Palworld Air Walker EX: all four schematic locations, and why Mk II is not the weaker one

Air Walkers never show up in the technology tree. Searching all 587 entries in our technology data returns nothing for any of the four. The schematic is the only route.
And the schematics are not a chest lottery. Each of the four sits in its own Ancient Ruin at a 100% rate, with the coordinates already known.
What the four actually do
Read the in-game descriptions side by side and the numbering stops being a ladder.
| Air jumps | Air dashes | |
|---|---|---|
| Mk I | 1 | 1 |
| Mk II | 1 | 2 |
| Mk III | 2 | 1 |
| EX | 2 | 2 |
Mk II and Mk III do not rank against each other. One grows the dash, the other grows the jump. Reading the numbers as a ladder and skipping Mk II costs you horizontal reach.
The internal data splits them the same way: Mk I and Mk II are JumpAir, Mk III and EX are SuperJumpAir. Jump count picks the family, dash count picks the tier inside it. A two-by-two grid, not a staircase.
Jumps get you up a cliff. Dashes get you across a gap. The EX carries both in one slot, which is its whole argument. The individual numbers are not remarkable.
Where the schematics are
| Item | Ruin | Coordinates |
|---|---|---|
| Mk I | Garden Beneath the Astral Mountains | -432, 489 |
| Mk II | Secluded Cemetery | -687, 289 |
| Mk III | Silent Lake | -1201, -1524 |
| EX | Farcry Marsh | -299, -1365 |
All four drop at 100% in their ruin (paldb.cc).
They also roll from sky island chests at 2.381%, the Lv60 oil rig greater chest at 0.98% and a second sky island table at 0.191%. Skip those.
Ancient Ruins do not reset once cleared. Four ruins, one visit each, and you own all four Air Walkers. Check the terminal wherever you land.
The EX recipe
| Material | Count |
|---|---|
| Coralum Ingot | 30 |
| Paldium Fragment | 60 |
| Dark Fragment | 45 |
| Nightstar Sand | 60 |
| Ancient Bone | 60 |
Our item data and paldb.cc agree on the materials.
Four stations build it: Production Assembly Line, Production Assembly Line II, Advanced Workshop and Ancient Workbench (paldb.cc).
One line does the damage: 60 Ancient Bone. Nothing else in our item data asks for 60; every other late accessory stops at 30. No Pal drops it and no merchant stocks it, so the mining nodes on the No.3 Wildlife Sanctuary in the northeast are the only source. Mk III wants 30 instead.
Gathering the rest
Nightstar Sand and Dark Fragment are the next heaviest, and both are night work, so run them together.
- Nightstar Sand: walk the coastline at night. Patches glow pale blue on the ground and come up without a tool (Gamepedia)
- Dark Fragment: a night circuit through Feybreak stays the practical route (redfreshet). Version 1.0 added more Pals and areas that drop it, but the new ones include bosses and endgame spawns, so travel and fight time eat the gains
- Coralum Ingot: smelted from 2 Coralum Ore and 5 Coal (our item data), unlocked at technology Lv62
So the EX really costs you one night circuit and two trips to the sanctuary.
Against the single-purpose boots
The technology tree hands you movement accessories for free.
| Item | Unlock | Effect |
|---|---|---|
| Double Jump Boots | Lv40 | 1 air jump |
| Double Air Dash Boots | Lv61 | 2 air dashes |
| Triple Air Dash Boots | Lv65 | 3 air dashes |
| Triple Jump Boots | Lv70 | 2 air jumps |
Triple Air Dash Boots beat the EX on dashes outright, three to two. Triple Jump Boots match its jumps.
The EX wins on slots, not on numbers. Wearing both boots burns two accessory slots; the EX does the same job in one and frees the other for a Vanguard Charm or a Dogen Emblem. You start with two slots and top out at four.
Which also means the reverse: while you still have a slot to spare, the EX can wait.
Mk III or EX
Stop at Mk III. It wants 30 Ancient Bone, and the second air jump is what actually changes exploration. Running out of the second dash almost never strands you.
The 30 bones you save are exactly one Vanguard Charm or Wandering Merchant Charm. That is the real trade: one trip to the sanctuary, spent on one thing or the other.
Take the EX first only when all four slots are full and you need the movement compressed into one. By the time your gear is that complete, 60 bones will not hurt anyway.
Summary
Air Walkers are schematic-only, and the four schematics are guaranteed pickups at four separate Ancient Ruins rather than chest rolls.
Mk II and Mk III are a dash build and a jump build, not a rank. The EX merges them into one slot and wins nothing on raw numbers. With a spare slot, Mk III is enough, and the 30 Ancient Bone you keep buys a charm instead.
FAQ
- What technology level unlocks the Air Walker?
- None. Searching all 587 entries in our technology data returns no Air Walker at all, so the schematic is the only route. The technology tree gives you the single-purpose boots instead, like Double Jump Boots at Lv40 and Triple Air Dash Boots at Lv65.
- Where is the Air Walker EX schematic?
- In the Farcry Marsh Ancient Ruin at -299, -1365, at a 100% drop rate (paldb.cc). Mk I is in Garden Beneath the Astral Mountains (-432, 489), Mk II in Secluded Cemetery (-687, 289) and Mk III in Silent Lake (-1201, -1524). Four ruins, one schematic each, all guaranteed.
- Is Mk III better than Mk II?
- They are not ranked. Mk II gives one air jump and two air dashes; Mk III gives two air jumps and one air dash. The higher number is not strictly better (in-game descriptions, our item data).
- What does the Air Walker EX cost?
- 30 Coralum Ingot, 60 Paldium Fragment, 45 Dark Fragment, 60 Nightstar Sand and 60 Ancient Bone. It is the only accessory in our item data that wants 60 Ancient Bone.
- Do Triple Air Dash Boots beat it on dashes?
- Yes. Three air dashes beats the EX two. But those boots add no jumps. The EX earns its place by putting two jumps and two dashes in a single accessory slot.