Separate early survival into food, temperature, and stamina. A short pre-departure check prevents most avoidable deaths.
Getting Started
Open the guide that matches what is blocking you.
Start with the version 1.0 essentials, then use the topic groups to solve the next problem in front of you.
One problem, one guide
You do not need to read everything in order. Pick the problem stopping your current play session.
Start here
Version 1.0 essentials
Cover gathering, drops, base production, and merchant supply, then catch Pals whose work suitability closes your current material gaps.
A first mount turns stamina, travel time, inventory pressure, and distant travel points into manageable route-planning problems.
Many apparent mistakes come from world settings. Check which rules alter death penalties, time pressure, and early-game difficulty.
Set up milk, egg, and honey ranch lines before breeding. Includes verified 1.0 spawn coordinates and how to stop base Pals from eating your eggs.
All twelve ores with region, nearest fast-travel point, and field-tested coordinates, plus a disposable-outpost rhythm that stockpiles the next tier before you level into it.
Sort every partner skill into mount/weapon, party, or base type, then turn "level, tech, gear, effect" into a fixed routine so no skill goes to waste.
Main Quest column
A nine-part longform series following the tower journey from first entry to the World Tree.
Recommended entry level: Lv10.
Recommended entry level: Lv20.
Recommended entry level: Lv30.
Recommended entry level: Lv40.
Recommended entry level: Lv50.
Recommended entry level: Lv55.
Recommended entry level: Lv60.
Recommended entry level: Lv68.
Recommended entry level: Lv80.
Survival/World Setting
First deal with environment, survival, single player multiplayer and night rhythm.
Night can be skipped or exploited. Prepare a bed, light, food, and a return route before choosing the extra risk and opportunity.
Backpack / Production / Base
Combine logistics, production, home construction, location selection and Pal work into an operational pre-production base.
Treat overencumbrance as a logistics problem: decide what to store, sell, buy, or move before spending every stat point on carrying capacity.
Split crafting into expedition supplies, base production, equipment upgrades, and reserve stock so every trip does not begin with a missing item.
Your first base does not need a perfect location. It needs to provide sleep, storage, crafting, fast travel, and Pal labor.
For the first base, favor safe, flat ground and short logistics. Later bases can specialize around ore and other resources.
Low output often comes from unsuitable jobs, blocked paths, poor chest placement, or monitoring settings rather than weak Pals.
Open this focused guide to solve the matching early-game problem.
Capture/Grow/Fight
Handle early Pal, capture, fall, first tower and equipment recovery.
Control the target's health, approach angle, Sphere tier, and your own combat Pal before blaming luck or throwing more Spheres.
Distinguish combat incapacitation from illness, hunger, or low SAN at the base; each condition needs a different response.
The first tower tests capture progress, equipment, team composition, and retreat discipline rather than merely extending the tutorial.
The goal is not to wear the newest item at every level; upgrade when it reduces deaths, recovery trips, or the risk of your next objective.
Why a mutation egg seems to "vanish" at hatch, how the mutation roll works, and how rainbow passives pass to the next generation.
The two egg-conversion skills stack across different Pals — community-tested to a combined 100% at max level — plus what actually differs between Alphas and normal Pals.
Every Pal hides 0–100 IVs in HP, Attack, and Defense. Unlock the Ability Glasses at level 34, read green numbers directly, and stop guessing your breeding stock.
Open this focused guide to solve the matching early-game problem.
Open this focused guide to solve the matching early-game problem.
Explore/Move/Supply
Covers dungeons, fast travel, mounts, resource spots, and Gold supply.
Treat dungeons as rotating, time-limited expeditions: check the timer, mark the location, prepare supplies, and expect the entrance state to change.
Map statues cannot be placed freely, but a Palbox creates a base travel point that can anchor a temporary or permanent logistics route.
Early merchant purchases can remove bottlenecks in ammunition, organs, food, and materials; Gold is useful well before the late game.