On this page
Palworld‘s early missions are the guided quest chain that replaced the old sandbox-and-hope opening from Early Access. A recent IGN piece on Palworld 1.0 walked through exactly how this works: new players get pushed step by step from punching trees for wood to setting up a crafting bench, making a club, harvesting wool, building a camp, and eventually gliding off cliffs and catching Pals in spheres. It’s not optional flavor text — quests now gate fast travel, new-area access, and a chunk of your early tech unlocks, so skipping them just means wandering blind.
The missions sit on top of a fully rebuilt story structure. Developer and publisher Pocketpair restructured the campaign into three rough acts that carry you from basic survival through Syndicate tower boss fights and finally into the new World Tree and Sunreach regions.
TL;DR
- Early missions are a guided quest chain, not the open sandbox Early Access shipped with
- They gate fast travel, new regions, and a chunk of your tech tree, so skipping them wastes time
- They run through three acts: basic survival, tower boss fights, then Sunreach and the World Tree
- Following the markers is faster than exploring blind, especially for a first character
- Old saves keep mission rewards but progress got reset to match the new structure
| Act | Focus | What You Unlock |
|---|---|---|
| Act 1 | Capture, base building, and technology basics on the redesigned early curve | Crafting bench, Palbox, first Spheres, camp and house construction |
| Act 2 | Syndicate tower boss arenas with timed fights and mid-battle strategy shifts | Teleporters, deeper tech tree, harder Pal rosters |
| Act 3 | Sunreach sky island and the World Tree | Awakening system access, endgame gear, the story's real stakes |
Where to Get Palworld 1.0's Early Missions
You don’t have to seek these out — they start the moment you spawn on Palpagos and pull you forward automatically through markers on the map. What varies is which flavor of mission you’re pulling from at any given point: the main story thread, the tower boss chain tied to it, side content from settlements, or optional puzzle rooms scattered through the world. Each source teaches you something different, and stacking more than one at a time is generally how you keep momentum without hitting a wall your gear can’t handle yet.
The settlement and Ancient Ruins content is genuinely new to 1.0 — those hubs and puzzle rooms didn’t exist in this form during Early Access, and they’re one of the more concrete additions alongside the recommended Palworld progression order for anyone deciding what to chase first.
| Source | What You Get | Requirement | Who It Suits |
|---|---|---|---|
| Main story missions | Core systems: crafting, base setup, teleporters, capture | None, starts on spawn | Every new or returning player |
| Tower boss missions | Access to new regions and tougher gear tiers | Enough level and a decent Pal squad | Players ready to fight, not just build |
| Settlement sub-missions | NPC shops, side rewards, extra lore | Reaching the relevant settlement | Players who want breathing room between bosses |
| Ancient Ruins puzzles | Schematics and rare rewards | Finding the ruin, usually gated behind a story beat | Players hunting gear upgrades early |
Step-by-Step: Palworld 1.0 New Player Walkthrough
Follow this sequence to get it done fast.
-
1
Punch trees for wood
your very first objective, and it immediately unlocks the crafting bench recipe.
-
2
Craft a club and gather wool
the club lets you take down early Pals for wool, which feeds your first clothing recipes.
-
3
Set up a camp, then build a house
this is where the Palbox goes, marking your build radius and doubling as a fast travel point once it's active.
-
4
Activate the nearest teleporter
this opens up faster movement and starts pulling you toward deeper parts of the map.
-
5
Catch your first few Pals with Spheres
weaken them first, throw the Sphere, and start assigning captures to base work or your active party.
-
6
Take the glider off a cliff and push toward the first tower
this is usually the point where the tutorial hands you off to open exploration.

Best Way to Get Through Palworld's Early Missions Fast
There isn’t one single “fast” method here since the missions are paced by design, but how aggressively you lean into capturing versus building changes how quickly you clear the opening hours. The capture bonus is the biggest lever: new species and their first several duplicates hand out a large experience bonus, and in 1.0 that bonus caps at around five catches per species rather than the old higher count. Catching bosses instead of killing them stacks that bonus with mission rewards, which is generally the fastest route to leveling past the early wall.
Tip
Capture Alpha Pals and tower bosses instead of killing them whenever you can. The capture bonus plus the mission reward together outpaces grinding kills for the same amount of time spent.
| Method | Speed | Effort | Best For |
|---|---|---|---|
| Follow main markers only | Fast | Low | Players who just want the tutorial done |
| Markers plus capture-bonus grinding | Fastest | Medium | Players optimizing for level and tech unlocks |
| Full sub-mission completionist run | Slow | High | Players who want every settlement and lore beat |
| Boss-rush skipping side content | Fast early, risky later | Medium | Returning players confident in combat |
Palworld's Early Mission Rewards and What You Unlock
The rewards aren’t cosmetic — each early mission is really an unlock gate dressed up as an objective. Clearing the opening chain hands you the tools that make everything after it possible, from the Wing Pack glider to your first real teleporter network.
Why the World Tree Matters Beyond Story
Reaching the World Tree isn’t just a plot beat — it’s where the Awakening system lives. You gather Radiant Gems there and spend them to push favorite Pals past their old limits, which ties directly into the broader Awakening and Mutation systems added in 1.0.
Tower Bosses Aren’t Just Bigger Health Bars
The mid-game tower fights now run on tighter timers and force mid-fight strategy changes rather than a straight damage race. If you’re getting walled here, checking a route breakdown for oil rig turrets and Ultra Raid bosses is a reasonable next step once the early missions hand you off to open exploration.
| Reward | How You Get It | Why It Matters |
|---|---|---|
| Crafting bench | Gathering the first batch of wood | Gateway to every early tool and weapon recipe |
| Teleporter network | Activating the first teleporter after base setup | Cuts travel time and opens the wider map |
| Wing Pack glider | Story progression into the mid-game | Free flight for reaching cliffs, islands, and Sunreach |
| Tech tree access up to level 80 | Leveling through missions and captures | Unlocks gear built around the raised level cap |
Common Misconceptions About Palworld's Early Missions
“You Have to Restart Your Old Save”
Existing saves still load fine in 1.0. What actually happens is that main and sub-mission progress gets reset so rewards line up the same way for old and new characters, though tutorial and tower-boss missions you’d already cleared get auto-marked complete so you’re not re-fighting bosses you already beat.
“Skipping Missions Saves Time”
It doesn’t, because missions now gate fast travel, new-area spawns, and progression itself rather than just handing out bonus loot. Ignoring them tends to slow a first playthrough down, not speed it up.
“The Capture Bonus Works the Same as Before”
It doesn’t anymore — the bonus dropped from roughly twelve catches per species down to about five in 1.0, which changes how you should split time between chasing new species and farming duplicates for base work. The catch bonus breakdown covers exactly how the curve behaves now.
Warning
If you’re carrying over an Early Access world, back it up and remove any old mods first — Pocketpair has flagged that stale mod files can corrupt a 1.0 save.
Our Take: Are Palworld's Early Missions Worth Following?
Our Take
Yes, follow them, at least for a first character.
The old Early Access opening dumped systems on you with barely an explanation and let you sink or swim. The 1.0 mission chain fixes the exact problem that makes survival games hard to stick with: it teaches one system, lets you use it, then layers the next one in before you’re overwhelmed. That’s the whole reason a piece like IGN’s works as a pitch for the genre — the hand-holding is doing real design work, not padding a playtime counter.
The tradeoff is that a returning Early Access player who already knows the loop might find the early pacing slow before Sunreach and the World Tree open up. That’s a fair complaint, but it’s a much better problem than the confusion the old opening produced.