
Forest
Wood, water Pals, and the first biome that punishes a party with no plan.
The forest belt around the hills is where you pick up better lumbering, watering, and mid-game catches. Visibility drops, alphas show up, and Lily's tower sits in this direction for most playthroughs. You come here for resources and a few work upgrades — not to relocate the entire factory on day two. Keep a fire Pal out if nights feel long, and do not walk a berry-only diet into a twenty-minute hike.
- Why come
- Lumber, watering Pals, mid spheres, Lily's tower
- Threat
- Alphas and denser spawns than the hills
- Base?
- Optional outpost — main hub can stay in the hills
Key spots
Dense timber
Lumbering Pals earn their keep here. Hand-chopping for an hour is a trap.
Rivers and ponds
Watering Pals and a place to think about a second farm plot.
Alpha spawns
Bigger spheres, better stats. Soften with Pal skills, then throw. Do not empty a stack of Mega Spheres into a full-HP alpha.
Dungeons in the trees
Schematics and spheres. Bring food and a flying or fast mount to leave.
Lily's tower
Grass/plant check. Swap the party. The hills crew that beat Zoe may bounce here.
Play notes
- Unlock statues as you pass them. Backtracking on foot with a full inventory is the real boss.
- A small chest outpost is fine. A second full palbox before electricity is usually wasted time.
- If SAN is tanking after forest trips, you need beds and food at home, not a new catch.