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Palworld Dungeon Locations and Loot

Where dungeons spawn, why they move, what each type drops, and the guaranteed Alpha Pal and chests at the end of every one.

Updated September 12, 2026
Palworld

Short answer: there are 170 dungeon entrances on the Palworld map, but only a handful are open at any moment. Entrances are fixed spawn points; which ones are active rotates. So the useful question is not "where is a dungeon" but "which dungeon tier is near me, and what drops at the end of it" — because the end chests are where every raid-boss slab in the game comes from.

Checked against Palworld v1.0.4 (released 7 September 2026)

Figures below are from the 1.0.4 game data. Version 1.0 (10 July 2026) rebalanced dungeon rewards, improved dungeon layouts and lighting, added 15 new entrances across Feybreak, and made open entrances easier to spot on the map. Guides written before July 2026 are missing two whole dungeon tiers.

Every Dungeon Type, Where It Spawns, and What It Drops

Dungeon Boss level Entrances End-chest headline drop Gold
Hillside / Isolated Island Cavern 10–13 33 Advanced + Ancient Technical Manual (50% each) 1,000–1,300
Ravine Grotto 17–19 15 Advanced + Ancient Technical Manual (50% each) 1,300–1,600
Mountain Stream Grotto 27–29 30 Advanced + Ancient Technical Manual (50% each) 1,600–2,200
Volcanic Cavern 36–38 15 Bellanoir slab drop (25.3%) 2,200–2,500
Cavern of the Dunes 37–40 15 Bellanoir slab drop (25.3%) 2,500–2,800
Astral Mountains Cavern 42–45 15 Bellanoir Libero slab drop (25.3%) 2,800–3,100
Cherry Blossom Cave 47–52 15 Blazamut Ryu slab drop (25.3%) 3,100–3,400
Feybreak Cavern 56–58 30 Xenolord slab drop (25.3%) 3,400–3,700
Sunreach Skies 65–69 1 Hartalis slab drop (33.3%) 4,000–4,300

Mid- and late-tier dungeons also roll an Innovative or Futuristic Technical Manual (32.3%) and a Treasure Map (10.1%).

Dungeon Entrance Coordinates

These are fixed entrance points. A given entrance is only enterable while that dungeon is the one currently open nearby — check the map for the marked entrance icon before you fly out.

Ravine Grotto (Lv. 17)-371, -221 · -283, -289 · -275, -466 · -223, -416 · -149, -342

Mountain Stream Grotto (Lv. 27)-80, -275 · 14, -187 · 105, -251 · 157, -86 · 210, -12

Volcanic Cavern (Lv. 36)-799, -360 · -725, -612 · -607, -250 · -570, -461 · -457, -314

Cavern of the Dunes (Lv. 37)215, 256 · 339, 455 · 430, 211 · 496, 302 · 582, 260

Astral Mountains Cavern (Lv. 42)-363, 373 · -300, 491 · -225, 262 · -118, 314 · 34, 275

Cherry Blossom Cave (Lv. 47)-674, 240 · -641, 236 · -593, 292 · -529, 145 · -427, 185

Feybreak Cavern (Lv. 56)-1345, -1509 · -1201, -1188 · -1093, -1342 · -998, -1030 · -903, -1404

Sunreach Skies (Lv. 65)-362, -1553, at the top of the pillar. There is exactly one, and it is the only source of the Hartalis slab drop.

Why You Actually Farm Dungeons

Raid-boss slabs. Every summonable raid boss in Palworld is gated behind a slab, and every slab comes out of a dungeon end chest. You need four fragments to craft one slab at a workbench. The chain runs Bellanoir (Lv. 35) → Bellanoir Libero (Lv. 45) → Blazamut Ryu (Lv. 55) → Xenolord (Lv. 65) → Hartalis (Lv. 75). If you want Xenolord, you farm Feybreak Caverns. There is no other route.

Two guaranteed chests and one guaranteed Alpha. Every dungeon ends with a guaranteed Alpha Pal and two guaranteed chests. Alphas grant 10× the experience of their normal counterpart, always drop Ancient Civilization Parts, and some carry a small chance at a legendary schematic.

Pals you cannot catch anywhere else. Mau and Killamari are dungeon-only. Feybreak Caverns hold Loupmoon Cryst, Caprity Noct, Warsect Terra, Cryolinx Terra, Nitemary, Splatterina, Gildane and Faleris Aqua. The single Sunreach dungeon holds Puffolt, Valentail, Snock, Souffline, Lapiron, Dynamoff and Tropicaw. You can also find Alphas of species that normally only appear at times of day you are not playing.

Technical manuals and gold. A Feybreak clear is 3,400–3,700 gold before you sell anything, plus a near-certain Futuristic or Ancient Technical Manual. It is one of the better gold-per-minute loops in the game.

The Trade-offs

Entrances rotate, and that is by design. Only a set number of dungeons are open at once; when one closes, another opens somewhere else. There is no schedule and no way to force a specific one. The practical answer is to keep a base near a cluster of same-tier entrances so that whichever one opens, it is a short flight.

Dying boots you out. There is no time limit inside a dungeon, but death ejects you to the map and drops your belongings at the entrance, not where you fell. Go in with a mount you can escape on.

You can re-roll the boss. If the Alpha at the end is not the species you wanted, walk back to the entrance without leaving, then return to the boss room. It will be replaced with another Alpha from the same pool. It is a bug rather than a feature, but it has survived into 1.0.

Feybreak is 30 entrances of level-56 content. Version 1.0 doubled Feybreak's entrance count. That is great for slab farming and dreadful if you wander in at level 40.

The Server Side of Dungeon Farming

Dungeon rotation is world state, not client state. On a dedicated Palworld server everyone sees the same open entrances, which makes splitting a group across two tiers genuinely efficient — one pair farms Cherry Blossom for Blazamut Ryu fragments while another clears Feybreak for Xenolord.

The connection that matters most is at the other end of the chain. The wiki is explicit that before a raid, "the player is able to summon any amount of Pals their current Base can hold to face off the Raid Boss." Your raid firepower is literally your base's worker cap — which is the server setting BaseCampWorkerMaxNum, documented by Pocketpair as "Maximum number of Pals per base (max 50)". A solo world caps you at 30 working Pals at base level 30. A server you control can put fifty Pals on the field against Hartalis.

Raid bosses cannot be caught — but they drop an egg

Raid bosses are summoned at a Summoning Altar (base level 13) and cannot be captured directly. They drop an egg that hatches into a non-boss version of the Pal. Slab farming is how you get the Pal, not just the fight.

Version 1.0.4 also fixed several dedicated-server dungeon and raid faults, including a server crash when sorting Pals and unintended fast travel during Tower Boss battles — worth knowing if your server is still on an older build. See Managing Your Palworld World for keeping it patched.

Common Questions

How many dungeons are in Palworld?

Nine dungeon types across 170 entrance points as of 1.0.4. Only a small number are open simultaneously, and the active set rotates continuously.

Why can't I enter a dungeon at the coordinates I found?

Because that entrance is not currently the open one. Entrance locations are fixed; activity is not. Since 1.0, open entrances are displayed more clearly on the map — use that rather than flying to a coordinate on spec.

Do dungeons reset?

Yes. When a dungeon closes, another opens elsewhere, and the boss and chests are regenerated. There is no personal cooldown to wait out.

What is the best dungeon to farm?

Whichever tier matches the slab you need. For gold and technical manuals, Feybreak Cavern at 3,400–3,700 gold per clear is the best routine farm; Sunreach Skies pays more but there is only one entrance.

Do Alpha Pals in dungeons respawn?

Overworld Alphas respawn one hour after being defeated. Dungeon Alphas are regenerated with the dungeon itself, so a fresh dungeon means a fresh boss roll.


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