
Dessicated Desert
Heat gear, better ore, and the biome that kills underdressed sprinting.
The desert is the first climate wall. Heat-resistant clothing, cooling Pals, and water matter more than a new assault rifle. You come for ores, desert catches, and a tower that expects a real combat roster. Travel at night if days cook you. Do not plant the main palbox in the sand until you can cool the base and feed it — a hills factory that ships metal still beats a pretty ruin with three dead Pals.
- Kit
- Heat resist + water + a cooler Pal for the box
- Payoff
- Ore, sulfur-adjacent crafts, desert Pals
- Fail state
- Sprinting in starter cloth until the heat bar fills
Key spots
Ore fields
Worth a mining outpost or a flying haul back to the hills.
Desert Pals
Ground and dark types you did not have on grass. Catch after you can survive the walk.
Ruins and chests
Ancient technology and schematics. Clear the room; do not AFK-open in a patrol.
Tower
Marcus-era desert check. Bring resistances and a party that is not on fire.
Fast travel line
Statue-to-statue. One mount death with no statue nearby is a long walk in the heat.
Play notes
- Craft heat gear before the sightseeing tour. A cooler Pal in the party helps; cloth still matters.
- Eggs on the sand cook. Incubate at a temperature-controlled base.
- If you want a desert factory, electricity and cooling first — then the pretty walls.