Use this as your session script. If you only have 60–90 minutes, finish Phase A. If you have a long evening, push through Phase C. Each checkbox is ordered by power spike, not vibes.
Phase A — First session (0–90 minutes)
- ☐ Craft Wooden Club, Stone Axe, Stone Pickaxe
- ☐ Craft Campfire + feed yourself cooked food ASAP
- ☐ Place Palbox on flat ground with room to expand
- ☐ Catch at least one Kindling Pal and one gathering Pal (Lumbering or Mining)
- ☐ Build Berry Plantation or equivalent early crop + assign Watering/Planting
- ☐ Build Chests and a simple crafting corner (Workbench + Repair)
- ☐ Craft a stack of early spheres and catch 2–3 more workers
- ☐ Assign beds so night-time SAN does not collapse
Exit condition: You can leave the base for 10 minutes and return to more food/wood than you left with.
Phase B — Stabilization (90 minutes–3 hours)
- ☐ Upgrade tools toward Metal as soon as ore is reliable
- ☐ Set Logging Site + Mining Site (or equivalent production buildings)
- ☐ Unlock Sphere Module tech line and automate sphere materials
- ☐ Get a mount; mark ore / boss / dungeon icons while traveling
- ☐ Build a Cooking Pot production habit (batch cook, don’t nibble raw)
- ☐ Clear nearby open-world camps for Ancient Civilization Parts and XP
- ☐ Recruit Handiwork specialists for crafting queues
- ☐ Create a “go bag” chest: spheres, food, ammo/arrows, repair materials
Exit condition: Sphere income covers exploration catching without emptying the base.
Phase C — Power spike (3–6 hours)
- ☐ Form a 3–4 Pal combat core with element coverage
- ☐ Finish key mid-tier armor/weapons for your level band
- ☐ Scout the first Tower and note its element
- ☐ Unlock cooling/heating comfort buildings if your biome needs them
- ☐ Start a breeding pen only if you already know target passives
- ☐ Plan a second resource outpost (ore-heavy biome) but don’t move main base yet
Exit condition: You can attempt the first Tower with type advantage and spare food, or you know exactly which levels/Pals you still need.
Resource targets (early numbers that matter)
| Resource | Why it matters | Early target buffer |
|---|---|---|
| Wood / Stone | Everything structural | Always keep a full large chest rotating |
| Ore / Ingot | Tools, weapons, production | Enough for one full tool + weapon upgrade cycle |
| Fiber / Cloth | Armor, spheres adjacent crafts | Never craft “naked”—keep a spare set |
| Food meals | Player + Pal uptime | 2–3 stacks cooked before big trips |
| Spheres | Account progression | 1–2 stacks of your best craftable tier |
Decision tree when you feel stuck
- Starving / workers idle? Fix food, beds, and assignments before exploring.
- Can’t catch anything? Lower target HP, apply status, upgrade spheres.
- Crafting too slow? Add Handiwork, build more benches, batch queues overnight.
- Travel takes forever? Mount first, waypoints second, glider/flight later.
- Dying to world Pals? You are overextending—drop a biome tier and farm XP camps.
Biome notes for routing
Start in temperate starter zones when possible. Hot/cold biomes punish bad armor and melt SAN. When you enter a harsh biome, treat it like a dungeon run: food, appropriate armor, and a retreat path. Do not relocate your main Palbox into a hostile biome just because ore looks denser—use an outpost later.
