Before the Tower · Chapter 1

Tower 1: Zoe & Grizzbolt

What this fight really teaches isn't the type chart — it's how to pace damage against a five-minute clock.

Tower boss PalRecommended levelHPElementCounter directionRegion
GrizzboltLv1012,900ElectricWeak to GroundNewbie area

Most people push this door open because the main quest walked them to it, not because they were ready. Grizzbolt is level 10 with 12,900 HP, which does not sound like much — but all you are carrying is an Old Bow, a handful of arrows, and one Pal you caught minutes ago and have not fed. The difficulty here was never how strong it is. It is whether you understand that when the five minutes are up, unfinished means starting over.

Pre-fight checklist

ItemDetail
Recommended entry levelThe site data anchor is Lv10. That's the designed recommendation, not a safety margin. The candidate table below is computed as "catchable before Lv10, learnable before Lv10".
Element to bringGrizzbolt is Electric, so Ground-element skills deal extra damage. Note that this is about the skill's element, not the Pal's own — a Neutral Pal can perfectly well learn a Ground move.
Your own kitYour own ranged damage matters more than your Pal's, but at this stage all you have is a bow. From this site's 1.0 technology table: Old Bow and Arrow both unlock at Lv3, Fire Arrow at Lv6, Poison Arrow at Lv8; the Musket needs Lv21 and the Handgun Lv28, so neither exists before the first tower. Do not chase bullets the way older guides tell you to — just craft a full stack of arrows. Trading hits in melee is a pure loss on a timer.
SuppliesFeed the team before you walk in. A hungry Pal stops fighting, and a ten-second pause inside a five-minute window is enough to leave you short.

Counter picks you can actually catch before this tower

Computed from this site's 1.0 data: wild, dungeon and alpha catches only, with skill-learning level at or below this tower's recommended level. High power does not guarantee a win — cooldowns, durability and your own weapon tier all count.

Ground coverage

PalCounter skillPowerLearned atEarliest catch
PupperaiStone Blast80Lv7Lv2–4wild
RushoarReckless Charge60Lv1Lv5–7wild
FuddlerFuddler Tunneler60Lv5Lv5–10dungeon
VixyBog Blast40Lv7Lv1–3wild
CremisBog Blast40Lv7Lv1–3wild
GumossBog Blast40Lv1Lv2–4wild

Route and anchors Human guide experience (EA walkthrough layer; 1.0 pacing not yet re-verified)

This stretch of the starter area really only asks three things of you: catch a ground mount, put points into carry weight, and stock up on arrows. Behind the Ruined Church is the main Direhowl spawn — fast, small enough not to snag on terrain, and the smoothest ride available at this point.

The Small Settlement is worth a dedicated trip. Of the four NPC types in the village, the red-coated wandering merchant sells Pal Spheres, medicine and swords, and the bounty merchant takes your subjugation proofs — almost every supply gap before the first tower can be closed here.

Pick up the Lifmunk Effigies along the way. Higher capture power means every candidate Pal after this costs you noticeably fewer spheres.

Read the full area guide

Inside the tower

The tower fight is a sealed arena on a five-minute countdown. Grizzbolt's threat is concentrated in one close-range discharge AoE — if you're hugging it when the wind-up starts, you eat the whole thing. The correct rhythm is to hold distance and run a damage loop: let your Pal absorb the aggro while you supply steady output.

Zoe herself isn't the main threat, but she will break your rhythm. Don't chase her around the arena; time spent repositioning is damage you didn't deal.

Five minutes means you need to average about 2,600 HP per minute. If you're halfway in and the health bar is falling slower than the clock, that isn't an execution problem — it's a roster problem. Backing out to swap Pals costs less time than grinding to the buzzer and starting over.

Failure diagnosis

What you're seeingFix this first
Time runs out with most of the health bar leftYour damage structure is short, not your footwork. Use the candidate table to add a Pal that genuinely carries a Ground-element move, then check whether your ammunition lasts the full five minutes.
Your Pal goes down earlyThe level gap is too wide. Go back to the starter area and bring the team close to Lv10 — durability becomes the bottleneck before type advantage does.
The discharge move one-shots youYou're standing too close. This fight never asks you to be in its face — pull back to mid range, use a ranged weapon, and let your Pal hold the aggro.

After the fight

Clearing Tower 1 gets you the right to continue the main story, but the more useful prize is what you just learned: on a timer, total damage comes first and elements come second. Next up is the Grass-element second tower, which swaps your direction from Ground to Fire — start keeping an eye out for Fire Pals now.

Short answer in the starter guide: what to prepare before the first tower boss

Where every claim in this chapter comes from

Item by item: which source each number and claim came from, and which evidence layer it sits in. Whatever has not been obtained is listed as a gap rather than filled in by guesswork.

ItemEvidence layerSource
Recommended levelSite 1.0 data recomputationPalDB 1.0 tower boss page: primary source for level, HP and element
HPSite 1.0 data recomputationPalDB 1.0 tower boss page: primary source for level, HP and element
Element and counter directionSite 1.0 data recomputationThis site's 1.0 Pal, spawn and skill data
site/palworld/data/pals.json、pal-details.json、pal-skills.json
Counter-pick tableSite 1.0 data recomputationBuild-time recomputation script for counter picks
site/palworld/lib/tower-counters.mjs
Weapon and armor unlock thresholdsSite 1.0 data recomputationThis site's 1.0 technology table: weapon and armor unlock levels
site/palworld/data/a10-production-core.json
Route and anchorsHuman guide experienceArea walkthrough distillation (EA 0.6.x experience layer)
site/palworld/data/walkthrough-areas.json
Fight mechanics and dangerous movesHuman guide experienceBoss walkthrough distillation (tactics experience layer)
site/palworld/data/walkthrough-bosses.json
Editor's in-game witnessNot obtainedNo editor in-game witness for this tower yet; the recommended level is the data anchor only
Applicable version1.0
Updated
SourceSite 1.0 data recomputation + editor witness + human guide experience