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 levelHPElementCounter directionRegion
Lv3053,750Dragon + ElectricWeak 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

ItemDetail
Recommended entry levelThe 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 bringIce 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 kitMetal 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.
Supplies53,750 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

PalCounter skillPowerLearned atEarliest catch
RibbunyBlizzard Spike450Lv22Lv1–3wild
WispawBlizzard Spike450Lv30Lv11–12wild
Reptyro CrystFrost Burst400Lv30Lv29–29dungeon
XenogardIcicle Line300Lv30Lv23–23dungeon
Loupmoon CrystIcicle Bullet250Lv30Lv13–13dungeon
MufflyIcicle Bullet250Lv30Lv13–13dungeon

Ground coverage

PalCounter skillPowerLearned atEarliest catch
Turtacle TerraRockburst300Lv30Lv13–13dungeon
ElgroveRockburst300Lv15Lv24–26wild
MammorestEarth Impact300Lv30Lv24–24dungeon
PupperaiSand Tornado200Lv30Lv2–4wild
HoocratesSand Tornado200Lv22Lv4–7wild
MauSand Tornado200Lv22Lv5–10dungeon

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.

Read the full area guide

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 seeingFix this first
Time expires in the final thirdA 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 youYou'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 itCheck 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.

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