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Palworld currently has eight tower encounters. The safest general route is to clear Zoe and Grizzbolt, Lily and Lyleen, Axel and Orserk, Marcus and Faleris, Victor and Shadowbeak, Saya and Selyne, Bjorn and Bastigor, then Auri and Shaolong. Their levels rise from 10 to 68, so this sequence follows the game’s progression gates. Zenara and Astralym is a separate level-80 Sealed Realm encounter, not a tower boss.
All eight tower boss locations
The table uses the current Palworld 1.0 roster. Coordinates are reported by PalworldBreeding and the regions and elements are cross-checked against PinDrop’s 1.0 table.
| Order | Tower and region | Boss pair | Level | Coordinates | Element |
|---|---|---|---|---|---|
| 1 | Rayne Syndicate, Windswept Hills | Zoe and Grizzbolt | 10 | (113, -431) | Electric |
| 2 | Free Pal Alliance, Verdant Brook | Lily and Lyleen | 20 | (36, -311) | Grass |
| 3 | Brothers of the Eternal Pyre, Mt. Obsidian | Axel and Orserk | 30 | (-587, -517) | Dragon/Electric |
| 4 | PIDF, Twilight Dunes | Marcus and Faleris | 40 | (556, 335) | Fire |
| 5 | PAL Genetic Research Unit, Astral Mountains | Victor and Shadowbeak | 50 | (-148, 447) | Dark |
| 6 | Moonflower Tower, Sakurajima | Saya and Selyne | 55 | (-597, 206) | Dark/Neutral |
| 7 | Feybreak Tower, Feybreak | Bjorn and Bastigor | 60 | (-1294, -1669) | Ice |
| 8 | Azure Covenant Tower, Sunreach | Auri and Shaolong | 68 | (-423, -1425) | Dragon/Water |
The best tower-boss order
Use the numbered order in the table: it is the most defensible “best” order for a first playthrough because it tracks the level gates and regional progression. The sequence is not a claim that every player will experience identical difficulty. Gear, Pal availability, traits, breeding, and player skill can make a later fight easier for one team than an earlier fight for another.
There is no published universal difficulty ranking independent of level and equipment. Treat the level progression as the route recommendation, then adjust your preparation to the matchup.
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Counter plan for every tower
Zoe and Grizzbolt
Bring Ground-type Pals. This is the level-10 opening encounter, so a properly leveled Ground counter is more useful than simply fielding your strongest unrelated Pal.
Lily and Lyleen
Use Fire-type Pals against this Grass encounter. Build the counter before traveling to the second tower rather than entering with the team that handled the first fight.
Axel and Orserk
Ice or Ground Pals are the recommended counters for the Dragon/Electric pairing. Keep both options available if your roster has a weakness in one matchup.
Marcus and Faleris
Water-type Pals counter this Fire boss. The fight comes at level 40, so your Water lineup should be developed alongside your regular exploration team.
Victor and Shadowbeak
Use Dragon-type Pals against the Dark boss. This is the level-50 check in the main progression and is a poor place to rely on an untested, under-leveled counter.
Saya and Selyne
The dual Dark/Neutral encounter calls for Dragon against the Dark component and Dark against the Neutral component. Plan the party around both parts of the matchup instead of treating it as a single-type fight.
Rank #3
Bjorn and Bastigor
Fire-type Pals are the counter for the Ice boss. The Feybreak coordinates are especially useful because this expansion tower is far from the early-game route.
Auri and Shaolong
Electric or Ice Pals counter the Dragon/Water pairing. This level-68 fight is the final encounter in the current tower progression and the point at which Hard Mode becomes available on the earlier towers.
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Beat the five-minute clock
Every tower fight has a five-minute timer. Enter with a counter-element Pal at or above the boss’s listed level, because an under-leveled team can lose to the clock even when it survives the incoming damage.
Rank #4
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Bring the right team, not merely the highest level
The most useful preparation rule is: “Bring the counter element, not the strongest Pal.” Carry the strongest gun and ammunition available to you, and add healing or status-cure items so a single interruption does not end the attempt.
Use multiplayer when needed
Tower fights support up to four players. Cooperation can help with damage uptime and revive pressure, but every participant still benefits from bringing the listed counter element.
Know what cannot happen in the arena
Tower bosses cannot be caught. Treat the encounter as a combat and progression objective rather than a capture opportunity.
What changes after the final tower?
Defeating Auri and Shaolong unlocks Hard Mode on the earlier seven towers. Hard Mode is therefore a post-progression challenge layered onto the existing tower route, not a ninth tower location.
Zenara and Astralym is not a tower boss
Zenara and Astralym is a level-80 encounter in a Sealed Realm. It is often included in broad boss lists, but it should not be counted among Palworld’s eight tower fights or used to extend the tower order beyond Auri and Shaolong.
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