Before the Tower · Chapter 9
Tower 9: Zenara & Astralym
The finale. The one fight with no type chart to look up.
| Tower boss Pal | Recommended level | HP | Element | Counter direction | Region |
|---|---|---|---|---|---|
| Astralym | Lv80 | 420,000 | Typeless | No elemental weakness | The 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
| Item | Detail |
|---|---|
| Recommended entry level | The site data anchor is Lv80 — the 1.0 level cap. Out-levelling this fight is not on the menu. |
| Element to bring | None. 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 kit | Level-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 requirements | The 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 fights | The 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 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
| Target | Recommended level | HP | Element | Counter direction | Role |
|---|---|---|---|---|---|
| Panthalus | Lv70 | 353,220 | Water | Electric | Legendary sea lord; capture and mission gating handled separately |
| Dandilord | Lv78 | 6,740 | Grass + Dark | Fire + Dragon | World Tree mission gate |
| Silvance | Lv78 | 7,442 | Grass | Fire | World Tree mission gate |
| Highly Modified Grizzbolt | Lv78 | 6,506 | Electric | Ground | World 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 seeing | Fix this first |
|---|---|
| Your damage doesn't come close | Check 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 fights | Those 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 out | Check 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 it | That'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.
| 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 |
| Gate-fight stats | Site 1.0 data recomputation | PalDB 1.0 tower boss page: primary source for level, HP and element |
| Entry requirements | Human guide experience | game8 final tower boss guide (human guide experience layer) |
| Fight mechanics and dangerous moves | Human guide experience | game8 final tower boss guide (human guide experience layer) |
| Route and anchors | Officially announced | Official 1.0 release notessite/palworld/data/official-1-0-changelog.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 |