
Wildlife Sanctuaries
Restricted islands with better Pals — and a wanted level if you treat them like a starter ranch.
Wildlife Sanctuaries are offshore islands with stronger, rarer Pals. You fly or boat in, catch what you came for, and leave. Guards and wanted-level logic punish lingering like it is Windswept Hills. This is not a place to drop a palbox on day one. Bring your best spheres, a combat party that can finish a fight quickly, and a mount that can leave when the alert goes up. Three sanctuary ranks exist as you push the map — match the island to your sphere tier.
- How to enter
- Flying mount or boat — unlock the statue if you can
- Risk
- Wanted / guards if you hang around
- Reward
- Rare Pals you will not find next to the first palbox
Key spots
Sanctuary 1
The first island most players can reach. Still not a starter catch loop.
Higher sanctuaries
Better Pals, worse welcome. Ultra/Legendary spheres, not Megas.
Shore pickup
Land, catch, leave. Building a kiln on the beach is how you meet the police.
Alpha rares
Soften to red, then throw. Full-HP legendaries eat sphere stacks.
Escape height
A flying Pal is the exit strategy. A slow ground mount is a cutscene.
Play notes
- Do not take the whole work crew. They die, you get a wanted level, the base stops.
- If you cannot catch in one visit, you were undergeared. Farm spheres and come back.
- Sanctuary Pals still need SAN and beds at home. A legendary that sits down is a trophy, not a worker.