
First run
What to start with, what to prioritize, what to ignore — from level 1 to the World Tree.
Phase 00 / 06
Two minutes of settings worth hours, then a throwaway camp — not a base.
Objectives0 of 5 done
▶ Current objective0.1Blocking
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.
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
Phase 01 / 06
LV 1–15estimate
Missions, the right catches, first base, first mounts, Tower 1.
Solid checkpoint + small squad~10 hestimate
Objectives0 of 10 done
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
Phase 02 / 06
LV 15–30estimate
Mining base, firearms, first cakes, Towers 2–3.
Objectives0 of 6 done
Base missions are done at the Palbox — each level adds a worker slot.
Why
Base level is what gates your worker slots and your extra bases — ignoring it caps your whole economy.
Prerequisites
How to check it's done
Second base placed on an ore spot, producing ingots without you.
Why
Ore is the bottleneck for every tier of gear from here on — a base that mines while you're away removes it permanently.
Prerequisites
How to check it's done
You know what you're NOT building before endgame.
Why
Each of these five feels productive and costs hours — naming them is what keeps the route fast.
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.
Your first real firearm is crafted and supplied with ammo.
Why
The bow stops scaling here; the Prototype Shotgun hits hard and burns far less ammo than the automatics, so your economy survives it.
Prerequisites
How to check it's done
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 and dungeon rotation in place — catching, not killing.
Why
Catching an Alpha pays far more than killing it, and Alphas respawn — this is a repeatable loop, not a one-off.
Prerequisites
How to check it's done
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 down (+10 Ancient Technology Points).
Why
Towers gate progression and each first clear banks +5 Ancient Technology Points — the currency for your endgame tech.
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
Phase 03 / 06
LV 30–45estimate
Basic breeding, Towers 4–5, dungeon loops.
Objectives0 of 8 done
You accept that old combo lists and calculators are dead, and you use a 1.0 one.
Why
1.0 reviewed every combination and gated the strong Pals later — an EA calculator will send you to breed a pair that no longer produces what it claims.
Prerequisites
How to check it's done
A Breeding Farm and an Egg Incubator are up and running.
Why
Breeding needs the farm, a male/female pair, a cake in the chest and an incubator — missing any one of them stalls the whole thing.
Prerequisites
How to check it's done
Cake production is automated — the farm never idles for lack of one.
Why
No cake, no egg. Cake needs five farm inputs at once, which is exactly why your ranch and plantation had to run first.
Prerequisites
How to check it's done
You use the cake that matches what you're breeding for — not whatever's in the chest.
Why
The four 1.0 cakes do completely different jobs; using the wrong one wastes the ingredients and the egg.
Prerequisites
How to check it's done
You know what a mutated egg actually gives — and that it's a 1–3% game.
Why
Mutation is the single biggest power spike in 1.0 breeding, but at 1–3% it's a long game — chase it only once your cake supply is free.
Prerequisites
How to check it's done
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
Your parents' combined target passives are set up so the child inherits what you want.
Why
Passives are inherited from the parents' combined pool — a sloppy pair dilutes the roll and you burn cakes for nothing.
Prerequisites
How to check it's done
All Palpagos towers cleared.
Why
Finishing the Palpagos towers is what puts you on the Feybreak doorstep with the Key Spheres already banked.
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
A dungeon rotation feeds you Training Manuals, Skill Fruits and blueprints.
Why
Dungeons are the one repeatable source of catch-up XP and skill fruits — but only worth it near your route.
Prerequisites
How to check it's done
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
Phase 04 / 06
LV 45–65estimate
Feybreak, the Gold Coin Press money printer, endgame prep.
Objectives0 of 4 done
Feybreak region explored, Bjorn &
Bastigor cleared.
Why
Feybreak is tower 7/8 and the only door to Sunreach — it's a pure DPS wall, so bring Fire against the Ice duo.
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
Gold production is automated — ammo and gear stop being a money problem.
Why
Endgame gear and ammo cost real gold; a press that mints while you play removes the last grind before the World Tree.
Prerequisites
How to check it's done
An exploration team and a boss team are each assembled by role.
Why
The team that explores well is not the team that kills bosses — carrying one team for both jobs is why newcomers stall at the World Tree.
Prerequisites
How to check it's done
Stocks built,
Bellanoir raid attempted, Legend chains scouted.
Why
Everything hoarded here pays off past level 66 — the World Tree is where unprepared runs die.
Prerequisites
How to check it's done
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
Phase 05 / 06
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
Objectives0 of 3 done
Modules disabled, Auri &
Shaolong defeated, Soralite farm started.
Why
Sunreach is the level 60+ sky region and tower 8/8 — the portal at the Feybreak summit is the only way in, so arrive geared.
Prerequisites
How to check it's done
KEEPSoraliteestimate
Sunreach's endgame ore, smelted at the Ancient Furnace only.
Pays off: Endgame crafts (Ancient Furnace)
Panthalus caught (not killed), World Tree terminal activated.
Why
Catching
Panthalus is the only key to the World Tree — and if it DIES, the whole summoning ritual restarts from the Echobones.
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
paldb.cc (référence la plus à jour) · The Nerd Stash — Echobones & Panthalus
Guardians down, door open, Zenara &
Astralym defeated. GG.
Why
The final stretch: a radiation biome that needs the Gas Mask, three guardians, an 8-key door you already hold, then a typeless DPS check.
Prerequisites
How to check it's done
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