Before the Tower · Chapter 8
Tower 8: Auri & Shaolong
A 1.0 tower. Every older guide fails here — including the ones the first seven chapters of this column drew on.
| Tower boss Pal | Recommended level | HP | Element | Counter direction | Region |
|---|---|---|---|---|---|
| Shaolong | Lv68 | 327,600 | Dragon + Water | Weak to Ice (vs Dragon) + Electric (vs Water) | Sunreach |
Shaolong is dual-typed Dragon and Water, 327,600 HP, recommended level 68. It sits in Sunreach, the sky archipelago new to 1.0 — new Pals, new tower bosses, ores that need specialized equipment to mine. Which means something that matters to you as a reader: any older guide claiming "I beat this tower ages ago" is not talking about this tower.
Pre-fight checklist
| Item | Detail |
|---|---|
| Recommended entry level | The site data anchor is Lv68. |
| Element to bring | Ice into Dragon, Electric into Water — you need both directions. |
| Your own kit | 1.0 raised the level cap to 80 and added an ancient-civilization technology tier. Around Tower 8 is where that tier actually earns its keep. |
| Entry requirements | You cannot simply walk up to this tower and fight: a whirlwind barrier surrounds it, and it only disperses once you shut down the six Defense Modules scattered across the islands. The modules can be activated in any order, but they sit on separate floating islands, so doing this without a way to fly costs a great deal of time. |
| Supplies | The site's recomputation is generous here: alpha-tier Ice Pals at Lv60 and Lv65 carry 700-power moves, and the Electric side offers several 600-power options from dungeons around Lv35. |
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.
Ice coverage
| Pal | Counter skill | Power | Learned at | Earliest catch |
|---|---|---|---|---|
| Paladius | Absolute Frost | 700 | Lv55 | Lv60–60alpha |
| Frostallion | Crystal Wing | 700 | Lv30 | Lv60–60alpha |
| Frostallion Noct | Crystal Wing | 700 | Lv30 | Lv65–65alpha |
| Munchill | Diamond Rain | 600 | Lv50 | Lv10–20wild |
| Pierdon Cryst | Diamond Rain | 600 | Lv40 | Lv35–35dungeon |
| Azurobe Cryst | Diamond Rain | 600 | Lv50 | Lv36–48dungeon |
Electric coverage
| Pal | Counter skill | Power | Learned at | Earliest catch |
|---|---|---|---|---|
| Solmora Lux | Thunderstorm | 600 | Lv50 | Lv13–13dungeon |
| Helzephyr Lux | Thunderstorm | 600 | Lv50 | Lv35–35dungeon |
| Fenglope Lux | Thunderstorm | 600 | Lv50 | Lv35–35dungeon |
| Penking Lux | Thunderstorm | 600 | Lv50 | Lv36–48dungeon |
| Azurmane | Thunder Rail | 600 | Lv40 | Lv57–57alpha |
| Prixter Lux | Thunder Uppercut | 600 | Lv50 | Lv65–68wild |
Route and anchors Site 1.0 data recomputation
First, how you get up there: after beating Bjorn at the seventh tower, the altar at the top of that tower is the teleport into Sunreach. This is main-quest routing, not a hidden secret.
Once you are on the islands, the first job is not finding the tower — it is finding those six Defense Modules. Each sits on its own floating island; you activate the console at each one, and only then does the central whirlwind vanish and the tower open. That is entry cost, and it belongs in your time budget.
As for a step-by-step route across the islands, this chapter does not give one — this site's area material stops before 1.0, and I will not fill in a region I have not visited with experience from old ones. What has been announced officially: Sunreach has new Pals, a new tower boss, and ore that can only be mined with specialised equipment, with new NPCs and side missions in its settlements.
What can be pinned down is the direction of preparation. For the Ice and Electric faces, the site's data can tell you who deals the damage, when they learn it, and at what level band you catch them — none of which depends on whether I've been to Sunreach.
1.0 also reworked dungeon layouts, rewards and chest drops. Whatever dungeon routes you noted down for the earlier towers need re-checking at this stage.
Inside the tower
Wide water volleys alternating with dives is this fight's basic rhythm. Hold mid range, move diagonally, and focus fire on the recovery after each dive lands.
Dual weaknesses mean something different this late than they did at Tower 3. Tower 3 asked whether you had a second face at all; Tower 8 asks whether both of your faces are strong enough. 327,000 HP across five minutes is 65,000 a minute, and one face rarely gets there.
This site has not yet obtained 1.0 measurements of this fight's actual moveset and dangerous animations. What's written above is what the data layer supports; treat your own first entry as the source for specific dodge windows, and treat it as reconnaissance rather than a clear attempt.
Failure diagnosis
| What you're seeing | Fix this first |
|---|---|
| Water volleys blanket the whole arena | Hold mid range and move diagonally. Too close and you can't dodge; too far and you can't reach. |
| You only brought one elemental face | Late-game dual-weakness towers don't accept a single face. Both Ice and Electric, and both levelled far enough to have their high-power moves. |
| You can't tell what it's about to do | That's normal — this site hasn't finished collecting the moveset for 1.0's new towers either. Treat your first entry as reconnaissance: note the dangerous animations and come back. |
After the fight
One official rule worth noting: in 1.0 the unlock condition for Hard Mode tower bosses was changed to defeating the Azure Covenant tower — the one you just cleared. If you want the hard towers, this is the door. One tower left; the World Tree finale is not a typing puzzle, and the look-up-the-chart team building the first eight towers taught you fails for the first time at the ninth.
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 |
| Entry requirements | Human guide experience | Nodecraft Sunreach access guide (human guide experience layer) |
| Route and anchors | Officially announced | Official 1.0 release notessite/palworld/data/official-1-0-changelog.json |
| Fight mechanics and dangerous moves | Not obtained | No measured 1.0 record of this tower's skill list or dodge windows on this site |
| Editor's in-game witness | Not obtained | No editor in-game witness for this tower yet; the recommended level is the data anchor only |