Matt Bird writes all sorts of nonsense, but he dedicates a large chunk of his time to writing game walkthroughs.
You begin your quest in the Tower of Sages in a room full of pedestals. Proceed straight north through this small room and into the next, a larger room filled with greenery. Follow the path to the north-west to find the Grand Sage.
The Grand Sage is your first step to wielding Minions, the monsters of the game. He will ask you a question which will set the standard for your Minions: How did you get your Minions? 'I rescued them' will gift your Titans with a slightly higher attack. 'They were a gift' grants them slightly more health. 'I'm not telling you' adds more speed. Choose according to your play style.
Continue north past the Grand Sage to find the first combat room. You must defeat three students to collect keys which will allow you to progress to a Minor Sage. Speak to the first student to engage in battle.
- Sapent x 2, level 4
This is an easy enough combat. Have your Ticub and Zapig focus on one opponent at a time until you've brought them both down. Don't worry about reducing attack strength—they won't last long enough to do significant damage if you bring them down with Zapig's flame attacks.
Winning will earn you a Key and some money. You can also re-battle this student for more experience. Note that your minions will be restored to full health after the battle, regardless of the wounds they sustained during the fight, by a healing stone in the next chamber.
Continue north. In the next forested area, you'll find the second student off to the right of the central tree.
- Chimilla x 2, level 5
Another straightforward combat, and you won't have to worry about being poisoned. Fire is your friend once again. Beat the student for some money and another Key.
North of here is a larger corridor. Follow it to the west to find the third student.
- Sapent, level 6
- Chirpla, level 6
Another straightforward fight. Chirpla's a speedy little devil and will probably go first, but it will go down rather easily to a physical attack or one of Zapig's electrical attacks. Beating her earns you some money and the last Key.
Read More From Levelskip
The door you need to unlock is back the way you came, but before you head there, continue west through the next door. In the adjacent room, you'll find a hooded man who will give you a Map of the current floor. That collected, head for the door with the three locks. You'll find the Minor Sage waiting inside.
- Chirpla, level 7
- Betehorn, level 7
Your first major battle is a bit tougher than the students you faced before, since the Sage's Betehorn isn't weak to the elements of your existing Minions. Focus your strongest non-elemental attacks on it first. The Chirpla is an afterthought. Beating the Minor Sage will earn you a piece of the Sage Seal of Courage, a Key and some gold. By now you should also have enough gold stars to afford skill points for your character; choose as you wish.
Use the Key on the door to the north. Inside is a hatchery that's full of eggs. Approach one and you'll receive your very own Sapent. Woo. The Sapent can make short work of the Betehorn, if you want to harvest experience from the Minor Sage.
Continue north through the hatchery. Ahead is another room where you'll find a hub of sorts where you can do a number of things.
- In here is a salesman. He carries some tier-one gems you can currently afford and some higher-tier gems that are way too expensive. Buy as you see fit. Each monster has four gem slots; two of them are locked from the get-go, though you can unlock them by visiting So Good games via the link. Good deal, really.
- Also here is a man who will hold your excess Minions, past the five Minion limit. You'll deal with him soon.
- A Gem Crafter here can combine gems. You need to have two Sage Seals to deal with him.
- On the left side of the room is an enormous egg containing a Titan. You'll get at this someday.
That's all for now. Continue north and out of this door once you're done looking around to exit 1-1.
The pattern beyond here should become familiar quickly. More students to beat and Keys to collect to reach the end of the area. Onward!
- Sapent x 2, level 8
- Archick, level 8
The only tricky part of this battle is the newly-introduced shield barrier, which will render Minions invulnerable at random. Workaround it and fry your enemies.
Beyond here is a split in the path. To the left and right are two more students.
- Chimilla x 2, level 8
- Tremole, level 8
Easy enough. Chimillas die by fire; the Tremole is vulnerable to plant attacks.
- Chirpla, level 9
- Sapent, level 9
- Archick, level 9
You've fought these guys before. Fight accordingly. Go south through this area to find a sage with a Map for the area.
Use the three keys to get at the next Minor Sage battle beyond the locked door.
- Betehorn, level 10
- Tremole, level 10
- Sapent, level 10
Plant is your friend here. Not much else to say, really, if you're keeping up with your levels. Beat this guy for the second hunk of the Sage Seal of Courage. Beyond here is another Hatchery; one of these lucky eggs will fork over a Tremole. Past here is another hub, and after that the end of the level.
The journey continues! Nothing has changed, aside from the levels and the Minions.
- Sealo, level 11
- Sapent x 3, level 11
This fight serves as an intro to water Minions. Electric and plant attacks will save the day. On the left of this room is a path to a Map-bearing monk.
- Sapent, level 11
- Tatail x 3, level 11
New enemies, not difficult enemies. Beat 'em up with your strongest attacks.
- Elecat, level 12
- Slime x 3, level 12
The Elecat is the greatest threat, and can be wiped out relatively easy with ground moves. The rest are fairly ho-hum foes.
- Sealo, level 13
- Sapent, level 13
- Tremole, level 13
- Chirpla, level 13
This fight is only tricky by virtue of the fact that two foes and two allies are going to be covered by shields, leaving your remaining Minions quite exposed. Use your most powerful attacks to bring enemies down one-at-a-time rather than splitting your attacks and targeting weaknesses specifically.
Beyond this guy, the usual: a Hatchery. Grab yourself a Chirpla and continue up the tower.
Level Boss: Grass Sage
Now that you have the pieces of the Sage Seal of Courage, you need somebody to combine it into a single seal. Boss battle time!
- Rexabee, level 15
- Tremole, level 15
- Cobrapent, level 15
- Shrumpy, level 15
- Chirpla, level 15
Thought the game was a bit easy? That's about to change. The Grass Sage's team is fairly tough, consisting of a wide variety of different types. Your first target should always be the Shrumpy, as it buffs the rest of the team and is generally very annoying. Rexabee comes next. The rest are standard fare—go with whichever are currently unguarded.
Upon beating the Grass Sage you'll receive the full Sage Seal of Courage. Take your prize and go back the way you came. Section two of the tower lays ahead!
(As the Grass Sage notes, you can now find treasure chests full of gold scattered throughout the dungeon. You now have a reason to explore the maps.)
- Vudu x 2, level 16
- Octaleaf, level 16
- Tatail x 2, level 16
You've entered a land of fire, though there's still a fair mix of baddies in this one. Take out the Vudus first, Tatails second, and the Octaleaf last.
- Wormif x 2, level 16
- Octaleaf, level 16
- Octagrass, level 16
So much for fire. The Octaleaf and Octagrass are both plants, and should be eliminated post-haste. The Wormifs will go under with plant or water.
- Octaleaf x 2, level 16
- Vudu x 2, level 16
- Betehorn, level 16
The Vudus take precedence, with the Betehorn coming in second. Octaleafs are dangerous, but they don't seem to do as much as the other two types of Minions. Ahead and to the right of this final student is the Map-bearer.
- Vudu x 2, level 18
- Octaleaf x 2, level 18
- Cubble, level 18
The only new entry is the Cubble, and it's not quite dangerous enough to overshadow those Vudus. Wipe them out before taking on anything else.
- Tadcoal x 3, level 19
- Octagrass, level 19
- Cubble, level 19
Beating this student isn't that difficult. getting three stars is another matter. Take out the Cubbles first and foremost, then the Octagrass, then the super-slow Cubble. This round introduces background spells that will hurt your team occasionally, and here they wreak havoc with your team. Teammates with lots of HP are preferable if you want to max out your stars.
- Pumcin x 3, level 20
- Leeru x 2, level 20
Oooo, demons and undead. Novel. You probably won't have holy attacks at this point, so focus on water and normal attacks to bring these creatures down. They're not that tough. Past this student, you'll find a sage with a Map.
- Betehorn, level 20
- Kittyvile x 2, level 20
- Tadcoal, level 20
- Kleptoon, level 20
A motley assortment, here. None of them are especially dangerous. The Tadcoa and Betehorn can go first to cut down on offensive power.
- Chameleon, level 21
- Volcanoad, level 21
- Kittyvile, level 21
- Tadcoal, level 21
- Tremole, level 21