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Palworld Walkthrough: Start to Endgame

Step-by-step Palworld walkthrough covering every phase from first session to endgame. Complete progression guide with milestones and checklists.

Palworld has no fixed story path, but it does have a boss order, and following it is the difference between smooth progression and hitting a wall at level 20.

Progression here is measured in Pal Tower bosses and the technology they gate. Everything else is optional.

Level 1 to 10: the Plateau

Catch everything. Seriously, everything. Early captures give the most XP per effort and the base workers you need are all low-level Pals.

Build your first base on flat ground near ore and wood. Not somewhere scenic. You will return here constantly and the pathing on uneven ground causes real problems with your workers.

Get a Pal with Kindling and one with Handiwork before anything else. Without them you cannot cook or craft at any reasonable speed.

Level 10 to 20: Rayne Syndicate Tower

The first tower boss, Zoe and Grizzbolt, is an electric fight. Bring ground types and enough health potions to survive the second phase.

Before attempting it, get a mount. Traversal without one is the single biggest time sink in the early game.

This is also when to start breeding. The Breeding Farm unlocks around here and the passives you start propagating now will carry your whole playthrough.

Level 20 to 30: the desert and Free Pal Alliance

Heat resistance armour is required for the desert and cold resistance for the north. Both are cheap and both are hard blocks without them.

The second tower boss is Lily and Lyleen, a grass fight. Fire types trivialise it.

Around here your base needs a second location. One base for ore, one for food and breeding. Splitting them is what stops the constant resource shortage.

Level 30 to 40: the volcano and Brothers of the Eternal Pyre

Axel and Orserk is the hardest of the mid-game towers. It is electric and dragon, and it punishes builds with no ranged option.

Firearms become genuinely important here. Pal damage alone stops being enough, and the ammo production chain is worth setting up properly.

Level 40 to 50: the island's north and the last towers

Marcus and Faleris, then Victor and Shadowbeak. Both demand a properly bred team with four attack passives, not just high-level Pals.

Legendary schematics for weapons drop from the field bosses in the north. Get them before the final tower.

Endgame

Alpha Pals, legendary Pals like Jetragon and Frostallion, and raid bosses. The base building has no ceiling and the breeding project continues indefinitely.

Things worth doing out of order

Two detours pay for themselves early.

Chests in the ruins near the starting plateau hold schematics well above your level. There is no gate on opening them, only on surviving the trip, and a higher-tier weapon at level 15 changes the next ten levels.

The Black Marketeer sells Pals directly, including ones from regions you have not reached. If a specific work suitability is missing from your base, buying it is faster than hunting it.

The two mistakes that cost the most time

Building a base on uneven ground. Pal pathing struggles with slopes and stairs, and a base where workers get stuck is a base that produces nothing while you are away. Flatten first or pick flat ground.

Ignoring Pal sanity. Overworked Pals get depressed and stop working entirely, and by the time you notice, your production has been dead for an hour of real time. Build a hot spring early and enough beds for everyone.

The Palworld builds guide covers breeding, passives and base workforce composition.

Compiled from patch notes, community consensus and Steam review data. Updated .Published March 15, 2026.