple Jump Boots (lv. 70)6 ptsdataminedSoralite Quarry (~lv. 72)7 ptsdataminedAncient Hatchery (~lv. 76)8 ptsdataminedWing Pack (lv. 80)9 ptsdatamined
0 of 5 done
LV 15–30estimate
Mining base, firearms, first cakes, Towers 2–3.
Second base placed on an ore spot, continuous production.
You know what you're NOT building before endgame.
First firearm crafted and supplied.
STOPCrafting mid-tier firearmsestimate
Don't blow your resources on a weapon that gets replaced two tiers later. Wait for a stable tier before investing.
Alpha Pal and dungeon rotation in place — catching, not killing.
KEEPDuplicate blueprints/schematicsestimate
Not consumed on learning: a late-game item combines duplicates into rarer versions — keep every duplicate.
Pays off: Late-game combining into rarer versions
KEEPSkill Fruits / Ripe Awakening Starfruitestimate
Required for star-rank promotion — never consume one at random.
Pays off: Star-rank promotion
Two more tower bosses (10 Ancient Technology Points).
KEEPAncient Technology Pointsdatamined
The budget is tight all the way to endgame: don't blow them early.
Pays off: Triple Jump Boots, Soralite Quarry, Ancient Hatchery, Wing Pack
Triple Jump Boots (lv. 70)6 ptsdataminedSoralite Quarry (~lv. 72)7 ptsdataminedAncient Hatchery (~lv. 76)8 ptsdataminedWing Pack (lv. 80)9 ptsdatamined
0 of 3 done
LV 30–45estimate
Basic breeding, Towers 4–5, dungeon loops.
Breeding farm running, with cakes matched to the goal.
Forget every pre-1.0 guide: the combos are entirely reworked. Exact cake effects: source status D/E.
KEEPMutation-passive Pals (Babysitter, Immortality, Skymarcher, Idiosyncratic)datamined
Ultra-rare Mutation passives (breeding, combat, sky-island traversal) — keep every carrier.
Pays off: Mutation breeding
Base mutation rate1%dataminedWith Deluxe Vegetable Cake3%/egg (+2 pts)datamined
All Palpagos towers cleared.
KEEPAncient Technology Pointsdatamined
The budget is tight all the way to endgame: don't blow them early.
Pays off: Triple Jump Boots, Soralite Quarry, Ancient Hatchery, Wing Pack
Triple Jump Boots (lv. 70)6 ptsdataminedSoralite Quarry (~lv. 72)7 ptsdataminedAncient Hatchery (~lv. 76)8 ptsdataminedWing Pack (lv. 80)9 ptsdatamined
Dungeon rotation for Training Manuals, Skill Fruits and blueprints.
KEEPSkill Fruits / Ripe Awakening Starfruitestimate
Required for star-rank promotion — never consume one at random.
Pays off: Star-rank promotion
KEEPDuplicate blueprints/schematicsestimate
Not consumed on learning: a late-game item combines duplicates into rarer versions — keep every duplicate.
Pays off: Late-game combining into rarer versions
0 of 3 done
LV 45–65estimate
Feybreak, the Gold Coin Press money printer, endgame prep.
Feybreak region explored, Bjorn &
Bastigor tower cleared.
KEEPAncient Technology Pointsdatamined
The budget is tight all the way to endgame: don't blow them early.
Pays off: Triple Jump Boots, Soralite Quarry, Ancient Hatchery, Wing Pack
Triple Jump Boots (lv. 70)6 ptsdataminedSoralite Quarry (~lv. 72)7 ptsdataminedAncient Hatchery (~lv. 76)8 ptsdataminedWing Pack (lv. 80)9 ptsdatamined
Gold production automated.
Stocks built,
Bellanoir raid attempted, Legend chains scouted.
KEEP
Bellanoir raid lootestimate
Exclusive Training Crystals, IV/Stat Fruits (Power/Life/Stout) for perfect-stat breeding, Ultra Slabs, boss eggs.
Pays off: Level catch-up + perfect-stat breeding
KEEPLegend-passive Pals (
Jetragon,
Frostallion,
Necromus,
Paladius)estimate
The Legend passive cannot be rolled: breeding chains only — keep every carrier.
Pays off: Legend breeding chains
KEEPAncient Civilization Cores/Partsestimate
Required by Ancient/Legendary crafts — sources: Oil Rigs and raids.
Pays off: Ancient/Legendary crafts
KEEPDuplicate blueprints/schematicsestimate
Not consumed on learning: a late-game item combines duplicates into rarer versions — keep every duplicate.
Pays off: Late-game combining into rarer versions
0 of 3 done
LV 66–80estimate
Sunreach, the Panthalus chain, the World Tree: the same path as the Veteran Route, detailed step by step over there.
Solar Light Quarry72 lv.estimateAncient Hatchery76 lv.estimate
Modules disabled, Auri &
Shaolong defeated, Soralite farm started.
KEEPSoraliteestimate
Sunreach's endgame ore, smelted at the Ancient Furnace only.
Pays off: Endgame crafts (Ancient Furnace)
Panthalus caught, World Tree terminal activated (
Panthalus in the active party).
KEEPAncient Technology Pointsdatamined
The budget is tight all the way to endgame: don't blow them early.
Pays off: Triple Jump Boots, Soralite Quarry, Ancient Hatchery, Wing Pack
Triple Jump Boots (lv. 70)6 ptsdataminedSoralite Quarry (~lv. 72)7 ptsdataminedAncient Hatchery (~lv. 76)8 ptsdataminedWing Pack (lv. 80)9 ptsdatamined
Guardians down, door open, Zenara &
Astralym defeated.
KEEPWorld Tree Holy Waterestimate
Keeps World Tree resources from vanishing AND doubles as a craft input — save it with a rainbow-passive Pal.
Pays off: World Tree farming + craft inputs
KEEPRadiant Gemsestimate
The core of the Awakening mechanic — farmed in the depths of the World Tree.
Pays off: Awakening
KEEPPaloxite + Mythical Woodestimate
Key inputs of the Ancient Relic Recycler, harvested in the World Tree.
Pays off: Ancient Relic Recycler
KEEPAncient Relics (Glistening/Decayed)datamined
Never toss one: feedstock for the Ancient Relic Recycler to roll legendary passives.
Pays off: Legendary passives (God of Destruction, Dimensional Leap…)
Ancient Relic Recycler unlock74 lv.datamined