Before the Tower · Chapter 2
Tower 2: Lily & Lyleen
Your first opponent that heals itself. Sustained pressure beats burst here.
| Tower boss Pal | Recommended level | HP | Element | Counter direction | Region |
|---|---|---|---|---|---|
| Lyleen | Lv20 | 42,500 | Grass | Weak to Fire | Around the Bamboo Groves |
Lyleen has 42,500 HP — more than triple Tower 1 — and your clock is still five minutes. Worse, she heals herself. This is the fight that first pushes the idea of sustained pressure into your hands: the goal isn't one big hit, it's never giving her a window to breathe.
Pre-fight checklist
| Item | Detail |
|---|---|
| Recommended entry level | The site data anchor is Lv20. The candidate table is computed as catchable before Lv20 and learnable before Lv20. |
| Element to bring | Grass fears Fire. A Fire-element move is mandatory here, not optional. |
| Your own kit | Level 21 unlocks gunpowder and the musket. If you can push to 21 before entering, the musket's per-shot damage visibly changes the pace of this fight — at the cost of a very slow reload you'll have to buy back with terrain. |
| Supplies | The sulfur on the ledge below Ascetic Falls yields around forty per trip — enough gunpowder and ammunition to last a long while. It's the single detour most worth making before you enter. |
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.
Fire coverage
| Pal | Counter skill | Power | Learned at | Earliest catch |
|---|---|---|---|---|
| Jormuntide Ignis | Flare Storm | 200 | Lv15 | Lv13–13dungeon |
| Flaracle | Ignis Breath | 160 | Lv15 | Lv13–13dungeon |
| Flambelle | Flare Arrow | 120 | Lv15 | Lv4–6wild |
| Tanzee Ignis | Flare Arrow | 120 | Lv15 | Lv10–12wild |
| Incineram | Flare Arrow | 120 | Lv15 | Lv10–10dungeon |
| Incineram Noct | Flare Arrow | 120 | Lv15 | Lv13–13dungeon |
Route and anchors Human guide experience (EA walkthrough layer; 1.0 pacing not yet re-verified)
The Bamboo Groves are the first landmass beyond the starter area, and they're thick with Grass Pals — good news for you, since a Fire team levels and catches smoothly here. Just note that while the local Pals are only level 10–20, your gear hasn't caught up yet; pull too many at once and you still go down.
Do visit the two small bodies of water above and below the fast-travel point. A Fuack in the ranch produces Pal Fluids automatically — heavily needed through the early and middle game, and something most merchants won't sell you. Tower 2 itself doesn't need it, but every tower after it will.
Open all three fast-travel points and mine the sulfur at Ascetic Falls on the way. That spot is also a meteorite spawn — worth remembering and revisiting periodically.
Inside the tower
Lyleen is a ranged barrage type, so positioning matters far more than it did in Tower 1. Her volleys have a clearly readable spread rhythm; pillars and sidesteps will get you out of most of it.
Self-healing is the core of this fight's design. Any gap in your output — a reload, a downed Pal, too long spent repositioning — and she takes the health back. So the answer here isn't one big hit, it's uninterrupted fire. Carrying a triple-shot bow to cover the musket's reload window is a pairing the walkthrough layer has validated repeatedly.
If you only brought one Fire Pal, the fight effectively ends the moment it goes down. A second Pal covering the same role matters more than anything else you could pack.
Failure diagnosis
| What you're seeing | Fix this first |
|---|---|
| The health bar drops halfway and climbs back | You have gaps in your output. Check your reload rhythm and make sure a second Pal can pick up the damage. |
| Pinned in a corner by the barrage | Don't try to out-react a barrage. Get behind a pillar, wait for the gap in the spread, then commit — five minutes leaves you room to sit out three or four volleys. |
| Your Fire Pal's damage is underwhelming | Check whether it actually learned a Fire-element move. The candidate table on this site sorts by skill element, not by whether the Pal happens to look red. |
After the fight
After Tower 2, the third tower is the first real watershed on the main line — it demands two counter directions at once. From here on, you build teams by role rather than by name.
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.
| Item | Evidence layer | Source |
|---|---|---|
| Recommended level | Site 1.0 data recomputation | PalDB 1.0 tower boss page: primary source for level, HP and element |
| HP | Site 1.0 data recomputation | PalDB 1.0 tower boss page: primary source for level, HP and element |
| Element and counter direction | Site 1.0 data recomputation | This site's 1.0 Pal, spawn and skill datasite/palworld/data/pals.json、pal-details.json、pal-skills.json |
| Counter-pick table | Site 1.0 data recomputation | Build-time recomputation script for counter pickssite/palworld/lib/tower-counters.mjs |
| Weapon and armor unlock thresholds | Site 1.0 data recomputation | This site's 1.0 technology table: weapon and armor unlock levelssite/palworld/data/a10-production-core.json |
| Route and anchors | Human guide experience | Area walkthrough distillation (EA 0.6.x experience layer)site/palworld/data/walkthrough-areas.json |
| Fight mechanics and dangerous moves | Human guide experience | Boss walkthrough distillation (tactics experience layer)site/palworld/data/walkthrough-bosses.json |
| Editor's in-game witness | Not obtained | No editor in-game witness for this tower yet; the recommended level is the data anchor only |