
For returning players
Ground the early access to dust? Here's what changed — and the shortest path to the World Tree.
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Veteran Route
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Before you start
This route assumes you already know the 1.0 basics. New to Palworld? Start with the beginner route →
0 of 10 done
Get a restorable save and a fully-vanilla first 1.0 launch. Ten atomic substeps — no “just back it up” hand-waving.
▶ Current objective
You know exactly which save path and procedure apply to you.
Why The backup path differs by platform (Steam solo/co-op/dedicated, Game Pass) — getting it wrong means backing up the wrong thing.
How to check it's done
The correct save folder is identified — right world, right Player ID, right date.
Why Copying the wrong world or an old Player ID is the most common backup mistake.
Prerequisites
How to check it's done
If you're stuck
Several folders look similar
→ Sort by last-modified date and cross-check the Player ID shown in-game.
A dated copy of the save folder exists OUTSIDE the game folder.
Why A copy inside the game folder can be wiped by a verify/reinstall — it must live elsewhere.
Prerequisites
How to check it's done
Server files, world settings, mod list and key config screenshots are saved.
Why Rebuilding your exact world settings from memory after a fresh start wastes time.
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How to check it's done
No subscription can silently re-download an old mod.
Why A leftover Workshop subscription re-installs mods on next launch — reintroducing exactly what you're purging.
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How to check it's done
Mod files and folders are actually removed — not just disabled.
Why Pocketpair states disabling mods is NOT enough for 1.0 — leftover files still break the game.
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How to check it's done
Steam has restored any deleted or modified vanilla files.
Why Removing mods can delete or alter vanilla files; verify restores a clean install.
Prerequisites
How to check it's done
The menu loads cleanly before you open any save.
Why A clean menu load proves the vanilla install works before you risk your save on it.
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How to check it's done
Palbox, inventory, fast travel, quests, base and combat all work with no crash.
Why A save that opens but corrupts mid-session is worse than one that fails immediately — smoke-test it.
Prerequisites
How to check it's done
If you're stuck
The save crashes or misbehaves
→ Restore the external copy (0.1.3) and re-verify files (0.1.7) before retrying.
A second dated copy exists — your new restore point.
Why Once the save opens correctly in 1.0, that state is worth freezing as a fresh restore point.
Prerequisites
How to check it's done
0 of 10 done
Turn the 1.0 changes into concrete decisions about YOUR save — missions, towers, economy, combat.
You've noted the actually-active main mission on your save.
Why Main and side missions were reset in 1.0; you must read the real state, not assume the EA one.
How to check it's done
You know which tower missions are auto-validated on your save.
Why Some tower missions may be auto-validated from bosses you already beat — don't re-clear blindly.
How to check it's done
You understand where you sit against the new level curve.
Why The cap is now 80 and stored EA XP was rescaled to the new table.
How to check it's done
You've flagged moved/changed recipes before selling any material.
Why The tech tree was reordered and recipes changed; tossing a now-needed material wastes hours.
How to check it's done
CHECKTech tree recipes (before selling/tossing)estimate
The tech tree was reordered and several recipes changed in 1.0: re-check a recipe on paldb before parting with a material.
Each worker is compared against its new suitability levels.
Why Work Suitabilities now go up to level 10 — some EA workers are outclassed.
How to check it's done
Obsolete EA synergies are removed from your active team.
Why 200+ Partner Skills were reworked; EA meta teams are obsolete.
How to check it's done
You're using the new filters, chest names, auto-deposit and improved transport.
Why 1.0 added logistics quality-of-life that saves real time every session.
How to check it's done
Gear is repaired and its tiers/resistances re-checked after rebalancing.
Why Durability, tech tiers and heat/cold resistances were rebalanced.
How to check it's done
Each habit is tagged KEEP / STOP / CHECK / SKIP with a concrete reason.
Why Naming which reflexes to drop is what makes the route faster than raw play.
How to check it's done
Absolute rush, balanced rush or full rediscovery is selected.
Why This choice decides which substeps the diagnostic hides for you.
How to check it's done
0 of 10 done
Build an XP loop that feeds the NEXT boss instead of farming at random. Stop at 5 catches per species — the 1.0 bonus is done.
You know the recommended level of the next fight and your exact gap.
Why Leveling with a target stops you over-grinding past what the next boss needs.
How to check it's done
Nearby species at 0–4 catches are listed; 5/5 ones hidden.
Why The capture bonus caps at 5 per species — only unfinished species are worth XP.
How to check it's done
You carry enough spheres to finish several species without a base round-trip.
Why Running out mid-loop forces a base trip that kills the loop's efficiency.
How to check it's done
Species, Alphas, watchtowers and fast travels on the way to the next objective are grouped.
Why Chaining catches along the route beats teleporting back and forth.
How to check it's done
You stop at exactly 5 catches — the 1.0 bonus is then done.
Why Past 5, XP/minute collapses for that species.
How to check it's done
STOPSingle-species farming (e.g. 12
Cattiva)verified
The capture bonus caps at 5 catches per species in 1.0: past that, XP/minute collapses. Stop at 5, switch species.
Pays off: Diversifying captures = better XP
Capture bonus12 → 5 catches/speciesverified
You move to the next nearest still-profitable species.
Why Diversifying species is the whole 1.0 XP mechanic.
How to check it's done
New species and Alphas are caught when sphere cost and risk stay acceptable.
Why Catching Alphas pays far more than killing them.
How to check it's done
Only dungeons/ruins near the main route are used.
Why Detours far off-route cost more time than the XP they give.
How to check it's done
Training Manuals / raid rewards are treated as an optional branch.
Why Catch-up items help but must never become a hidden prerequisite.
KEEP
Bellanoir raid lootestimate
Exclusive Training Crystals, IV/Stat Fruits (Power/Life/Stout) for perfect-stat breeding, Ultra Slabs, boss eggs.
Pays off: Level catch-up + perfect-stat breeding
Once level, weapon and team are enough, XP farming leaves the route.
Why The route should never keep you grinding past what the next fight requires.
How to check it's done
0 of 10 done
Get mission progress and the first six Key Spheres WITHOUT redoing content your save already recognizes.
Tower boss timer5 minverifiedAncient Technology Points on first clear5 pts/towerverified
You know which tower missions are auto-validated and which Key Spheres you truly hold.
Why Some clears are recognized from your EA save — redoing them all wastes an hour.
How to check it's done
Gear repaired, ammo full, a fast mount out — no six base round-trips.
Why With the 5-minute timer, travel is the real cost — one clean loop beats six resupply trips.
How to check it's done
Tower done or confirmed already-recognized — Ground counter ready.
Why Only fight it if the tower/mission isn't already validated on your save.
How to check it's done
Tower done or confirmed recognized — Fire counter ready.
Why Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Ice/Ground counter ready.
Why Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Water counter ready.
Why Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Dragon counter ready.
Why Only if not already validated.
How to check it's done
Tower done or confirmed recognized — Dragon counter, mind the new 1.0 patterns.
Why Only if not already validated; check the reworked 1.0 attack patterns.
How to check it's done
Every clear is recognized by the main mission.
Why A clear that the mission doesn't register can block the
Panthalus chain later.
How to check it's done
The counter reads 6/8 before heading to Feybreak.
Why All 8 towers are the hard prerequisite for the
Panthalus chain — none can be skipped.
How to check it's done
KEEPAncient Technology Pointsdatamined
The budget is tight all the way to endgame: don't blow them early.
Pays off: Triple Jump Boots, Soralite Quarry, Ancient Hatchery, Wing Pack
Triple Jump Boots (lv. 70)6 ptsdataminedSoralite Quarry (~lv. 72)7 ptsdataminedAncient Hatchery (~lv. 76)8 ptsdataminedWing Pack (lv. 80)9 ptsdatamined
0 of 10 done
Reach, beat and validate Bjorn & Bastigor — the DPS wall that unlocks the Sunreach portal. Ten atomic substeps.
Bjorn &
Bastigor60 lv.dataminedHP310000 HPdataminedTypeIce → counter with Firedatamined
The mission recognizes all six Palpagos Key Spheres before you commit to Feybreak.
Why Feybreak is tower 7/8; if a Palpagos clear didn't register, you'll waste the trip and still be gated later.
Prerequisites
How to check it's done
Your armor covers the Feybreak cold so environment damage doesn't stack on the fight.
Why Feybreak sits in a cold zone — fighting an Ice duo while freezing wastes heals you need for the DPS check.
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How to check it's done
You have a fast route to the tower base and a mount that survives the climb.
Why The tower is far off the Palpagos loop; a planned approach beats dying to trash mobs on the way.
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How to check it's done
The Feybreak Tower Entrance fast travel is unlocked — a permanent shortcut back.
Why Reaching the entrance registers the fast travel; if you wipe, you respawn one step away instead of re-crossing the zone.
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How to check it's done
Your active party answers the Ice duo with Fire damage.
Why Bjorn &
Bastigor are Ice; Fire is the type answer and turns the wall into a manageable fight.
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How to check it's done
You carry the Charge Rifle (or an equivalent tier) — enough burst for a 310k HP wall.
Why This is a DPS check, not a mechanics check; the Charge Rifle is the big damage tier available before Sunreach.
Prerequisites
How to check it's done
Gear repaired, ammo and heals doubled — the fight won't stall on supply.
Why A 310k-HP wall burns through ammo and heals; running dry mid-fight forces a restart.
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The Feybreak duo is down.
Why This clear is the hard gate to Sunreach — there's no other way up.
Prerequisites
How to check it's done
If you're stuck
You run out of DPS before the timer
→ Fall back to 1.2.6 for a higher weapon tier and 1.2.5 for a stronger Fire team, then retry.
KEEPAncient Technology Pointsdatamined
The budget is tight all the way to endgame: don't blow them early.
Pays off: Triple Jump Boots, Soralite Quarry, Ancient Hatchery, Wing Pack
Triple Jump Boots (lv. 70)6 ptsdataminedSoralite Quarry (~lv. 72)7 ptsdataminedAncient Hatchery (~lv. 76)8 ptsdataminedWing Pack (lv. 80)9 ptsdatamined
The counter reads 7/8 and the main mission recognizes the Feybreak clear.
Why An unregistered clear can block the
Panthalus chain later — confirm the sphere and the mission both moved.
Prerequisites
How to check it's done
You reach the top of the tower, where the Sunreach altar sits.
Why The Sunreach portal is at the tower summit — reaching it is the handoff into macro 2.1.
Prerequisites
How to check it's done
0 of 4 done
The sky islands: defense modules, first endgame boss, first endgame ore.
Portal taken at the top of the Feybreak Tower.
After beating Bjorn &
Bastigor, an altar appears at the top of the tower: it is the ONLY way into Sunreach — you cannot fly there from the surface. Arrive geared: sky-island spawns start at level 60.
All 6 modules disabled — the whirlwind above the central tower is gone.
A whirlwind shields the central tower while the 6 modules are active. Spotting them is easy: each module projects a light beam visible from afar — fly (or hop purple orb to purple orb) from beam to beam and interact with each module.
Auri &
Shaolong defeated.
A Dragon/Water duo: Ice and Electric cover their classic weaknesses — the Electric team you're prepping for
Panthalus already works here. Aim for the BLUE parts of the body: the fur takes no damage.
Soralite spot identified and farming started.
Check your tech tree early: if paldb is right (tech 54, conflicting with the guides that say 66 — U-11), you can craft the Multicutter well before Sunreach and mine on arrival. First big Soralite payoff: the Mechanical Bow (tech 67).
CHECKTech tree recipes (before selling/tossing)estimate
The tech tree was reordered and several recipes changed in 1.0: re-check a recipe on paldb before parting with a material.
KEEPSoraliteestimate
Sunreach's endgame ore, smelted at the Ancient Furnace only.
Pays off: Endgame crafts (Ancient Furnace)
0 of 5 done
Unlocking the World Tree terminal runs through catching Panthalus. The whole chain is sourced from nexttier.pro (estimate).
“
Panthalus” mission started: the 4 Echobones are marked on your map and you hold the Faded Schematic.
Prerequisite: all 8 tower bosses beaten, then TALK TO AURI AGAIN after her defeat — the main mission chain (The Sunreacher → The Calamity) sends you to the Researcher. He's on the Deserted Islet, west of the No Man's Trail fast travel. Talking to him starts the mission, drops the 4 Echobone markers on the map and hands over the Faded Schematic needed for the flute.
game8.co — How to Get Panthalus · The Nerd Stash — Echobones & Panthalus
All 4 Echobones in inventory — the 4 map markers are cleared.
Four giant whale skeletons, one per corner of the map: chain them by fast travel with a flying mount out. At each site, the Echobone is a glowing pillar to examine on or INSIDE the skull. Any order works — the one below minimizes armor swaps (temperate → heat → cold).
The Nerd Stash — Echobones & Panthalus · Insider Gaming — Echobone locations
Echoing Flute in inventory.
Any workbench does the job — even a Primitive Workbench dropped at a temp camp. If the recipe doesn't show in the craft list, you're missing the Researcher's Faded Schematic: go back and see him.
Panthalus caught — not killed.
Return to the Deserted Islet with the flute and examine the glowing blue stone next to the Researcher:
Panthalus emerges. DO NOT KILL IT: if it dies, the WHOLE summoning ritual has to be redone. The fight is scripted to bring it to a sliver of HP where any sphere is a guaranteed catch — the Ring of Mercy (damage never drops below 1 HP) removes the risk. After the catch, TALK TO THE RESEARCHER AGAIN to complete the mission. Prep your Electric BEFORE the chain —
Beakon is catchable as early as the desert,
Helzephyr Lux hits harder but spawns later.
paldb.cc (référence la plus à jour) · The Nerd Stash — Echobones & Panthalus · game8.co — Panthalus Walkthrough
Terminal activated — the World Tree barrier is down.
The terminal sits at the foot of the energy barrier sealing the World Tree. Confirmed conditions:
Panthalus caught and the “To the World Tree” mission active. If the barrier won't drop, put
Panthalus in your ACTIVE party and retry (required per two guides, unconfirmed by paldb data). Once activated, the barrier falls for good — you don't need
Panthalus afterward.
0 of 5 done
A radiation biome, resources that evaporate, three guardians, an 8-key door — then the final boss.
30 Paloxite in inventory — and you got out alive.
The World Tree paradox: the Gas Mask costs 30 Paloxite… which is harvested inside the World Tree. The answer is a LIGHTNING raid without the mask: fast mount, full heals, light inventory, straight line to the first deposit, 30 Paloxite, turn around. Grab Holy Water if it drops on the way.
KEEPWorld Tree Holy Waterestimate
Keeps World Tree resources from vanishing AND doubles as a craft input — save it with a rainbow-passive Pal.
Pays off: World Tree farming + craft inputs
KEEPPaloxite + Mythical Woodestimate
Key inputs of the Ancient Relic Recycler, harvested in the World Tree.
Pays off: Ancient Relic Recycler
Gas Mask equipped — the World Tree is sustainably farmable.
Craft at the Ancient Workbench, then harvest in the useful order. Holy Water reflex: drink it BEFORE approaching a deposit, not after — its aura keeps resources from vanishing.
KEEPRadiant Gemsestimate
The core of the Awakening mechanic — farmed in the depths of the World Tree.
Pays off: Awakening
KEEPAncient Relics (Glistening/Decayed)datamined
Never toss one: feedstock for the Ancient Relic Recycler to roll legendary passives.
Pays off: Legendary passives (God of Destruction, Dimensional Leap…)
Ancient Relic Recycler unlock74 lv.datamined
All three guardians are down.
Two Grass(/Dark) guardians and one Electric: Fire clears both Roots, Ground answers the modified
Grizzbolt. To find them: read the JOURNAL near the second barrier — it drops the three quest markers on your map.
The door is open — the 8 Key Spheres were already in your inventory.
No farming here: every tower boss you beat handed you its Key Sphere automatically. If you followed the route (6 Palpagos towers + Feybreak + Sunreach), you already hold all 8 — the door is just a checkpoint. If one is missing, a tower wasn't re-cleared.
Final boss down, “Awakening” mission complete. GG.
Typeless, so no elemental shortcut: it's a pure DPS and survival check. Pre-fight review: endgame armor and shield REPAIRED, primary + secondary weapon, plenty of ammo, attack/defense food, heals, final team, light inventory. (paldb spelling: “Zenara”; some guides write “Zanara”.)