
For returning players
Ground the early access to dust? Here's what changed — and the shortest path to the World Tree.
Before you start
This route assumes you already know the 1.0 basics. New to Palworld? Start with the beginner route →
Chapter 00 / 05 · Mission 0.1
Get a restorable save and a fully-vanilla first 1.0 launch. Ten atomic substeps — no “just back it up” hand-waving.
Objectives0 of 10 done
▶ Current objective0.1.1Blocking
You know exactly which save path and procedure apply to you.
Why
The backup path differs by platform (Steam solo/co-op/dedicated, Game Pass) — getting it wrong means backing up the wrong thing.
The correct save folder is identified — right world, right Player ID, right date.
Why
Copying the wrong world or an old Player ID is the most common backup mistake.
Prerequisites
How to check it's done
If you're stuck
Several folders look similar
Sort by last-modified date and cross-check the Player ID shown in-game.
A dated copy of the save folder exists OUTSIDE the game folder.
Why
A copy inside the game folder can be wiped by a verify/reinstall — it must live elsewhere.
Prerequisites
How to check it's done
Server files, world settings, mod list and key config screenshots are saved.
Why
Rebuilding your exact world settings from memory after a fresh start wastes time.
Prerequisites
How to check it's done
No subscription can silently re-download an old mod.
Why
A leftover Workshop subscription re-installs mods on next launch — reintroducing exactly what you're purging.
Prerequisites
How to check it's done
Mod files and folders are actually removed — not just disabled.
Why
Pocketpair states disabling mods is NOT enough for 1.0 — leftover files still break the game.
Prerequisites
How to check it's done
Steam has restored any deleted or modified vanilla files.
Why
Removing mods can delete or alter vanilla files; verify restores a clean install.
Prerequisites
How to check it's done
The menu loads cleanly before you open any save.
Why
A clean menu load proves the vanilla install works before you risk your save on it.
Prerequisites
How to check it's done
Palbox, inventory, fast travel, quests, base and combat all work with no crash.
Why
A save that opens but corrupts mid-session is worse than one that fails immediately — smoke-test it.
Prerequisites
How to check it's done
If you're stuck
The save crashes or misbehaves
Restore the external copy (0.1.3) and re-verify files (0.1.7) before retrying.
A second dated copy exists — your new restore point.
Why
Once the save opens correctly in 1.0, that state is worth freezing as a fresh restore point.
Prerequisites
How to check it's done
Chapter 00 / 05 · Mission 0.2
Turn the 1.0 changes into concrete decisions about YOUR save — missions, towers, economy, combat.
Objectives0 of 10 done
You've noted the actually-active main mission on your save.
Why
Main and side missions were reset in 1.0; you must read the real state, not assume the EA one.
How to check it's done
You know which tower missions are auto-validated on your save.
Why
Some tower missions may be auto-validated from bosses you already beat — don't re-clear blindly.
How to check it's done
You understand where you sit against the new level curve.
Why
The cap is now 80 and stored EA XP was rescaled to the new table.
How to check it's done
You've flagged moved/changed recipes before selling any material.
Why
The tech tree was reordered and recipes changed; tossing a now-needed material wastes hours.
How to check it's done
CHECKTech tree recipes (before selling/tossing)estimate
The tech tree was reordered and several recipes changed in 1.0: re-check a recipe on paldb before parting with a material.
Each worker is compared against its new suitability levels.
Why
Work Suitabilities now go up to level 10 — some EA workers are outclassed.
How to check it's done
Obsolete EA synergies are removed from your active team.
Why
200+ Partner Skills were reworked; EA meta teams are obsolete.
How to check it's done
You're using the new filters, chest names, auto-deposit and improved transport.
Why
1.0 added logistics quality-of-life that saves real time every session.
How to check it's done
Gear is repaired and its tiers/resistances re-checked after rebalancing.
Why
Durability, tech tiers and heat/cold resistances were rebalanced.
How to check it's done
Each habit is tagged KEEP / STOP / CHECK / SKIP with a concrete reason.
Why
Naming which reflexes to drop is what makes the route faster than raw play.
How to check it's done
Absolute rush, balanced rush or full rediscovery is selected.
Why
This choice decides which substeps the diagnostic hides for you.
How to check it's done
Chapter 00 / 05 · Mission 0.3
Build an XP loop that feeds the NEXT boss instead of farming at random. Stop at 5 catches per species — the 1.0 bonus is done.
Objectives0 of 10 done
You know the recommended level of the next fight and your exact gap.
Why
Leveling with a target stops you over-grinding past what the next boss needs.
How to check it's done
Nearby species at 0–4 catches are listed; 5/5 ones hidden.
Why
The capture bonus caps at 5 per species — only unfinished species are worth XP.
How to check it's done
You carry enough spheres to finish several species without a base round-trip.
Why
Running out mid-loop forces a base trip that kills the loop's efficiency.
How to check it's done
Species, Alphas, watchtowers and fast travels on the way to the next objective are grouped.
Why
Chaining catches along the route beats teleporting back and forth.
How to check it's done
You stop at exactly 5 catches — the 1.0 bonus is then done.
Why
Past 5, XP/minute collapses for that species.
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
You move to the next nearest still-profitable species.
Why
Diversifying species is the whole 1.0 XP mechanic.
How to check it's done
New species and Alphas are caught when sphere cost and risk stay acceptable.
Why
Catching Alphas pays far more than killing them.
How to check it's done
Only dungeons/ruins near the main route are used.
Why
Detours far off-route cost more time than the XP they give.
How to check it's done
Training Manuals / raid rewards are treated as an optional branch.
Why
Catch-up items help but must never become a hidden prerequisite.
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
Once level, weapon and team are enough, XP farming leaves the route.
Why
The route should never keep you grinding past what the next fight requires.
How to check it's done
Chapter 01 / 05 · Mission 1.1
Get mission progress and the first six Key Spheres WITHOUT redoing content your save already recognizes.
Tower boss timer5 minverifiedAncient Technology Points on first clear5 pts/towerverified
Objectives0 of 10 done
You know which tower missions are auto-validated and which Key Spheres you truly hold.
Why
Some clears are recognized from your EA save — redoing them all wastes an hour.
How to check it's done
Gear repaired, ammo full, a fast mount out — no six base round-trips.
Why
With the 5-minute timer, travel is the real cost — one clean loop beats six resupply trips.
How to check it's done
Tower done or confirmed already-recognized — Ground counter ready.
Why
Only fight it if the tower/mission isn't already validated on your save.
How to check it's done
Tower done or confirmed recognized — Fire counter ready.
Why
Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Ice/Ground counter ready.
Why
Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Water counter ready.
Why
Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Dragon counter ready.
Why
Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Dragon counter, mind the new 1.0 patterns.
Why
Only if not already validated; check the reworked 1.0 attack patterns.
How to check it's done
Every clear is recognized by the main mission.
Why
A clear that the mission doesn't register can block the
Panthalus chain later.
How to check it's done
The counter reads 6/8 before heading to Feybreak.
Why
All 8 towers are the hard prerequisite for the
Panthalus chain — none can be skipped.
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
Chapter 01 / 05 · Mission 1.2
Reach, beat and validate Bjorn & Bastigor — the DPS wall that unlocks the Sunreach portal. Ten atomic substeps.
Bjorn &
Bastigor60 lv.dataminedHP310000 HPdataminedTypeIce → counter with Firedatamined
Objectives0 of 10 done
The mission recognizes all six Palpagos Key Spheres before you commit to Feybreak.
Why
Feybreak is tower 7/8; if a Palpagos clear didn't register, you'll waste the trip and still be gated later.
Prerequisites
How to check it's done
Your armor covers the Feybreak cold so environment damage doesn't stack on the fight.
Why
Feybreak sits in a cold zone — fighting an Ice duo while freezing wastes heals you need for the DPS check.
Prerequisites
How to check it's done
You have a fast route to the tower base and a mount that survives the climb.
Why
The tower is far off the Palpagos loop; a planned approach beats dying to trash mobs on the way.
Prerequisites
How to check it's done
The Feybreak Tower Entrance fast travel is unlocked — a permanent shortcut back.
Why
Reaching the entrance registers the fast travel; if you wipe, you respawn one step away instead of re-crossing the zone.
Prerequisites
How to check it's done
Your active party answers the Ice duo with Fire damage.
Why
Bjorn &
Bastigor are Ice; Fire is the type answer and turns the wall into a manageable fight.
Prerequisites
How to check it's done
You carry the Charge Rifle (or an equivalent tier) — enough burst for a 310k HP wall.
Why
This is a DPS check, not a mechanics check; the Charge Rifle is the big damage tier available before Sunreach.
Prerequisites
How to check it's done
Gear repaired, ammo and heals doubled — the fight won't stall on supply.
Why
A 310k-HP wall burns through ammo and heals; running dry mid-fight forces a restart.
Prerequisites
How to check it's done
The Feybreak duo is down.
Why
This clear is the hard gate to Sunreach — there's no other way up.
Prerequisites
How to check it's done
If you're stuck
You run out of DPS before the timer
Fall back to 1.2.6 for a higher weapon tier and 1.2.5 for a stronger Fire team, then retry.
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
The counter reads 7/8 and the main mission recognizes the Feybreak clear.
Why
An unregistered clear can block the
Panthalus chain later — confirm the sphere and the mission both moved.
Prerequisites
How to check it's done
You reach the top of the tower, where the Sunreach altar sits.
Why
The Sunreach portal is at the tower summit — reaching it is the handoff into macro 2.1.
Prerequisites
How to check it's done
Chapter 02 / 05 · Mission 2.1
Take the only door to the sky islands and survive the arrival at level 60+.
Spawn levels60+ everywhere; recommended level 68–70estimate
Objectives0 of 4 done
Portal taken at the top of the Feybreak Tower.
Why
The altar at the tower summit is the ONLY entrance — you cannot fly to Sunreach from the surface, so there is no alternative route.
Prerequisites
How to check it's done
You're at 68–70 — or you know you're under-levelled and accept it.
Why
Everything here spawns at 60+; arriving at 61 turns every trash mob into a fight you didn't plan.
Prerequisites
How to check it's done
If you're stuck
You're well under 68
Go back to the XP loop (0.3) — species at 0–4 catches near your route, then return.
You can cross Sunreach with or without a flying mount.
Why
The islands are separated by void — without a flyer you need the purple orbs, and not knowing that costs deaths.
Prerequisites
How to check it's done
The Sunreach fast-travel points on your path are unlocked.
Why
Unlocking travel points before doing anything else means every later death or resupply costs seconds, not a full re-climb.
Prerequisites
How to check it's done
Chapter 02 / 05 · Mission 2.2
Drop the whirlwind shielding the central tower — six modules, each marked by a light beam.
Defense modules6 modulesestimate
Objectives0 of 4 done
You know the central tower is unreachable until all 6 modules are off.
Why
The whirlwind is not a difficulty check — it's a hard gate. Trying to fight through it wastes the trip.
Prerequisites
How to check it's done
You can find each module from a distance instead of sweeping the islands.
Why
Each module projects a beam visible from far away — beam-hopping turns a search into a route.
Prerequisites
How to check it's done
The six modules are off and the whirlwind is gone.
Why
This is the gate to the boss — nothing in Sunreach progresses until the whirlwind drops.
Prerequisites
How to check it's done
In multiplayer, each player has disabled the modules on their own save.
Why
The module state is per-player, not per-world — a teammate's clear does not carry to you.
Prerequisites
How to check it's done
Chapter 02 / 05 · Mission 2.3
Tower 8/8. A Dragon/Water duo with a flooded phase 2 — and a weak point most players miss.
Auri &
Shaolong68 lv.dataminedHP327600 HPdataminedTypeDragon / Waterdatamined
Objectives0 of 5 done
Your party covers the Dragon/Water duo's weaknesses.
Why
Ice and Electric answer Dragon/Water — and the Electric team you need for
Panthalus later already works here, so build it once.
Prerequisites
How to check it's done
You know the fur is immune and where to actually shoot.
Why
The fur takes ZERO damage — players who don't know this think the boss is a bullet sponge and run out of timer.
Prerequisites
How to check it's done
You have an answer to Celestial Vortex before it pulls you in.
Why
Phase 2 floods the arena and drags you to the center — a flying mount trivializes most of the water attacks.
Prerequisites
How to check it's done
Auri &
Shaolong defeated — Key Sphere 8/8.
Why
This is tower 8/8: the last Key Sphere, and the hard prerequisite for the whole
Panthalus chain.
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
The “The Sunreacher” mission is started — the chain continues.
Why
The win alone does NOT advance the story: you must talk to Auri a second time, and this is where most players stall before
Panthalus.
Prerequisites
How to check it's done
If you're stuck
No new mission after the kill
Return to Auri and interact again — the mission only starts on the second dialogue.
Chapter 02 / 05 · Mission 2.4
The endgame ore — and a tech-level conflict worth settling before you climb.
Objectives0 of 4 done
You know whether you can craft the Multicutter BEFORE arriving.
Why
Sources conflict (paldb says tech 54, the guides say 66). If paldb is right you can arrive already able to mine — that's a whole trip saved.
Prerequisites
How to check it's done
CHECKTech tree recipes (before selling/tossing)estimate
The tech tree was reordered and several recipes changed in 1.0: re-check a recipe on paldb before parting with a material.
The only tool that mines Soralite is in your bag.
Why
No Multicutter, no Soralite — and no Soralite means no endgame weapon tier.
Prerequisites
How to check it's done
Soralite spot identified and farming started.
Why
Soralite is the gate to the endgame weapon tier — start stockpiling it the moment you can mine.
Prerequisites
How to check it's done
KEEPSoraliteestimate
Sunreach's endgame ore, smelted at the Ancient Furnace only.
Pays off: Endgame crafts (Ancient Furnace)
The first big Soralite payoff is crafted.
Why
The Mechanical Bow is the first weapon that justifies the Soralite grind — and it carries into the World Tree.
Prerequisites
How to check it's done
Chapter 03 / 05 · Mission 3.1
Start the Panthalus mission: the 4 Echobone markers and the Faded Schematic.
Objectives0 of 3 done
All 8 tower bosses are beaten — the chain will not start otherwise.
Why
The whole
Panthalus chain is gated on 8/8 towers; if one is missing you'll walk to the Researcher for nothing.
Prerequisites
How to check it's done
If you're stuck
The counter is under 8/8
Go back to macro 1.1 (Palpagos towers) or 1.2 (Feybreak) and clear the missing one.
The Sunreacher → The Calamity chain has pointed you to the Researcher.
Why
The Researcher only becomes relevant through the mission chain — walking there early does nothing.
Prerequisites
How to check it's done
“
Panthalus” mission started: 4 Echobones marked, Faded Schematic in hand.
Why
He's on the Deserted Islet, west of the No Man's Trail fast travel — talking to him is what drops the 4 markers and hands over the schematic.
Prerequisites
How to check it's done
game8.co — How to Get Panthalus · The Nerd Stash — Echobones & Panthalus
Chapter 03 / 05 · Mission 3.2
Four giant whale skeletons, one per corner of the map. Ordered to minimize armor swaps: temperate → heat → cold.
Echobones required4estimate
Objectives0 of 4 done
Marine Echobone collected — 1/4.
Why
The easiest of the four and the closest to the start — no armor requirement, so it goes first.
Prerequisites
How to check it's done
Silent Echobone collected — 2/4.
Why
Short trip from the Altar of the Windcaller — the lv. 55
Jormuntide on the coast is passive and avoidable, don't start a fight you don't need.
Prerequisites
How to check it's done
Seafoam Echobone collected — 3/4.
Why
Mount Obsidian: heat armor required, and the pillar is INSIDE the skull — people circle the outside and give up.
Prerequisites
How to check it's done
Tidewind Echobone collected — 4/4.
Why
Astral Mountains: swap to cold armor, and the pillar sits at the BASE of the skull down by the frozen lake — you have to drop, not circle.
Prerequisites
How to check it's done
Chapter 03 / 05 · Mission 3.3
Any workbench does it — the trap is the schematic, not the bench.
Objectives0 of 1 done
Echoing Flute in inventory.
Why
Any workbench works — even a Primitive one dropped at a temp camp. Don't trek home for this.
Prerequisites
How to check it's done
If you're stuck
The recipe doesn't show in the craft list
You're missing the Faded Schematic — go back to the Researcher (3.1.3).
Chapter 03 / 05 · Mission 3.4
The single most failure-prone step of the route: if it dies, the whole ritual restarts.
Panthalus70 lv.dataminedHP353220 HPdataminedTypeWater — weak to Electricestimate
Objectives0 of 6 done
Your Electric answer is caught and levelled before you summon.
Why
Beakon is catchable as early as the desert — prepping it now means you don't interrupt the ritual to go farm a counter.
Prerequisites
How to check it's done
Killing
Panthalus by accident is now impossible.
Why
The ring caps your damage so it never drops a target below 1 HP — it turns the route's riskiest step into a safe one.
Prerequisites
How to check it's done
Panthalus has emerged.
Why
Return to the Deserted Islet and examine the glowing blue stone next to the Researcher, flute in bag.
Prerequisites
How to check it's done
You're hitting where it actually hurts.
Why
Sources disagree — thenerdstash says the forehead gem, game8 says the body. Both are reported; settle it in-game.
Prerequisites
How to check it's done
Panthalus caught, not killed.
Why
The fight is scripted down to a sliver of HP where any sphere is a guaranteed catch. If it DIES, the whole summoning ritual has to be redone from the Echobones.
Prerequisites
How to check it's done
If you're stuck
Panthalus died
The ritual restarts: re-collect the Echobones (3.2) and re-craft the flute (3.3). Equip the Ring of Mercy (3.4.2) before retrying.
paldb.cc (référence la plus à jour) · The Nerd Stash — Echobones & Panthalus
The
Panthalus mission is closed by him — not by the catch.
Why
The catch alone does not complete the mission: HE closes it. Skipping this leaves the World Tree chain stuck.
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
Chapter 03 / 05 · Mission 3.5
The barrier drops for good — and the active-party trick if it doesn't.
Objectives0 of 2 done
Terminal activated — the World Tree barrier is down.
Why
The terminal sits at the foot of the energy barrier sealing the World Tree; activating it opens the endgame region permanently.
Prerequisites
How to check it's done
Panthalus is in your ACTIVE party and the terminal responds.
Why
Two guides report the requirement, paldb data doesn't confirm it — treat it as troubleshooting, not gospel.
Prerequisites
How to check it's done
If you're stuck
The terminal does nothing
Put
Panthalus in your ACTIVE party (not just the Palbox) and interact again.
Chapter 04 / 05 · Mission 4.1
The mask costs 30 Paloxite… harvested inside the radiation biome the mask protects you from. One lightning raid solves it.
Objectives0 of 5 done
You know why you can't just craft the mask first.
Why
The Gas Mask needs 30 Paloxite, and Paloxite only exists inside the World Tree — there's no way to prepare around it, only through it.
Prerequisites
How to check it's done
Fast mount, full heals, light inventory — nothing else.
Why
You're on a HP timer the whole time: a heavy inventory or a slow mount is what turns this raid into a death.
Prerequisites
How to check it's done
30 Paloxite in inventory — and you got out alive.
Why
Straight line to the first deposit, 30 Paloxite, turn around. Grab Holy Water if it drops on the way, but don't detour for it.
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
KEEPPaloxite + Mythical Woodestimate
Key inputs of the Ancient Relic Recycler, harvested in the World Tree.
Pays off: Ancient Relic Recycler
You know an alternative MIGHT exist — and that nobody has confirmed it.
Why
A lv. 5 “rainbow” passive Pal is rumored to negate the radiation entirely. Mutated Pals (3% via Extravagant Vegetable Cake) roll 2–4 rainbow passives — if true, this changes the whole macro.
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
Gas Mask equipped — the World Tree is sustainably farmable.
Why
Crafted at the Ancient Workbench. Mind the gold: 168,000 is a real number — this is what your Gold Coin Press was for.
Prerequisites
How to check it's done
Chapter 04 / 05 · Mission 4.2
Holy Water BEFORE the deposit, not after — and a harvest order that matches what you actually need.
Objectives0 of 2 done
You drink it BEFORE approaching a deposit.
Why
Its aura stops World Tree resources from vanishing. Drinking it after you've reached the deposit is too late — that's the whole trick.
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
Second incursion done: Mythical Wood + first Radiant Gems.
Why
Harvesting in route order — not in discovery order — is what keeps you from re-crossing the biome three times.
Prerequisites
How to check it's done
KEEPRadiant Gemsestimate
The core of the Awakening mechanic — farmed in the depths of the World Tree.
Pays off: Awakening
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
Chapter 04 / 05 · Mission 4.3
Two Grass roots and one modified Grizzbolt — and the journal that puts them on your map.
Guardians3 × lv. 78datamined
Objectives0 of 4 done
The three guardian markers are on your map.
Why
Without the journal you're searching a radiation biome blind — reading it drops all three quest markers at once.
Prerequisites
How to check it's done
Dandilord defeated.
Why
Grass/Dark at lv. 78 — Fire is the answer, and the same Fire team clears guardian 2/3.
Prerequisites
How to check it's done
Silvance defeated.
Why
Grass at lv. 78 — same Fire team as
Dandilord, so chain them back to back.
Prerequisites
How to check it's done
The modified
Grizzbolt is down — the second barrier opens.
Why
Electric at lv. 78 — swap OFF the Fire team: this one wants Ground.
Prerequisites
How to check it's done
Chapter 04 / 05 · Mission 4.4
The 8 Key Spheres you already hold, then a typeless DPS check at level 80. GG.
Objectives0 of 4 done
The door is open — the 8 Key Spheres were already in your inventory.
Why
No farming here: every tower boss handed you its Key Sphere automatically. If you followed the route you already hold all 8 — this door is just a checkpoint.
Prerequisites
How to check it's done
If you're stuck
A Key Sphere is missing
A tower wasn't cleared: check the list of 8 against your counter, then go back to macro 1.1, 1.2 or 2.3 for the missing one.
Gear repaired, two weapons, ammo, food, heals, light inventory.
Why
Zenara &
Astralym is TYPELESS: no elemental shortcut will save a bad loadout. This checklist is the only lever you have left.
Prerequisites
How to check it's done
Final boss down, “Awakening” mission complete. GG.
Why
Typeless, 420,000 HP: a pure DPS and survival check at the western corner of the zone.
Prerequisites
How to check it's done
You know what the post-rush ceiling looks like.
Why
Hard mode is lv. 100 at 6,237,000 HP — roughly 15× the normal fight. It's the next goal once the route is done.
Prerequisites
How to check it's done