Before the Tower · Chapter 7
Tower 7: Bjorn & Bastigor
Fire returns to the field — but this time you need a Fire Pal that survives being frozen.
| Recommended level | HP | Element | Counter direction | Region |
|---|---|---|---|---|
| Lv60 | 310,000 | Ice | Weak to Fire | The place where the sky falls |
Bastigor has 310,000 HP, is Ice, and fears Fire. The type relationship is as simple as Tower 2 — except Lyleen had 42,000 and this is more than seven times that. It also freezes: once you're locked down, what you lose in a timed fight isn't just health, it's time.
Pre-fight checklist
| Item | Detail |
|---|---|
| Recommended entry level | The site data anchor is Lv60. |
| Element to bring | Fire. A single counter face — a rare simplicity this late. |
| Your own kit | A Pal with healing sustain visibly lowers your wipe rate. You can't deal damage while frozen, but sustain lets you claw the health back. |
| Supplies | A 62,000-per-minute damage requirement. By this stage, Pal passives and gear matter as much as type advantage. |
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.
Fire coverage
Route and anchors Human guide experience (EA walkthrough layer; 1.0 pacing not yet re-verified)
There's a genuinely interesting recomputation result for this stretch: Faleris — the tower boss Pal from Tower 4 — is catchable in Lv54 dungeons, and at Lv55 it learns a 650-power Fire move, the highest of any Fire candidate. The thing that chased you around with dive-fire at Tower 4 can be brought along, three towers later, to fight Tower 7.
The walkthrough records for Feybreak also come from EA 0.6.x. Since 1.0 reshuffled this region's level pacing and spawns, treat the route as reference and verify specific numbers against your actual version.
If the Fire Pal you raised back at Tower 2 is still around, now is the time to decide whether to keep it. Usually the answer is to replace it — the Lv60 threshold makes early Fire movesets look far too weak.
Inside the tower
Ice spikes and the freeze are the main threats. The freeze has a clear wind-up; the moment you see it, leave melee range. That matters more than dodging the spikes, because a freeze costs time — and in a timed fight, time cannot be recovered.
Fire damage here is about as straightforward as it gets; there isn't much technique to it. What you're actually solving is survival: how to avoid being locked down to death across a long standoff with 310,000 HP.
A Pal in the healing role is worth more here than one more damage dealer. This is one of the few points on the entire main line where sustain outranks firepower.
Failure diagnosis
| What you're seeing | Fix this first |
|---|---|
| You keep eating damage after being frozen | Retreat the moment the freeze winds up. This fight has no room for taking one hit and trading back. |
| Damage is there but you always fall just short | All the time you lost went to freezes. Getting locked down less often is the same thing as gaining damage time. |
| Your Tower 2 Fire Pal can't dent it | The move-power gap is simply too wide. Go back to the candidate table, pick again at Lv60 — Faleris from the Lv54 dungeons is the highest-power option. |
After the fight
Tower 8 moves into Sunreach, new in 1.0. From here on, every piece of guide experience built on the old map stops applying — including the walkthrough layer this column has been citing.