Palworld Day One Checklist: What to Do in Your First Hours

Updated 2026-07-23

The first session of Palworld throws fifty systems at you at once, but the tech tree quietly tells you the right order to do everything. This checklist follows it level by level — every unlock below is real, at its actual tech level and point cost — with the catches and fights worth making along the way.

Levels 1 to 2: The Ten-Minute Foundation

Everything in your first minutes costs a single point, so grab it all:

  • Primitive Workbench, Stone Axe, Stone Pickaxe — the crafting loop
  • Pal Sphere the moment it appears at level 2 — early Lamball and Chikipi catches double as your workforce
  • Palbox to plant your first base, plus a Wooden Chest and Campfire Don't overthink base placement on day one — near trees, stone, and a Paldium node is enough, and the map's starting plateau has all three everywhere.

Levels 3 to 4: Stop Being Fragile

Level 3 is the game's first real power spike: the Old Bow (65 attack versus the club's 25 — the weapon path starts here), your own Shoddy Bed, and Straw Pal Beds so the crew stops sleeping on dirt. At 4, add the Feed Box, Cloth Outfit (the armor ladder's first rung), and a Common Shield — 1,000 durability of free mistakes.

Level 5: Build the Food Engine

This is the most important stop on day one. The Berry Plantation and Ranch together end hunger permanently:

  • Plant berries, assign a Planting Pal — Caprity even drops berries from its back at the ranch
  • Drop Chikipi and Lamball on the Ranch for Eggs and Wool
  • Vixy digs up random items there — including spare Pal Spheres The early-game Pal guide has the full first-catches roster; the ranch trio above all spawn within sight of the starting areas.

Levels 6 to 9: Wheels, Automation, and Morale

The next few levels turn a camp into a base, in this order:

Tech LvUnlockWhy It Matters
6Rushoar SaddleYour first mount — catch a Rushoar and stop walking
7Logging Site + Stone PitPassive wood and stone forever
7Monitoring StandControl who works on what — the full guide
8CrusherTurns stone into Paldium Fragments for more spheres
9Hot SpringThe SAN fix — Pals soak, morale recovers, work continues
9Direhowl's Saddled HarnessA real speed upgrade if you've caught a Direhowl

The Hot Spring is the one most new players skip and regret — a mood spiral at hour six traces back to skipping it at Tech 9. Pair it with cooked meals (never raw berries — they restore almost no sanity, as the food guide shows) and the base runs itself.

Your First Fights Worth Picking

Once the bow is in hand and a mount is under you, the alpha route opens: Chillet, Gumoss, and Sweepa at level 11 are the traditional first boss kills, and every alpha pays Ancient Civilization Parts plus a trophy token that permanently buffs your team. The level 15 Penking is the first one that demands respect — and rewards it, since Penking is the best early generalist worker in the game.

TipOne habit from hour one pays forever: catch several of everything. Spare catches condense into stronger Pals later, fill the Paldex, and the whole roster becomes breeding stock once the farm exists — the breeding guide explains where that road leads.