Palworld Guide

Main Missions Walkthrough: All 31 Steps and Boss Levels

Every main mission in Palworld 1.0 in walkthrough order — what each step asks for, the level and weakness of all 8 tower bosses, the gear you should have unlocked by then, and the EXP each mission pays.

Updated 8 min read8 data tables
Main Missions Walkthrough: All 31 Steps and Boss Levels — Palworld Database

The main mission chain is the 31-step spine of Palworld: it runs from waking up on the beach to killing a level 80 dragon at the bottom of the World Tree, and it gates fast travel, the Palbox, the eight towers and the entire endgame region along the way. This walkthrough puts every step in order with what it actually asks of you, the boss level and weakness at each tower, the tech you should have unlocked by the time you knock, and the EXP each mission pays.

Main Story at a Glance

Two numbers up front decide how you should play the story. First, the chain is heavily back-loaded — the last nine missions carry 698,145 EXP, which is 86% of everything the main story pays, so the first half feels like it pays nothing because it genuinely does. Second, the whole chain adds up to 816,018 EXP, and if that were your only source you would finish the game at level 43 while the final boss sits at level 80. The story cannot level you. Alphas, dungeons and sub missions have to fill the gap, which is why the walkthrough below flags a gear check at every tower instead of just a level.

DetailValue
Main missions31 — The First Islander through to Awakening
Total main-story EXP816,018
Level that EXP alone reachesLv. 43 — the story is not a levelling route
Tower fights in the chain8, from a Lv. 10 boss up to a Lv. 68 boss
Story boss outside the towersPanthalus, Lv. 70 recommended
Final fightZenara & Astralym, Lv. 80
Only mission that pays an itemPanthalus — Applied Watering Handbook I
Where the EXP hides698,145 of it is in the last nine missions
Tower pins on the map8 on Palpagos — open the tower boss layer

Chapter 1: The Tutorial Missions (1–12)

The opening twelve missions pay 348 EXP between them, which one alpha kill will beat later, so treat them as an unlock checklist rather than a grind. They exist to hand you the four things the rest of the game runs on: a workbench, a Pal Sphere, a Palbox with a worker on it, and your first partner skill. The only steps worth slowing down for are 6 and 7 — the sphere tech sits at technology level 2 alongside the Palbox, so spend those first two points there and nowhere else. Step 12 gives you Foxparks' Harness, a flamethrower strapped to a Pal, and it is a genuine weapon upgrade at that stage of the game.

#MissionWhat it asksEXP
1The First IslanderCome round on the beach and get moving6
2How to Stay AliveOpen the survival guide6
3Set Up a WorkbenchPull Wood off the nearest trees and place a workbench6
4Crafting an Axe and a PickaxeGather Stone, then build a Stone Axe and a Stone Pickaxe15
5Enhance StatsHit your first level-up and spend the stat point15
6Catching a PalUnlock the sphere tech, mine Paldium Fragment, craft a Pal Sphere and land a throw15
7Putting Pals to WorkUnlock the Palbox, claim a base and assign one worker15
8Filling Your BellyEat something15
9The Weakest PalCatch three Lamball45
10Gearing UpCraft the Cloth Outfit, a Common Shield and a Normal Parachute45
11Small SettlementReach the Small Settlement and speak to the chief66
12Crafting Pal GearCatch a Foxparks and build Foxparks' Harness99

Chapter 2: The Eight Tower Bosses (13–22)

This block is the game. Eight faction towers, one mission each, 117,525 EXP across the whole run, and three of the fights bolt an extra objective on before the boss door opens — Marcus wants you to talk to two desert locals first, Victor wants five Syndicate scientists dead, Saya wants five ninjas, and Auri makes you clear six area barriers. Missions 14 and 15 are pure conversation, so the real count here is eight fights. The difficulty curve is not smooth either: the jump from Bjorn at level 60 to Auri at level 68 is the single biggest step in the chain, and Auri's fight is also the one that expects a flying mount.

#MissionBossBoss Lv.Weak toEXP
13The Rayne SyndicateZoe & Grizzbolt10Ground198
14The Key Sphere— head back to the Small Settlement288
15Zoe Rayne— return to the tower and talk to Zoe288
16Thou Shalt Not Harm PalsLily & Lyleen20Fire1,155
17Flawless Victory FixationAxel & Orserk30Ground, Ice3,345
18Ruler of the SandsMarcus & Faleris40Water7,302
19Interspecies ExperimentsVictor & Shadowbeak50Dragon15,210
20A Fine Night for a DrinkSaya & Selyne55Dragon, Dark21,294
21Bearer of All BurdensBjorn & Bastigor60Fire28,899
22Hope Springs EternalAuri & Shaolong68Ice, Electric39,546

Where Every Tower Is and How Fat the Health Bar Is

Tower bosses do not use the Pal's normal health — every fight multiplies it, and the multiplier is not tied to the boss's level. Bjorn is the outlier: ×62 health on a level 60 Pal makes it a longer fight than Auri's ×50 at level 68, and it is the wall most players hit on their first run. Grizzbolt's ×12 at the other end is why the first tower feels like a tutorial. All eight sit on the Palpagos map, and the coordinates below drop you at the entrance rather than the region — the tower pins are on our interactive map's tower boss layer if you would rather click than type.

TowerRegionCoordinatesFirst-fight HP ×Mission
Rayne Syndicate TowerWindswept Hills111, -431×12The Rayne Syndicate
Tower of the Free Pal AllianceNorth of the Small Settlement36, -311×25Thou Shalt Not Harm Pals
Eternal Pyre TowerMount Obsidian-588, -518×25Flawless Victory Fixation
Tower of the PIDFDesiccated Desert556, 336×27Ruler of the Sands
PAL Genetic Research Unit TowerAstral Mountains-149, 447×28Interspecies Experiments
Moonflower TowerSakurajima-597, 206×54A Fine Night for a Drink
Feybreak TowerFeybreak-1294, -1669×62Bearer of All Burdens
The Azure TapestrySunreach-419, -1431×50Hope Springs Eternal

Gear Check Before Each Tower

Every tower has a piece of tech that lands just before it, and knowing which one turns "I need more levels" into "I need three technology points". The pattern repeats all the way up: a body armour unlocks two to four levels under the boss, and a weapon class unlocks right on top of it. Two of the towers also punish you for the climb rather than the fight — Mount Obsidian cooks you on the way to Axel and Feybreak freezes you on the way to Bjorn, so the resistance variant matters more there than raw defense. The rows below list the best unlock available at or below each boss's level; the full ladders live in the armor by tech level guide and the weapon upgrade path.

Tower bossBoss Lv.Best armour unlocked by thenWeapon classSphere tier
Zoe & Grizzbolt10Cloth Outfit — Lv. 4Three Shot Bow — Lv. 10Pal Sphere
Lily & Lyleen20Pelt Armor — Lv. 12Crossbow — Lv. 13Giga Sphere — Lv. 20
Axel & Orserk30Heat Resistant Metal Armor — Lv. 25Handgun — Lv. 28Hyper Sphere — Lv. 27
Marcus & Faleris40Heat Resistant Refined Metal Armor — Lv. 40Double-Barreled Shotgun — Lv. 39Ultra Sphere — Lv. 35
Victor & Shadowbeak50Cold Resistant Pal Metal Armor — Lv. 50Assault Rifle — Lv. 45Legendary Sphere — Lv. 44
Saya & Selyne55Lightweight Plasteel Armor — Lv. 55Laser Rifle — Lv. 51Legendary Sphere
Bjorn & Bastigor60Cold Resistant Plasteel Armor — Lv. 54Guided Missile Launcher — Lv. 56Legendary Sphere
Auri & Shaolong68Ancient Armor — Lv. 68Charge Rifle — Lv. 65Legendary Sphere
TipBjorn is the difficulty spike, not Auri. ×62 health is the biggest multiplier of any first-time tower fight, and the best body armour you can have at level 60 is the Lv. 59 Hexolite ArmorAncient Armor is still eight levels away. If a tower run stalls, it stalls here, and the fix is Fire damage plus more ammo rather than another five player levels.

Chapter 3: The Endgame Missions (23–31)

After the last tower the story stops being a boss ladder and becomes a fetch-and-open sequence: hear the rest of the plot, prove you have all eight Key Spheres, summon a whale god to punch a hole in the map, then work down through the World Tree. This is also where the game finally pays you — the nine missions below are worth 698,145 EXP, and Awakening alone hands over 143,736, more than the whole tower run combined. Mission 26 is the only step in the entire main story that gives an actual item.

#MissionWhat it asksEXP
23The SunreacherSpeak to the leader out on Sunreach39,546
24The CalamityHear out the rest of Auri's story39,546
25Gathering the Key SpheresHold all eight Key Spheres at once39,546
26PanthalusCollect four Echobones, craft the Echoing Flute, beat and capture Panthalus63,882 + Applied Watering Handbook I
27To the World TreeOpen the gate at the very top of the map63,882
28SinTalk to the figures waiting inside the World Tree102,669
29The Sealed CalamityClear the three World Tree mid-bosses102,669
30Path to the AbyssOpen the route down into the abyss102,669
31AwakeningBeat Zenara & Astralym143,736

The Eight Key Spheres

Gathering the Key Spheres is a checkpoint rather than a chore — each one is handed over by a tower leader, so if you have cleared all eight towers you already have all eight spheres and the mission completes the moment it opens. They are named after the seven deadly sins plus Original Sin, and none of them can be crafted, bought or dropped. The only way this step blocks you is if you skipped a tower, in which case the missing sphere tells you exactly which leader you still owe a fight.

Panthalus and the Echoing Flute

This is the step people stall on, because nothing tells you where to start. Talk to the Ancient Civilization Researcher on the Deserted Islet at roughly -172, 33, then go collect four Echobones off four giant skeletons scattered across the map. The flute needs one of each, not four of the same bone, and it builds at the humble Primitive Workbench for 300 work — no ancient station, no ingots. Panthalus itself is a ten-minute timed fight on a small island, it is Water so Electric shreds it, and it is the only boss in the game that takes 20% extra damage. The capture at the end cannot fail, so throw a basic Pal Sphere and keep the good ones.

MaterialQtyWhere it sits
Marine Echobone1122, -525 — western Grasslands, on the skull in shallow water
Silent Echobone1356, -110 — near the Altar of the Windcaller, inside the skull
Seafoam Echobone1-519, -548 — Mount Obsidian, under the ribcage
Tidewind Echobone1-262, 485 — snowfields, on the frozen lake by the teleport
Total4 bones, 300 workPrimitive Workbench → 1 Echoing Flute

Full attack list, the wind-column trick for the tidal wave and the drop table are in the Panthalus fight and World Tree entry guide.

Awakening: Zenara and Astralym

The last mission is not a tower duel, it plays like a raid. Astralym has no element at all, which means nothing on the element matchup chart gives you a bonus against it — the counter-picking habit you built over eight towers is worthless here. Its first-fight health multiplier is ×40, modest next to Bjorn's ×62, but the fight is long because you are doing flat damage with no type bonus. Two of its eight moves are Dragon, and Dragon beats Dark, so the Dark-heavy squad most players finish the game with is the exact roster that takes extra damage. Swap in something neutral to its kit before you walk in.

The team, the passive stack and the full move list are in the Zenara and Astralym fight guide.

Recommended Level for Every Story Fight

The game posts a suggested level at each tower gate, and it runs a few points above the boss's own level for the mid-game fights — the PIDF tower asks for 45 against a level 40 boss, and the Genetic Research Unit asks for 55 against a level 50 one. That gap is not padding: those two are the fights where the recommended level is really a gear-tier check in disguise. The line worth remembering is the last one. There is a 12-level jump between the final tower and the final boss, and no main mission in between pays enough EXP to cover it, so that gap gets closed by alphas, raids and dungeons or it does not get closed at all.

FightBoss Lv.Recommended Lv.HP ×
Zoe & Grizzbolt1010+×12
Lily & Lyleen2020+×25
Axel & Orserk3030+×25
Marcus & Faleris4045+×27
Victor & Shadowbeak5055+×28
Saya & Selyne5555+×54
Bjorn & Bastigor6065+×62
Auri & Shaolong6870+×50
Panthalus70+×42
Zenara & Astralym8080×40

Story Order in One Paragraph

Do the twelve tutorial steps in whatever order the game throws them, spend your first technology points on the sphere and the Palbox, and get Foxparks' Harness before you leave the Grasslands. Then run the towers in order — Zoe, Lily, Axel, Marcus, Victor, Saya, Bjorn, Auri — clearing the extra objective attached to Marcus, Victor, Saya and Auri, and topping up your armour tier between each one rather than your level. Bjorn is the wall. After Auri, the eight Key Spheres are already in your bag, so it is straight into the Echobone hunt, the Echoing Flute, and a Panthalus fight that Electric Pals trivialise. Enter the World Tree, clear the three mid-bosses, drop into the abyss, and bring a squad with nothing Dark in it to Astralym.