Palworld 1.0 Best Starting Base Locations: Map & Coordinates
- For your first base, the safe pick is the Plateau of Beginnings (North) flat at around (232, -487) — flat, all the early resources, and enemies are only level 1–3. If you’d rather mine hard immediately, camp the ~8-ore ‘Ore Galore’ hilltop near the first tower at ~(156, -397).
- The best all-round main base is the ore-and-coal peak near the Sealed Realm of the Guardian at ~(190, -40) — roughly 8 ore plus 6 coal in one build radius, so you smelt ingots on site. Then specialise: sulfur at Mount Obsidian ~(-744, -442), pure quartz in the snow at ~(-213, 252), oil on Sakurajima ~(-646, 270).
- 1.0 changed the base calculus: it spread ore more widely across the map, added over-water ‘aquatic’ building, and reworked raids — so the old ‘unraidable cliff’ trick no longer reliably works. You have up to 4 base slots (a hub plus specialist outposts), and can even produce some resources without natural nodes.
- Coordinates here come from the in-game map and post-launch guides, avoiding the unconfirmed coordinates some content-farm guides recycle for the new regions (e.g. a Sunreach ‘(583, 144)’ the reliable maps don’t corroborate). Two maps below plot every spot.

Where you put your base is the biggest early decision in Palworld — a good spot with flat ground and ore nodes fast-forwards your whole run, and a bad one has you hauling stone up a hill for hours. This guide gives the best base locations in Palworld 1.0 with exact map coordinates, on two maps: a world overview and a zoomed starter map. It also covers what 1.0 actually changed about base placement, because a lot of the advice online is out of date.
What makes a good base in 1.0
Rank your priorities roughly like this:
- Flat, open ground — still the #1 factor. Pals path badly on slopes, big Pals get stuck, and every blocked tile wastes part of your Palbox’s circular build radius. A slightly worse resource spot on flat ground beats a great one on a cliff face.
- Resource nodes in the build radius — ore, coal, sulfur (and later quartz/oil). The more nodes inside the Palbox circle, the less time your miners waste walking. But see the 1.0 note below — this matters less than it used to.
- Water access — for watering plantations, and, new in 1.0, as buildable space.
- Defensibility — elevated or choke-pointed spots are easier to wall off. (Just don’t rely on being “unraidable” — see below.)
- A nearby fast-travel statue — for hauling loot and shuttling between bases.
- A survivable biome — early on, avoid extreme heat (volcano/desert) and cold (snow) until you have heat/cold-resistant gear.
- A food source — berries or a plantation, so your Pals don’t stop working.
What 1.0 changed (so ignore the old advice)
- Ore is more widespread now. The official patch notes say 1.0 “increased ore distribution in the overworld, expanding viable base location options” — you’re no longer forced onto a handful of ore cliffs.
- You can mine without natural nodes. Structures like the Ore Mining Site and Coal Mine (both already around before 1.0) produce ore and coal with an assigned Pal and no node, and 1.0 adds a High-Pressure Crude Oil Extractor (oil without an oil field) and an Ancient Material Synthesizer. So late-game, base placement is far more about flat space than sitting on ore.
- “Unraidable cliff” bases are no longer a sure thing. Raids were reworked into a wave-based system, and the patch added a countermeasure to the old trick of parking on terrain raiders can’t path to. Defenses no longer consume ammo, and a Negotiator can cancel an incoming raid for gold — so plan to actually defend, not to cheese.
- You can build on water. The Aquatic Construction Kit lets you build along shorelines and out to sea (shallow water needs no kit; deeper water does), opening coastal and lakeside spots.
- You have up to 4 base slots — worth flagging because many guides still say 3, though the bump to 4 actually landed back in the Feybreak update, not 1.0. They unlock as you level your base up (World Settings can raise the cap further), so the winning play is one main hub plus specialist outposts.
All the best base locations (map)

This is a schematic plot of each spot’s in-game coordinates (X = east, Y = north) — not the game’s own map. Here’s the same data as a table:
| # | Base | Role | Coords (X, Y) | Resources / why | Biome |
|---|---|---|---|---|---|
| 1 | Plateau of Beginnings (N) | Starter | 232, −487 | Flat, ore/stone/wood/Paldium/berries; enemies Lv 1–3 | Grassland |
| 2 | Ore Galore | Mining (starter) | 156, −397 | ~8 ore on a hilltop by the first tower; single-bridge choke | Grassland |
| 3 | Guardian ore+coal peak | All-rounder | 190, −40 | ~8 ore + ~6 coal together; smelt on site | Hills |
| 4 | Verdant Brook | Mining | 259, −225 | ~8 ore, flat plateau, good for on-site smelting | Grassland |
| 5 | Flat production base | Production / breeding | −251, 42 | Huge flat area, available early; some ore | Forest |
| 6 | Mt. Obsidian sulfur | Specialist | −744, −442 | ~7 sulfur (gunpowder/ammo); hot — needs heat gear | Volcano |
| 7 | Astral Mtns quartz | Specialist | −213, 252 | ~9 Pure Quartz (circuit boards); cold — needs cold gear | Snow |
| 8 | Sakurajima oil | Specialist | −646, 270 | Crude oil (polymer); Lv 50+ endgame outpost | Sakurajima |
| 9 | Feybreak quartz | Endgame | southern Feybreak † | Hexolite Quartz + oil nearby; Lv 52+ | Feybreak |
| 10 | Sunreach Soralite ★ | Endgame (new 1.0) | −302, −1426 | The only source of Soralite; reach via the Feybreak Tower | Sunreach sky islands |
★ new-in-1.0 region. † Feybreak’s Hexolite Quartz + oil base is cited anywhere from ~(−1066, −1430) to ~(−1340, −1285) depending on the source, so head to southern Feybreak and look around. Node counts vary a little by source and after the 1.0 rebalance, so treat them as “roughly.”
The best first base
For your very first base, near where you spawn on the Plateau of Beginnings, there are two good approaches:

- Safe all-rounder — Plateau of Beginnings (North), ~(232, −487). The classic low-risk starter: a big flat area with everything you need to get the tech tree rolling — ore, stone, wood, Paldium and berries — with only level 1–3 enemies nearby. Pick this if you want a smooth start.
- Ore rush — “Ore Galore,” ~(156, −397). Roughly 8 ore nodes on a hilltop right by the first tower boss, with a single narrow bridge for easy walling. Pick this if you’d rather flood yourself with ingots early and don’t mind slightly higher risk.
Either way, your first base doesn’t have to be permanent — you’ll likely relocate the main operation to the ore-and-coal peak below once you’re mid-game.
The best main base
- Guardian ore+coal peak, ~(190, −40). Just east of the Sealed Realm of the Guardian fast-travel statue sits the best all-round base on the main island: roughly 8 ore and 6 coal nodes in one build radius, so you can smelt ingots without hauling anything. It’s on elevated terrain that’s easy to wall off with few approach angles — just don’t assume it’s raid-proof in 1.0. Enemies nearby are around level 20–25, so grab it once you can handle them.
- Verdant Brook, ~(259, −225) is a strong pure-mining alternative — about 8 ore on a flat plateau — if you’d rather keep mining and building separate.
Specialist and endgame bases
With up to four base slots, dedicate the extras to the materials you can’t easily carry:
- Sulfur — Mount Obsidian, ~(−744, −442). About 7 sulfur nodes for gunpowder and ammo. It’s in the volcano, so bring heat-resistant gear; enemies ~Lv 25–36.
- Pure Quartz — Astral Mountains, ~(−213, 252). Around 9 Pure Quartz nodes for circuit boards and higher tech, in the snow — cold-resistant gear required.
- Crude Oil — Sakurajima, ~(−646, 270). An oil-field flat for polymer production; a Lv 50+ endgame outpost.
- Hexolite Quartz — Feybreak, ~(−1340, −1285). An endgame quartz/oil outpost on Feybreak Island, Lv 52+.
- Soralite — Sunreach, ~(−302, −1426). New in 1.0: Sunreach’s floating islands are the only place to mine Soralite, the ore behind the best new weapons and gear. Reach it by beating the Feybreak Tower and heading to the sky islands, and bring the Plasma Multicutter tool — it’s the only way to harvest Soralite.
Common beginner mistakes
- Building on a slope or cluttered ground. The single most common mistake — it wrecks Pal pathing and wastes your build radius. Prioritise flat.
- Chasing a pretty view with no resources or water. Function first; a scenic empty cliff is a slow base.
- Settling in an extreme biome too early. Volcano and snow bases damage you and your Pals without the right gear — save those for specialist outposts once you’re equipped.
- Forgetting food. No berries or plantation means your Pals stop working; sort a food source on day one.
- Trusting the old “unraidable cliff.” 1.0 patched that. Build actual defenses.
Frequently asked questions
What’s the best base location in Palworld 1.0?
For a first base, the Plateau of Beginnings (North) flat at ~(232, −487) — flat, safe, all the early resources. For your main base, the ore-and-coal peak near the Sealed Realm of the Guardian at ~(190, −40), which gives you ~8 ore and ~6 coal in one spot.
How do you find coordinates in Palworld?
Open the in-game map and read the two-number (X, Y) coordinate shown for your cursor/position. Every coordinate in this guide is that in-game map readout — head to the numbers and look around for the flat ground and nodes.
How many bases can you have in Palworld 1.0?
Up to 4, unlocked as you level your base up (older guides say 3 — that’s outdated). Dedicate them to a main hub plus specialist resource outposts.
Do I still need to build on ore nodes in 1.0?
Less than before. 1.0 spread ore more widely, and node-free structures — the Ore Mining Site and Coal Mine, plus 1.0’s new High-Pressure Crude Oil Extractor and Ancient Material Synthesizer — produce resources without any natural node, so late-game you can prioritise flat space and build your own mining. Early on, sitting on nodes is still the fastest start.
Where do I get Soralite for a base?
Only in the Sunreach sky islands (reached after the Feybreak Tower), and only with the Plasma Multicutter tool. A base at ~(−302, −1426) keeps Soralite in range.
The bottom line
Start safe on the Plateau of Beginnings (North), move your main operation to the ore-and-coal peak at ~(190, −40), then spend your remaining base slots on the specialist materials you hate carrying. Above all, 1.0 rewards flat ground and punishes the old “unraidable cliff” habit — pick open space near what you need, build real defenses, and let the new mining structures cover the rest.
More Palworld 1.0, explained: the tower boss guide, the new weapons guide, the stat priorities guide, the breeding guide, and our breeding calculator for all 288 Pals.