Before the Tower · Chapter 9

Tower 9: Zenara & Astralym

The finale. The one fight with no type chart to look up.

Tower boss PalRecommended levelHPElementCounter directionRegion
AstralymLv80420,000TypelessNo elemental weaknessThe World Tree

Let us clear up a common misreading first: Astralym is not of the Neutral element — it has no element at all. Its element field is empty in this site's 1.0 Pal data, and PalDB's tower boss entry lists no element either. That means nothing deals bonus damage to it, including the Dark type that many guides mention offhand. 420,000 HP, recommended level 80, five-minute limit — all of it has to be paid for with levels, gear, passives and effective damage uptime. For eight towers you were reading the type chart. At the ninth there is no chart to read.

Pre-fight checklist

ItemDetail
Recommended entry levelThe site data anchor is Lv80 — the 1.0 level cap. Out-levelling this fight is not on the menu.
Element to bringNone. It belongs to no element, and no element deals bonus damage to it — this is the only chapter in the series where the counter-pick table does not exist at all. Choose Pals by actual damage and survivability, not by the type chart.
Your own kitLevel-80 gear, team durability and movement — those three are the spine of this fight. The ancient-civilization technology tier is a necessity here, not a luxury.
Entry requirementsThe final fight is in the Sealed Sanctum at the westernmost end of the World Tree, and the door only opens with the Key Spheres from the previous eight towers; the Panthalus questline has to be finished as well. In other words, the first eight chapters are not a suggested order — they are the literal unlock condition.
Gate fightsThe World Tree region holds three mission gate fights and one legendary sea lord, listed below. They aren't towers, but they audit your team before the finale does.

Route and anchors Site 1.0 data recomputation

The World Tree is the main-quest endgame region of 1.0, and this site's area walkthrough material does not cover it. The region section of this chapter draws only on officially announced content, entry requirements cross-checked against named human guides, and this site's 1.0 data anchors.

The World Tree is the officially confirmed endgame region of the main story, where the mystery behind the factions fighting over the towers is resolved. Three things are exclusive to it: Radiant Gems and World Tree Holy Water for Awakening; Pals that appear only here and carry World Tree exclusive passives; and Paloxite ore plus ancient civilisation relics. Do not count Soralite among them — the official notes are explicit that it can only be mined in Sunreach.

This site has no area walkthrough material for the World Tree, so this section gives no point-by-point route. There is also no "go catch a counter Pal first" step for this tower: it has no weakness, so what you can do is max out the core team you already have and push your gear to the level 80 tier.

Awakening and Mutation are 1.0's two new progression systems, and both raise the ceiling of an endgame team. They're outside this chapter's scope, but worth understanding before you take Tower 9 seriously.

Gate fights before the finale

TargetRecommended levelHPElementCounter directionRole
PanthalusLv70353,220WaterElectricLegendary sea lord; capture and mission gating handled separately
DandilordLv786,740Grass + DarkFire + DragonWorld Tree mission gate
SilvanceLv787,442GrassFireWorld Tree mission gate
Highly Modified GrizzboltLv786,506ElectricGroundWorld Tree mission gate

Those three gate fights sit at six or seven thousand HP — they aren't testing damage, they're testing whether you closed your elemental coverage. And the Highly Modified Grizzbolt is the endgame edition of your very first tower opponent; you beat it with Ground, exactly as you did seventy levels ago. The whole main line loops back to where it started, right here.

Inside the tower

Wide barrage coverage is standard for a 420,000-HP opponent. Prioritize survival and complete the full five-minute damage loop, rather than fishing for one high-risk burst window.

Having no elemental weakness means your damage comes almost entirely from levels, passives and weapons. That is exactly why the previous eight chapters kept saying do not skip steps: only a team levelled tower by tower has anything to stand on here.

This site has no measured record of this fight of its own; what follows is the rhythm cross-checked against a named human guide (game8), and readers should re-verify it against the current 1.0 build: the arena gets blanketed by wide attacks such as lasers, projectiles and tornadoes, so movement matters more than standing and shooting; it periodically enters a charge-up, and you break that by focusing its wings; and when its health runs low there is one final desperation charge.

What this site can compute, and has computed, is limited to the entry requirements and the numbers; exact hitboxes, dodge windows and real kill times inside the five minutes are still gaps, and this chapter will not paper over them for you.

Failure diagnosis

What you're seeingFix this first
Your damage doesn't come closeCheck levels and gear, not typing. There is no elemental answer in this fight, so swapping elements only burns another five minutes.
You're stuck on the gate fightsThose three only have six or seven thousand HP; getting stuck means your elemental coverage has a hole. Going back to fill it beats throwing yourself at the finale.
One big attack wipes you outCheck whether it is charging up. During a charge you break it by hitting the wings, not by continuing to pound the body.
Five minutes isn't enough to finish itThat's the designed endgame threshold. Awakening and Mutation, level-80 gear, Pal passives — missing any one of the three can leave you exactly this short.

After the fight

Nine towers done, and the first phase of this column ends here. Looking back, what actually carried you was never some single strongest Pal — it was whether, before each tower, you honestly closed the gap in front of you.

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
Gate-fight statsSite 1.0 data recomputationPalDB 1.0 tower boss page: primary source for level, HP and element
Entry requirementsHuman guide experiencegame8 final tower boss guide (human guide experience layer)
Fight mechanics and dangerous movesHuman guide experiencegame8 final tower boss guide (human guide experience layer)
Route and anchorsOfficially announcedOfficial 1.0 release notes
site/palworld/data/official-1-0-changelog.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