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Palworld 1.0 Tower Boss Guide: All Bosses, Locations, Best Order & How to Beat Them

Key takeaways
  • Palworld 1.0 has 9 tower bosses, not the 5 older guides list: the 5 original faction towers, the Sakurajima and Feybreak towers added late in Early Access, and two brand-new 1.0 towers — Auri & Shaolong in the Sunreach sky islands (Lv 68) and the World Tree final boss Zenara & Astralym (Lv 80).
  • Do them in level order — 10, 20, 30, 40, 50, 55, 60, 68, 80 — countering each boss Pal’s element. Each first clear pays 5 Ancient Technology Points (40 from the eight faction towers), the currency for the purple ‘Ancient’ tech tree.
  • 1.0 cut the fight timer from 10 minutes to 5 and lowered boss HP to match, so every tower is now a sharper DPS check: bring the right elemental counter and enough gun, and it’s fast.
  • The World Tree final boss is typeless — no elemental weakness — and is gated behind clearing all 8 faction towers (for their Key Spheres) plus the Sealed Calamity questline. Everything here is verified against the official v1.0 changelog and the paldb.cc v1.0.0 datamine.
Palworld 1.0 Tower Boss Guide: All Bosses, Locations, Best Order & How to Beat Them
Photo by Stevo on Unsplash

If you’re following an old guide that says Palworld has “five towers,” it’s out of date. Palworld 1.0 has nine tower bosses — the five originals, the two added late in Early Access, and two genuinely new ones in 1.0, including the game’s final boss. This guide maps all nine, gives each boss’s weakness and the best order to fight them, and explains how 1.0 changed the towers (shorter fights, new rewards, a gated finale).

All 9 tower locations (map)

Map of all 9 Palworld 1.0 tower boss locations plotted by in-game map coordinates, numbered 1–9 in recommended level order and coloured by boss Pal element, spread across Palpagos, Sakurajima, Feybreak, the Sunreach sky islands and the World Tree. New-in-1.0 towers are marked with a star.

The map is a schematic plot of each tower’s in-game map coordinates (X = east, Y = north) — it’s not the game’s own map, and the World Tree boss is placed approximately (its arena has no published coordinate). Here’s the same data as a table:

#Tower / factionBoss (human & Pal)Element → weaknessLvCoords (X, Y)RegionNew in 1.0?
1Rayne SyndicateZoe & GrizzboltElectric → Ground10113, −431Windswept Hills
2Free Pal AllianceLily & LyleenGrass → Fire20181, 29Central plateau
3Brothers of the Eternal PyreAxel & OrserkElectric/Dragon → Ice / Ground30−587, −517Mount Obsidian (volcano)
4PIDFMarcus & FalerisFire → Water40556, 336Dessicated Desert
5PAL Genetic Research UnitVictor & ShadowbeakDark → Dragon50−148, 447Astral Mountains (snow)
6MoonflowerSaya & SelyneDark → Dragon55−597, 206Sakurajima— (Sakurajima update)
7FeybreakBjorn & BastigorIce → Fire60−1294, −1669Feybreak (far SW)— (Feybreak update)
8Azure CovenantAuri & ShaolongWater/Dragon → Ice / Electric68~−419, −1431Sunreach sky islandsnew
9Sealed SanctumZenara & AstralymTypeless → none80~−838, 689World Tree (NW)new

How towers work in 1.0

A few things changed, and they matter for planning:

  • The fight timer is now 5 minutes (down from 10), and boss HP was cut to match. Every tower is a tighter DPS check — bring the right counter and enough firepower and it’s over quickly; dawdle with the wrong element and you’ll time out. Timing out ends the attempt (you don’t die), and you can retry immediately.
  • Each first clear pays 5 Ancient Technology Points — 40 across the eight faction towers (the finale is generally counted for the full 45). Tower bosses are by far the densest source of these (world bosses and alphas give just 1). Ancient Technology Points (the purple “Ancient” tech-tree currency that unlocks the Egg Incubator, Grappling Gun and the like) are not the same as Ancient Civilization Parts (a physical crafting material the bosses also drop) — don’t confuse the two.
  • Clearing a tower makes its entrance a permanent fast-travel point and turns the tower a different colour on the map. 1.0 also gave each boss a redesigned, region-themed arena (and removed the Great Eagle Statue that used to sit on top of every tower, for map clarity).
  • Recruiting the boss Pal is not a broad new feature — the one long-documented case is Grizzbolt, recruitable after Zoe & Grizzbolt via the “Don’t Get Cocky” follow-up mission. Don’t expect to catch every tower boss.
  • Co-op: only one player fights the boss at a time; solo, you get unlimited instant retries.

The best order — and the gates that override it

Fight them in level order (that’s the numbering above), countering each element. Two hard gates override pure level order, though:

  1. Feybreak (Tower 7) unlocks Sunreach. Beating Bjorn & Bastigor opens the route to the Sunreach sky islands, where Tower 8 lives — so you can’t skip ahead to Auri.
  2. The World Tree finale is quest-gated. To reach Zenara & Astralym you must clear all 8 faction towers (each drops a Key Sphere) and finish the Sealed Calamity questline — which sends you to gather Echobones, craft the Echoing Flute, and catch the Level-70 ocean whale Panthalus to open the World Tree — then beat three Level-78 boss Pals inside (Dandilord, Silvance and Highly Modified Grizzbolt) to drop the inner barrier before the Sealed Sanctum opens. It’s the last thing you do, not a tower you can rush.

Also plan for the environment: Tower 3 sits in the volcano (bring heat-resistant armour), Tower 4 in the desert (heat by day, cold by night), and Tower 5 on a snowy peak (cold resistance).

How to beat each boss

The rule for all of them: the correct elemental counter beats raw stats. Bring a team of the boss’s weakness element, keep your own gear on the curve below, and use the pillars/cover in the arena to dodge.

  • 1 · Zoe & Grizzbolt (Electric) — bring Ground Pals (Rushoar, Fuddler, Gumoss). An easy tutorial-tier fight.
  • 2 · Lily & Lyleen (Grass) — bring Fire (Foxparks or Arsox early, later Incineram, Wixen).
  • 3 · Axel & Orserk (Electric/Dragon) — bring Ice (which hits the Dragon side) or Ground (the Electric side). Heat armour for the volcano.
  • 4 · Marcus & Faleris (Fire) — bring Water (Jormuntide, Azurobe, Penking).
  • 5 · Victor & Shadowbeak (Dark) — bring Dragon (Jetragon, Astegon, or any strong Dragon).
  • 6 · Saya & Selyne (Dark) — bring Dragon again (Jetragon, Blazamut Ryu, Jormuntide Ignis).
  • 7 · Bjorn & Bastigor (Ice) — bring Fire (Blazamut / Blazamut Ryu, Faleris, Jormuntide Ignis).
  • 8 · Auri & Shaolong (Water/Dragon) — bring Ice or Electric (Frostallion is ideal — Ice and it flies). Unlock this tower by disabling the six defence modules around it to drop the barrier.
  • 9 · Zenara & Astralym (typeless) — there’s no elemental weakness, so this is a pure stats-and-gear check: your strongest fully-enhanced Pals, top-tier weapons, and the best armour and shields you can craft.

Gear curve: Towers 1–2 (Lv 10–20) — a crossbow or first handgun and cloth/leather armour. Towers 3–4 (Lv 30–40) — three-shot bow, pump-action shotgun or assault rifle, and metal/refined armour. Towers 5–7 — better firearms and Pal Metal armour with a shield. Towers 8–9 — endgame weapons and the best armour you have; see our new weapons guide for the Tech 67–80 arsenal.

The two new 1.0 towers

  • Auri & Shaolong — Azure Covenant, Sunreach (Lv 68). The first new tower, on the floating Sunreach islands you reach after Feybreak. Shaolong is Water/Dragon, so Ice and Electric wreck it; unlock the tower by disabling the six defence modules around it to drop the barrier.
  • Zenara & Astralym — Sealed Sanctum, World Tree (Lv 80). The game’s final boss. Astralym is a typeless six-winged dragon with no weakness (reported at around 420,000 HP), sitting behind the Sealed Calamity questline and all eight Key Spheres. It’s the level-80 capstone of the whole run.

There’s also a Hard Mode — tougher rematch versions of the towers, with cosmetic rewards. Post-launch guides disagree on exactly what unlocks it (some say clearing a set of Normal towers, others tie it to specific fights), so treat the precise trigger as unconfirmed for now.

A couple of things guides get wrong

  • It’s nine towers. The paldb “Tower” listing looks longer because it mixes in each tower’s Hard-Mode variant plus non-tower bosses — the Lv 70 ocean whale Panthalus (summoned via the Echoing Flute) and the three Lv 78 Sealed Calamity gate bosses (Dandilord, Silvance and Highly Modified Grizzbolt). There are 9 actual towers.
  • Names and types: it’s Zenara (not “Zanara”) and Bastigor (not “Bastigar”), and Orserk is Electric/Dragon — don’t let the “Brothers of the Eternal Pyre” fire theme fool you into bringing Water.

Frequently asked questions

How many tower bosses are in Palworld 1.0?

Nine. The five original faction towers, the Sakurajima (Moonflower) and Feybreak towers added during Early Access, and two new in 1.0: Auri & Shaolong (Sunreach, Lv 68) and the World Tree final boss Zenara & Astralym (Lv 80).

What order should I do the towers in?

Level order: 10, 20, 30, 40, 50, 55, 60, 68, 80. Just note Feybreak (Lv 60) unlocks Sunreach (Lv 68), and the World Tree finale (Lv 80) needs all eight Key Spheres plus the Sealed Calamity quest.

What do tower bosses give you?

Each first clear awards 5 Ancient Technology Points (40 across the eight faction towers, with the finale generally counted toward 45) — the currency for the “Ancient” tech tree — plus Ancient Civilization Parts, and the tower entrance becomes a fast-travel point. The eight faction towers also drop Key Spheres for the finale.

How long do I have to beat a tower boss?

Five minutes per attempt in 1.0 (down from ten). Boss HP was reduced to match, so with the right elemental counter it’s a quick fight; time out and the attempt simply ends, with an instant retry.

Which tower boss has no weakness?

The World Tree final boss, Astralym, is typeless — no elemental weakness. Beat it with raw stats: your strongest enhanced Pals and best gear.

The bottom line

Nine towers, one clean progression: fight them in level order, always bring the boss’s counter element, and keep your gear on the curve. The five-minute timer means fights are quick when you’re prepared and brutal when you’re not — so the real work is team-building and gearing, not the fight itself. Bank those 45 Ancient Technology Points into the ancient tech tree, collect your Key Spheres, and the World Tree finale is the last door to open.

More Palworld 1.0, explained: the new weapons guide, the stat priorities guide, the breeding guide, and our breeding calculator for all 288 Pals.

How we verified this
Palworld’s full 1.0 release launched 10 July 2026 and reworked tower bosses, so older pages carry stale Early-Access data — most notably “5 towers” (EA launch had 5; late EA had 7; 1.0 has 9). We verified against the official Palworld v1.0 changelog (via the Steam news feed) and the paldb.cc v1.0.0 datamine, cross-checked with multiple post-launch guides. Boss levels (10/20/30/40/50/55/60/68/80) and the 5-minute timer are 1.0-confirmed; the old 15/25/40/45… levels and 10-minute timer are stale. Map coordinates are the approximate in-game readouts (mostly single-sourced, so treat them as ±a few units); the Sunreach (Auri) coordinate in particular rests on a single source, and the World Tree final-boss arena has no published numeric coordinate, so on the map it sits at the World Tree Base fast-travel point, labelled approximate. We omit specific boss HP numbers (1.0 cut them and the circulating figures are unreliable). Two naming notes: it’s Zenara (not “Zanara”) and Bastigor (not “Bastigar”), and Orserk is Electric/Dragon despite its fire-themed faction. Correct as of 12 July 2026; a patch can move any of these.