1. Unlock fast travel before committing to a route
At the start of the run, open the pause menu, choose the respawn option, and select different respawn points. Most starting points include a nearby fast-travel statue, so repeating this process can unlock several travel anchors immediately.
Do this before gathering heavily or building a permanent base. The objective is to create a flexible travel network for the rest of the route.
2. Enter Sakurajima from Ice Wind Island
Respawn at Ice Wind Island, open the map, and travel toward coordinates -512, 215. Activate the fast-travel statue near the large mansion before entering the camp.
The area is dangerous for a new character. Avoid fighting high-level enemies directly and keep unnecessary materials out of your inventory before the attempt.
3. Use the Palbox camp-reset method
- Gather enough wood and stone to build a Palbox.
- Place the Palbox so the hostile camp falls inside the base boundary.
- Use the Palbox to teleport away, then teleport back.
- During the verified test, hostile enemies were removed while the captive Pal and treasure chests remained.
- Dismantle the temporary base from the map before moving to the next camp; the materials return to your inventory.
4. Run the four captive-Pal camps
Captive Pals are random. The video run found Flopie, Tocotoco, and Wixen results, but those examples are not guaranteed. For early production, prioritize useful Work Suitability—especially Handiwork level 2 or higher—over a specific name.
| Stop | Coordinates / landmark | Purpose |
|---|---|---|
| Camp 1 | -512, 215 — mansion fast-travel area | Activate travel, reset the camp, free the captive, and loot every chest. |
| Camp 2 | 605, 216 — near Moonflower Tower Entrance | Rebuild the Palbox, reset the camp, check the captive, and collect loot. |
| Camp 3 | 635, 240 | Repeat the reset and evaluate the random captive Pal. |
| Camp 4 | 695, 181 | Use the final captive and chest roll before leaving Sakurajima. |
5. Keep the loot that accelerates the opening hours
Open every chest around each camp. The demonstrated route produced high-tier Spheres, schematics, food, and equipment, but chest contents are random and should not be treated as guaranteed drops.
The route is strongest when several rewards combine: one useful worker, capture supplies, sellable gear, and an early schematic can save more time than chasing a single perfect Pal.
6. Add Alpha Dumud as an early combat Pal
Return to the central part of Ice Wind Island and find the level 14 Alpha Dumud shown in the video. Lower its health with another Pal and throw a Sphere; a back throw can improve the capture chance.
Dumud gives the route a dependable combat option while the rescued worker Pals handle early production.
7. Use Killamari for early movement
A dungeon entrance is located beside the Alpha Dumud area. Enter and look for Killamari. If it does not spawn, leave and re-enter the dungeon; the demonstration usually needed only one or two resets.
At player level 9, unlock Killamari's Gloves in the Technology menu. Killamari can then act as a glider, and pairing it with Croajiro provides useful movement before obtaining a flying mount.
8. Build in the large Ice Wind Island clearing
Finish the route at the large circular clearing in the same region. The ground is wide and flat, with wood, ore, and several early Pal options nearby.
Treat this as a practical tested location for this route, not a universal best-base claim. Your world settings, group size, production goals, and future patches can change the best long-term choice.