Skip to main content
Base Locations
PalMods
Endgame network

The best endgame and mega base locations in Palworld 1.0

Updated

The River Megabase Hub at -321, -1389 is the best all-in-one headquarters once transport is trivial, because it proves a main base does not need natural nodes inside its radius: production quarries supply the ore while the river, ruins and terraces carry the town. Around it, run the Sakurajima Oil Works at -645, 272 for oil, the Sunreach Ore Plateau at -545, -1299 for late-game ore, and the Feybreak Water-Ore Outpost at -1322, -1161 as a forward post rather than a factory.

Why these sites

Endgame base planning is a network problem, not a single-site problem. Once quarries can manufacture the resources a site lacks, the constraint moves from "which spot has the most nodes" to "which spot has the most usable flat ground and the fewest obstacles", and the specialist sites become satellites feeding one headquarters.

The four sites below are ordered by that logic: the headquarters first, then the two production bases that cover what it does not generate, then the outpost that exists to hold ground rather than to produce.

Compare the sites

Roles in an endgame base network, and what each site actually supplies.

LocationKey resourcesRoleStageCoordinates
The River Megabase HubNone natural. Ore comes from production quarries placed inside the base.Headquarters and living townEndgame megabase-321, -1389
The Sakurajima Oil WorksTwo oil wells, stone, sulfur and coal. No pure quartz.Oil and bulk production factoryLate game-645, 272
The Sunreach Ore PlateauLate-game ore clusters plus a skill-fruit tree.Ore production baseEndgame-545, -1299
The Feybreak Water-Ore OutpostOne nearby Hexolite node.Forward outpost, not a factoryEndgame · aquatic-1322, -1161

Where they are

Only this page's 4 sites are pinned. Select a pin to jump to its entry, or use the Show on map button on any entry to bring its pin into view.

The River Megabase HubSunreach · -321, -1389Open in the full map

Every location in detail

01

The River Megabase Hub

Sunreach · Endgame megabase

PracticalAestheticAquatic
A river, ruins and natural terraces become a glass-floored production town at -321, -1389.

The headquarters, and the site that reframes what an endgame base needs. There are no natural nodes doing the work here: the river, old structures, portal and stepped shoreline support a large town, docks and glass floors over the water, and production quarries supply the ore that the radius does not contain. Reserve one industrial wing for those quarries and keep the river corridor clear, so the working half of the base never eats the half you built for looks.

-321, -1389Open in the full map
02

The Sakurajima Oil Works

Sakurajima · Late game

PracticalResource
Two oil wells sit on a flat Sakurajima shelf with sulfur, coal, stone and a World Tree view.

The efficiency jump in the progression route, and the reason this network works at all. Two oil wells share a wide, level footprint with stone, sulfur and coal, which makes it the single most productive site on this page. Pure quartz is the notable omission, and by this stage a quarry covers that gap. Lay foundations over the uneven patches before you place the Palbox, so the whole build radius stays usable instead of half of it being unbuildable slope.

-645, 272Open in the full map
03

The Sunreach Ore Plateau

Sunreach · Endgame

PracticalResourceAesthetic
A high, open Sunreach platform with late-game ore, a skill-fruit tree and a waterfall at the edge.

The late-game material stop, and the one production site on this page that is also worth looking at. It is a broad plateau among the new ore clusters with enough flat ground for a serious production base, softened by a skill-fruit tree, long sightlines and a waterfall at the edge. Centre the Palbox near that open edge: the ore nodes get room to respawn and you keep space to bridge a second platform out toward the waterfall.

-545, -1299Open in the full map
04

The Feybreak Water-Ore Outpost

Feybreak · Endgame · aquatic

PracticalAquaticResource
A buildable Feybreak inlet with one nearby Hexolite node and room to extend foundations over water.

The site that earns its place by position rather than yield. Feybreak has no perfect dense-node base, and this inlet is the most workable compromise: a water footprint beside one Hexolite node. That is deliberately modest, because spots in this zone run to one or two relevant nodes each, so treat it as a forward operating base that holds ground and keep bulk production at the oil works and the ore plateau.

-1322, -1161Open in the full map

Split the work across bases

The tips attached to these sites describe one network, not four independent bases: a quarry-fed megabase as the headquarters, the oil works and ore plateau as production, and Feybreak as an outpost that holds ground. Plan the worker split before you build, because the headquarters needs a dedicated industrial wing for its quarries.

Comments

Loading discussion...

FAQ

Frequently asked questions

What is the best endgame base location in Palworld 1.0?

The River Megabase Hub at -321, -1389 in Sunreach. It is the best all-in-one headquarters in the route once transport is trivial, because production quarries supply the ore its radius lacks while the river, ruins and terraces carry a large town.

Do you need natural resource nodes for a main base?

Not at the endgame. The River Megabase Hub has none inside its radius and works as a headquarters anyway, because production quarries cover the missing ore. Reserve a dedicated industrial wing for them.

Is Feybreak worth a base in Palworld 1.0?

As an outpost, yes. Feybreak does not offer a perfect dense-node base, and the inlet at -1322, -1161 is the most workable compromise: one nearby Hexolite node and a buildable water footprint. Keep bulk production elsewhere.