Palworld has finally hit its full 1.0 release, roughly two and a half years after Early Access first landed on the Palpagos Islands. If you’re jumping in fresh or dusting off an old save, the Tower Bosses are still the backbone of your progression — they gate the story, hand out Ancient Technology Points, and unlock fast-travel points across the map. But a lot has changed: there are now nine Tower Bosses instead of seven, the fight timer has been cut in half, and every boss has been rebalanced. This guide lists all Palworld Tower Bosses in order for 1.0, with each one’s level, location, element, weakness, and the counter Pals that clear it fastest.

Quick answer: There are 9 Tower Bosses in Palworld 1.0 — eight faction towers plus the final World Tree boss. Fight them lowest level to highest: Zoe & Grizzbolt (10), Lily & Lyleen (20), Axel & Orserk (30), Marcus & Faleris (40), Victor & Shadowbeak (50), Saya & Selyne (55), Bjorn & Bastigar (60), Auri & Shaolong (68), and finally Zenara & Astralym (80).
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Related Guides:
- Palworld Beginner’s Guide
- How to Level Up Fast in Palworld (2026 Guide to Max Level Quickly)
- Palworld Crafting Guide: Best Tips, Recipes and Automation Tricks
All Palworld Tower Bosses at a Glance
| Boss (Pal) | Tower / Faction | Level | Type | Weakness / Counter |
|---|---|---|---|---|
| Zoe & Grizzbolt | Rayne Syndicate | 10 | Electric | Ground |
| Lily & Lyleen | Free Pal Alliance | 20 | Grass | Fire |
| Axel & Orserk | Brothers of the Eternal Pyre | 30 | Electric / Dragon | Ice, Ground |
| Marcus & Faleris | PIDF | 40 | Fire | Water |
| Victor & Shadowbeak | PAL Genetic Research Unit | 50 | Dark | Dragon |
| Saya & Selyne | Moonflower (Sakurajima) | 55 | Dark | Dragon |
| Bjorn & Bastigar | Feybreak | 60 | Ice | Fire |
| Auri & Shaolong (new in 1.0) | Azure Covenant (Sunreach) | 68 | Water / Dragon | Electric, Ice |
| Zenara & Astralym (final boss) | World Tree | 80 | Typeless | None — raw damage |
How Tower Bosses Work in Palworld 1.0 (What Changed)
Each tower is guarded by a faction leader riding a powerful Pal. Clearing towers is how you push the reworked main story toward its climax, and 1.0 introduced several changes worth knowing before you walk through a door:
- The timer is now 5 minutes, down from the old 10. Boss HP was reduced to match, so bringing the correct counter element and enough damage matters far more than playing it safe — a slow, defensive team can literally run out the clock and fail.
- Every boss was rebalanced. Levels shifted from the Early Access values, and arenas are now region-themed rather than the old copy-paste room. Bosses also change tactics partway through the fight.
- You can recruit the boss Pal. In 1.0 a post-fight quest can let you add the Pal you just beat — Grizzbolt, Faleris, Orserk, Shadowbeak and more — to your own team. Many can also be bred.
- Each tower drops a Key Sphere. You need all eight to open the final World Tree door, which is why you can’t skip straight to the endgame.
- Co-op still works. Bring up to three friends for a four-player fight — just have everyone queue at the door before anyone interacts with it.
Best Order to Fight the Tower Bosses
You can technically challenge the towers in any order, but the clean path is lowest level to highest, which also follows the natural map progression: starting grasslands out to the volcano, desert, snow, and finally the Sky Islands and World Tree. For each fight, aim to be a few levels above the boss, bring the counter element from the table above, and pack biome-appropriate armor — heat resistance for the volcano and desert towers, cold resistance for the snow tower. Keep a spare counter Pal in your party so you always have coverage if one goes down.

All Palworld Tower Bosses in Order
1. Zoe & Grizzbolt — Rayne Syndicate Tower (Level 10)
The first tower sits in the starting grasslands of the Windswept Hills, a short walk from where you begin (roughly 113, -431, near the Rayne Syndicate teleport point). Zoe rides Grizzbolt, a pure Electric Pal, so Ground Pals such as Gumoss, Rushoar, or Fuddler tear through it. Grizzbolt has the smallest health pool of any Tower Boss, so almost any level-matched Ground Pal clears it inside the timer. Duck behind the arena pillars to dodge its lightning, and recall a Pal before a big hit lands so you don’t lose it. You don’t even need a gun for this one.
2. Lily & Lyleen — Free Pal Alliance Tower (Level 20)
A short trek past the red rock hills brings you to Lily and her Grass Pal Lyleen near the Free Pal Alliance tower. She’s pure Grass, so Fire is the answer — a Foxparks and its flamethrower Partner Skill shreds Lyleen’s health bar. Lyleen heals over the fight, so race the clock: open with a Fire Pal and stack burn to outpace the regen rather than trading blows slowly.
3. Axel & Orserk — Brothers of the Eternal Pyre (Level 30)
This tower crowns the volcano on Mount Obsidian (southwest of the map), so equip heat-resistant armor before you climb. Axel rides Orserk, a dual Electric/Dragon Pal weak to both Ice and Ground. Anubis, Warsect, or an Ice flyer like Vanwyrm Cryst all work well, and keeping a Dumud in your party passively boosts your Ground Pals. Stay out of Orserk’s melee range and punish the openings after its big casts.
4. Marcus & Faleris — PIDF Tower (Level 40)
Out in the far corner of the Dessicated Desert, the PIDF tower holds Marcus and his Fire Pal Faleris. Wear heat-resistant armor for the desert and bring Water Pals — Jormuntide and Azurobe both douse Faleris fast, and a Gobfin in the party raises your own damage. Faleris flies and can stun your Pal, so keep the take-Pal button ready to pull it out of trouble.
5. Victor & Shadowbeak — PAL Genetic Research Unit (Level 50)
Atop the highest peak of the snowy Astral Mountains (north of the map), this tower needs cold-resistant armor to reach. Victor rides Shadowbeak, a pure Dark Pal with a large health pool, so Dragon Pals are the counter. Jetragon is ideal if you have one, but a bred Jormuntide or another strong Dragon does the job. Pair it with a hard-hitting weapon like a Rocket Launcher for burst during the openings.
6. Saya & Selyne — Moonflower Tower, Sakurajima (Level 55)
On the island of Sakurajima, Saya rides Selyne, the second Dark boss in a row, so the same Dragon team carries straight over. Selyne hits hard with Holy Blast and Moonlight Beam, so dodge its beams and aim for Selyne’s head, or focus Saya riding on top. With a prepared Dragon team you can often clear this and Victor back to back.
7. Bjorn & Bastigar — Feybreak Tower (Level 60)
Far to the southwest, in the purple forests of Feybreak, Bjorn rides the hulking Ice Pal Bastigar. Despite its size, Bastigar is pure Ice and melts to Fire — a strong Fire Pal with a damage passive ends the fight quickly. Bring a damage-amplifying passive like Legend on your carry and keep moving to avoid its heavy Ice attacks.
8. Auri & Shaolong — Azure Covenant Tower, Sunreach (Level 68) — NEW in 1.0
The first of the two new 1.0 bosses sits in the sky region of Sunreach, east of Feybreak — and it’s the tower most players forget, which later locks them out of the final boss. Auri is hidden inside a giant whirlwind, so you first clear a short quest: fly around Sunreach and disable the six defense beacons (look for the blue beams) to remove the tornado. Pro tip — on beacon buildings you can drop in through the roof instead of climbing every floor. Inside, Auri and Shaolong are a dual Water/Dragon duo weak to Electric and Ice, so bring both elements for coverage and punish with ranged burst.
9. Zenara & Astralym — World Tree, Final Boss (Level 80)
The final boss waits at the World Tree, and reaching it is the longest gate in the game. You need to complete the Panthalus questline (craft the Echoing Flute, catch Panthalus, open the World Tree barrier), clear three Level 78 sub-bosses inside, and hold all eight Key Spheres from the towers above before the sealed door opens.
Inside, Zenara fuses with the six-winged dragon Astralym for the “Blightstar Calamity” fight. This duo sits at the Level 80 cap with roughly 420,000 HP (over 5,000,000 on Hard Mode) and is completely typeless — there’s no weakness to exploit. This is a pure gear-and-skill check:
- Reach Level 80 yourself first. Your Pals can’t exceed your level, so cap out to fight at full strength with Awakened Pals.
- Prioritize raw damage passives like Demon God, Legend, and Lucky rather than any element. Top energy weapons — Beam Launcher, Plasma Rifle, Drone Launcher — carry the damage check.
- Stay mounted and never stand still. The arena fills with lasers, homing projectiles, tornadoes, and falling debris; a fast flyer like Jetragon lets you thread the beam grids.
- Break the wing charge every time. When Astralym plants its tendrils and a warning flashes, focus all fire on the wings and the orbs on its legs. Miss the check and it’s an instant kill.
- Bank cooldowns for the immune window and the ~30k self-destruct phase at the end, then burst it down before the timer runs out.
Note: you cannot capture Astralym. Beating it only adds an “encountered” Paldeck entry — Pocketpair confirmed the six-winged dragon is boss-exclusive. Don’t waste ultra-rare spheres on it.
Tower Boss Rewards
Every tower clear pays off in more than a checkmark:
- 5 Ancient Technology Points on your first clear (one-time), which unlock high-tier structures and gear.
- A permanent fast-travel point at the tower — handy for gliding to far-off areas early.
- A Key Sphere toward opening the World Tree finale.
- The chance to recruit the boss Pal via a post-fight quest, turning a wall into a new team member.
- Hard Mode hat cosmetics. After a normal clear you can return for a tougher version with extra add-spawns and faster patterns that rewards a hat modeled on the boss. The rewards are purely cosmetic, so most players save Hard Mode for after they have endgame gear.
For more Palworld breakdowns, patch coverage, and boss guides across every update, dive into our latest gaming guides and updates
Tips & Common Mistakes
- Unlock the tower’s fast-travel point on approach. If you wipe inside, you respawn at the door instead of running all the way back.
- Don’t fight the 5-minute clock. Bring the counter element and enough damage to burn the boss down — a slow, safe team simply runs out of time.
- Match armor to the biome, not just the boss: heat resistance for volcano/desert towers, cold resistance for the snow tower.
- Be a few levels above the boss and recall a Pal before a big hit rather than letting it die.
- In co-op, queue all four players at the door before anyone interacts, then start together.
- Don’t skip the Sunreach tower. It’s the single most-missed step and it locks the final World Tree door if you forget its Key Sphere.
Frequently Asked Questions
How many Tower Bosses are in Palworld 1.0?
There are nine: eight faction towers (Rayne Syndicate, Free Pal Alliance, Brothers of the Eternal Pyre, PIDF, PAL Genetic Research Unit, Moonflower/Sakurajima, Feybreak, and the Azure Covenant in Sunreach) plus the final boss, Zenara & Astralym, at the World Tree.
What is the best order to fight the Tower Bosses?
Lowest level to highest: Zoe (10), Lily (20), Axel (30), Marcus (40), Victor (50), Saya (55), Bjorn (60), Auri (68), then Zenara & Astralym (80). You can fight them in any order, but this matches the natural map progression.
What is the Tower Boss time limit in Palworld 1.0?
Five minutes. The 1.0 launch cut the old ten-minute timer and reduced boss HP to match, so bringing the right counter element and enough damage matters more than playing it safe.
Do you have to beat all the Tower Bosses?
To finish the main story, yes. Clearing all eight faction towers earns the eight Key Spheres that open the path to the World Tree and the Sealed Calamity finale. Each tower also grants Ancient Technology Points and a fast-travel point, so they’re worth doing regardless.
Can you recruit the Tower Boss Pals?
Yes — in 1.0 a post-fight quest can let you recruit the Pal you just beat, so Grizzbolt, Faleris, Orserk, Shadowbeak and others can join your team. Many can also be obtained through breeding.
Can you catch Astralym, the final boss?
No. Defeating Zenara & Astralym adds Astralym to your Paldeck as an “encountered” entry, but it cannot be caught, owned, or deployed by any current method. It exists only inside the boss fight.
Can you fight Tower Bosses in co-op?
Yes, up to four players. Have everyone approach the tower and queue at the door first — interacting with it doesn’t immediately start the fight — then begin together once the group is ready.
What level should I be for the final World Tree boss?
Level 80, the cap. Since your Pals can’t exceed your own level, reaching 80 lets your Awakened team fight at full strength. The boss is typeless, so it’s a pure gear-and-skill check — bring your strongest weapons and endgame armor.