What this fight really teaches isn't the type chart — it's how to pace damage against a five-minute clock.
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
Your first opponent that heals itself. Sustained pressure beats burst here.
The first dual-weakness checkpoint. Whatever you improvised through the first two towers gets settled here, all at once.
The first time you must swap the team rather than upgrade it.
From this fight on, Dragon is a required role rather than an option.
The first time HP doubles. This fight tests endurance, not burst.
Fire returns to the field — but this time you need a Fire Pal that survives being frozen.
A 1.0 tower. Every older guide fails here — including the ones the first seven chapters of this column drew on.
The finale. The one fight with no type chart to look up.
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 layer | What this layer means |
|---|---|
| Recomputed from site 1.0 data | Tower 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 witness | Records 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 experience | The 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
- 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.
- At each stage, catch in the regions that stage can normally reach; whatever you catch goes straight to work on the next tower.
- 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.
- 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.