Before the Tower · Chapter 3
Tower 3: Axel & Orserk
The first dual-weakness checkpoint. Whatever you improvised through the first two towers gets settled here, all at once.
| Recommended level | HP | Element | Counter direction | Region |
|---|---|---|---|---|
| Lv30 | 53,750 | Dragon + Electric | Weak to Ice (vs Dragon) + Ground (vs Electric) | Around Mount Obsidian |
Orserk is dual-typed, Dragon and Electric. Ice hits the Dragon side, Ground hits the Electric side, and both deal extra damage — one line to write, but in practice it is the main line's first genuine roster exam: does your team actually have two independent counter faces, or has one Pal been carrying you this whole time?
Editor's witness Editor's in-game witness
Editor Summer's in-game witness: cleared this tower at level 38 with Reptyro (Fire + Ground, used for its Ground face). Before that, an incomplete elemental spread meant being pushed back and stuck for a long stretch. That level is clearly above the Lv30 data anchor — it is a measurement taken on custom difficulty, not a Normal-difficulty recommendation, so convert it against your own settings.
Pre-fight checklist
| Item | Detail |
|---|---|
| Recommended entry level | The site data anchor is Lv30; the editor's actual clear on custom difficulty came at 38. Both numbers are here — which one applies depends on your settings and your patience. |
| Element to bring | Ice and Ground, both of them. Two Pals can split the job, or one Pal that learns both kinds of moves can cover it — but don't expect a single element to carry the whole fight. |
| Your own kit | Metal armor at level 23 is the watershed for this stretch. Once the gear updates, your margin for error rises in both exploration and tower fights. |
| Supplies | 53,750 HP in five minutes averages out to over 10,000 a minute. Fill your ammunition, and fill your healing items too. |
Counter picks you can actually catch before this tower
Computed from this site's 1.0 data: wild, dungeon and alpha catches only, with skill-learning level at or below this tower's recommended level. High power does not guarantee a win — cooldowns, durability and your own weapon tier all count.
Ice coverage
| Pal | Counter skill | Power | Learned at | Earliest catch |
|---|---|---|---|---|
| Ribbuny | Blizzard Spike | 450 | Lv22 | Lv1–3wild |
| Wispaw | Blizzard Spike | 450 | Lv30 | Lv11–12wild |
| Reptyro Cryst | Frost Burst | 400 | Lv30 | Lv29–29dungeon |
| Xenogard | Icicle Line | 300 | Lv30 | Lv23–23dungeon |
| Loupmoon Cryst | Icicle Bullet | 250 | Lv30 | Lv13–13dungeon |
| Muffly | Icicle Bullet | 250 | Lv30 | Lv13–13dungeon |
Ground coverage
Route and anchors Human guide experience (EA walkthrough layer; 1.0 pacing not yet re-verified)
From the deep bamboo onward, the musket is your mainstay. Headshots crit and single-shot damage is high, but the reload is punishing — using trees and rocks to break enemy line of sight and buy reload time is the most useful habit you can build at this stage.
Twilight Dunes is the first desert region — craft heat-resistant metal armor at level 25 before you set out. Pals are dense here and poacher camps are everywhere, so pulling a crowd mid-fight is normal; hug the edges rather than cutting through the middle. At night you must keep a Fire Pal out, or the cold will bleed you continuously.
Digtoise is the strongest mining Pal at this stage — catch several. Dumud in the ranch produces high-quality Pal oil. Neither of them fights, but between them they decide how efficiently you resupply for the towers ahead.
Inside the tower
Orserk's lightning combo hits hard and resolves along a straight line. Do not share that line with it — sidestepping out of the linear beam is the single most important movement in this fight.
Two weaknesses doesn't mean either one will do — it means you have two usable damage paths. In practice the common pattern is one Ice Pal carrying the main output and one Ground Pal taking over when the first gets pinned, rather than fielding both at once.
Five minutes against 53,000 HP is the first tower where the clock unmistakably feels short. A team with only one counter face usually stalls in the final third — which is exactly where the editor got stuck.
Failure diagnosis
| What you're seeing | Fix this first |
|---|---|
| Time expires in the final third | A textbook single-counter-face problem. Adding the second element is far more effective than pushing your current Pal five more levels. |
| The lightning combo one-shots you | You're on its line. Movement here means continuous sidestepping, not backing up — retreating keeps you on the same line. |
| You brought the elements and still can't dent it | Check the move's actual power and its learning level. The candidate table tells you what level a given Pal needs before it learns the move that genuinely hurts. |
After the fight
Past Tower 3, the main line pushes you into more open and more dangerous country. The fourth tower is Fire, which swings your direction to Water — and this time, forcing the Fire team you just built to keep going is not advised.