Palworld beginner guide

What to prepare before the first tower owner Zoe & Grizzbolt

The first tower is not an extension of the opening tutorial, but a check to see if you already understand capture, equipment, team and retreat rhythm.

Is this the problem you have?

The instructor asked me to fight the Tower Boss. Can I pass by just following the mission?

Quick answer

You can first treat the first Tower Boss as the starting graduation test. Before entering the tower, you must at least have a stable team, repaired weapons and armor, sufficient supplies, and understand the attributes and basic rhythm of dodging moves. If you can't fight or keep falling, go back to grab Pal, upgrade equipment, and open a fast travel point. Don't use the tower owner as the only exit for the main line.

Guide scope

FieldWhat this guide covers
Topic groupCombat / Equipment / Risk Recovery
CoversOnly deal with the beginners preparation, when to engage and post-failure adjustments before the first tower owner Zoe & Grizzbolt.
Does not coverThere will be no complete Tower Boss sequence, attribute teaming list, or the optimal play method for late bosses.
Related guidesWhat to do when a Pal is incapacitated, Early equipment, shields, and repairs

Just because a task appears does not mean it should be done immediately

Palworld put the first tower into the mission objective very early, but this does not mean that newbies should enter it as soon as they see the tower. The main battle in the tower will focus on testing what you have learned before: whether you have caught enough Pals, whether you can change teams, whether you can repair equipment, whether you know shields and rolls, and whether you can let Pals bear the pressure instead of standing still and taking moves. If these are still confusing, first complete the surrounding exploration and base circulation.

In the local walkthrough, the first Tower Boss was placed as the first big target in the beginners area, but the actual preparation already included equipment, teams, and map opening points. The player community also often reminds you not to rush to the main line, but to grab more of the same type, level up, and use base production Spheres and materials first. This is not a delay, but it allows the tower owner to go from hitting a wall to a manageable challenge.

Four things to check before entering the tower

The first is the team: bring at least a few Pals who can provide stable output. Don’t just bring Pals who have just been captured, have a very low level, or are suitable only for serving the base. The second is equipment: Weapons, armor, shields and repair status should be checked, and equipment that is durable and about to break should not be put into the tower. The third is supplies: although food and Spheres may not directly determine the outcome of the Tower Boss, they will determine whether you can safely return to the exploration rhythm after the battle. The fourth is the return trip: it is best that the transfer points, base beds and terminals near the tower have been sorted out.

If you find after entering the field that the damage is very low, the Pal falls quickly, and the character is drained of blood by two or three hits, do not repeat the challenge in the same state. Going back to grab more Pal, making a better bow or firearm, upgrading armor, increasing health or stamina is usually a waste of time rather than repeatedly entering the tower. Tower Boss is not an achievement that you must pass at the lowest level. It teaches you how to string together the early systems.

Don’t just focus on the health bar when fighting

beginners often make two mistakes when playing Tower Bosss: the character stands in the front and outputs, or the Pal does not recover after being hit by a big move until its health is left. A relatively stable rhythm is to let Pal attract firepower, the character uses weapons to supplement the output, and at the same time observe the boss's skills to move forward; when seeing dangerous moves, roll, circle around the pillar, or distance yourself. Pal can be recalled and released when he is about to use his ultimate move. This type of operation is often regarded as a life-saving technique in early combat in player discussions.

Don't panic just because the Tower Boss's health seems to be high. What you want to pursue is stable output and fewer deaths, rather than finishing the battle in one wave. If there is not enough time, it means that the output or equipment has not arrived yet; if you keep dying, it means that there is a problem with defense, positioning or team rotation. Identify the reasons for failure so that preparations will be effective next time.

Why is it important after the fight?

The first tower owner not only has a sense of accomplishment, but also affects subsequent unlocking of ancient technology points and other things. Polygon and other mechanisms have mentioned that the first defeat of the tower owner will give ancient technology points; local data also places the interaction between the tower owner and subsequent tasks and towns in the early nodes. This means that you don’t hit the tower to end the beginners phase, but to open up incubators, special equipment, and one of the entrances to a larger map cycle.

Therefore, you don’t need to pursue perfection before hitting the tower, and don’t jump to the final route immediately after hitting the tower. The more natural next steps are: replenish ancient technology and material sources, start a more stable mount map, organize the first base, and decide whether to expand to Cuizhu Valley and further fast travel points.

Use small goals to determine whether you are ready

You don't need to use "level up or not" as the only criterion, you can use several small goals to test yourself: whether you can stably beat the nearby low-level Alpha; whether you can prevent the whole team from losing blood after the battle in the camp; whether you can make and maintain a shield; whether you can actively recall Pal with quick moves during the battle; whether you can prepare food, Spheres and repairs at once before going out. If all of these can be done, the first Tower Boss will no longer be a pure gamble.

If you often die when fighting ordinary wild monsters, fix the problem of survival before entering the tower. If your output is low, look at weapons, attributes, Pal levels and skills first. If Pal keeps falling, first look at team rotation and terminal recovery. These correspond to other new topics on this site, and the tower owner just concentrated them into one battle.

You can also set a stop loss line before the war. The first time you enter the tower is to test the water temperature, and you don't necessarily have to win; if you find that the damage is completely insufficient or you don't understand the moves at all, it is more effective to make preparations after exiting than to fight again continuously. The start of Palworld is not a linear main line. After failing to defeat the tower, you can go back to build a base and capture without losing progress.

The last lap preparation before the Tower Boss

Before actually entering the tower, you can run a short loop: go back to the base to repair, confirm the shield, replenish food and Spheres, change into the team most suitable for fighting, open the fast travel point near the tower, and then go to fight the nearby mobs. This lap doesn't take too long to prepare, but it can eliminate many low-level mistakes.

If you are still struggling to complete this lap, think of the Tower Boss as "the next goal" rather than "must complete now." First go to replenish the mount, ancient technology, equipment or Pal level. In this way, when you challenge again, you will know clearly what preparations made you stronger, rather than just relying on luck to pass the level.

Old first-tower guides do not carry over to 1.0

Version 1.0 rebuilt tower arenas and some encounter mechanics, cut the time limit from 10 minutes to 5, and adjusted boss stats. Judge readiness by the current arena prompts, damage pace, and survivability—not old 10-minute strategies.

Common mistakes

  • Enter the tower as soon as the mission appears and treat the tower owner as an ordinary teaching monster.
  • The equipment has not been repaired, the shield has not been built, and the team will not change if Pal falls.
  • After failure, just try again and don't go back to replenish your team, technology and materials.

Continue reading

Content boundary

This guide covers an early-game problem. Exact values, shop stock, controls, and refresh times may vary with the game version, world settings, or server state. When sources conflict, use the current in-game screen and recent well-supported player testing.

Applicable versionPalworld 1.0
Updated
SourceLudBase beginner-guide data layer