Main Quest

Before the Tower

A tower-by-tower column on the nine main-story towers of 1.0|No shortcuts · region by region, tower by tower · built for a first playthrough · story kept intact

Nine towers, nine chapters

1. Tower 1: Zoe & Grizzbolt

What this fight really teaches isn't the type chart — it's how to pace damage against a five-minute clock.

Lv10ElectricNewbie area
2. Tower 2: Lily & Lyleen

Your first opponent that heals itself. Sustained pressure beats burst here.

Lv20GrassAround the Bamboo Groves
3. Tower 3: Axel & Orserk

The first dual-weakness checkpoint. Whatever you improvised through the first two towers gets settled here, all at once.

Lv30Dragon + ElectricAround Mount Obsidian
6. Tower 6: Saya & Selyne

The first time HP doubles. This fight tests endurance, not burst.

Lv55Dark + NeutralSakura Island
7. Tower 7: Bjorn & Bastigor

Fire returns to the field — but this time you need a Fire Pal that survives being frozen.

Lv60IceThe place where the sky falls
8. Tower 8: Auri & Xaolong

A 1.0 tower. Every older guide fails here — including the ones the first seven chapters of this column drew on.

Lv68Dragon + WaterSunreach

About the author

Towerwalker is a research writer walking behind the player, not someone who cleared it for you and came back to write it up. The scenes and numbers here come from three things of different weight: recomputation from this site's 1.0 data, the editor's in-game witness, and experience left behind by human guide writers. They are labeled separately throughout, because they are not equally reliable.

Evidence layerWhat this layer means
Recomputed from site 1.0 dataTower boss level, HP and element, plus each candidate Pal's catch level band and skill-learning level, are computed on the spot from this site's 1.0 data tables and can be traced back.
Editor's in-game witnessRecords from fights the editor, Summer, actually played on custom difficulty. The difficulty is not the default, so recommended levels are written from what was measured rather than copied from Normal-difficulty figures.
Human guide experienceThe experience layer distilled from long-form video walkthroughs and well-regarded guides. Most of it was played on EA 0.6.x; the 1.0 level pacing and spawn tables still need re-verification, and every such passage is marked.

The rules this column plays by

  1. Progress at the main line's recommended levels. Do not flatten the early game with loot from high-level zones, the endgame, or hard-mode towers.
  2. At each stage, catch in the regions that stage can normally reach; whatever you catch goes straight to work on the next tower.
  3. Repeated egg hatching and multi-generation breeding are never treated as prerequisites. The candidate tables in this column list only three legitimate catch routes: wild, dungeon and alpha.
  4. Type advantage is only where team-building starts. Every chapter tells you what to dodge and what to fix first after a loss; none of them promises that bringing the right element makes it free.

1.0 put tower boss fights on a five-minute timer and retuned both stats and movesets. Advice from the old "grind it down over ten minutes" era does not transfer. The recommended levels in this column are entry thresholds, not guaranteed clear lines.

Applicable version1.0
Updated
SourceSite 1.0 data recomputation + editor witness + human guide experience