Instances
On Sol you start almost every official instance from the Instance Manager, with no story quest needed and in one of four difficulty modes. Every clear pays coins and keys: see Clear rewards.
Starting an instance
Three ways, all doing the same thing:
- The Instance Manager window: the crossed-swords Battleground button in your menu. Pick an instance and press
Start; Rejoin puts you back into your party's running instance. (The full list needs the updated client.)
- @instance (or @im) from anywhere.
- The Instance Manager NPC in the hub (group Services).
Rules: - Only the party leader starts an instance. If you have no party, one is made for you. - Party members who are online on the leader's map are warped in. A member who is on cooldown for that mode or outside the level range is skipped and told why. - After picking the instance, the leader picks the mode. It applies to the whole run and the party is told. - Anyone in the party can rejoin a running instance ("Rejoin" or "Rejoin my party"). You come back where the party last fought (the spot of the most recent monster killed), so after a death or a trip to town you are in the furthest room the party reached, not at the start. Constellation Tower and EDDA Bio Laboratory have their own way back (the start cell or Sierra take you to the party). - Inside an instance, any party member can use the switches, devices, doors, torches and story NPCs that move the run on (one member at a time). Only starting the run, choosing its mode and the leader's own story rewards stay with the leader. - Runs started at the official entrance NPCs still work as on official servers: always Normal, official cooldowns, and no Sol coins or keys.
The four modes
| Mode | Your damage to monsters | Monsters' damage | Drop chance | EXP | Boss HP | Random modifier |
|---|---|---|---|---|---|---|
| Normal | 100% | 100% | +0% | +0% | +0% | no |
| Hard | 60% | 105% | +15% | +15% | +25% | no |
| Nightmare | 30% | 110% | +50% | +50% | +50% | yes |
| Hell | 10% | 120% | +100% | +100% | +75% | yes |
- Random modifier: on Nightmare and Hell every monster gets one of +10% ATK, MATK, Flee, movement speed or attack speed.
- "Boss" means an MVP or a boss-class monster.
- Every monster in the instance is affected, including summons.
@mobinfoalways shows the normal values. - The drop bonus also boosts MVP reward items, and it multiplies with your Advanced Looting. The EXP bonus is multiplied by your EXP rate.
- Harder modes pay more coins and keys (Clear rewards).
- Hell only, every instance: each normal monster has a 0.2 % chance of a Temporal Gemstone and 0.5 % of a Temporal Fragment, each boss (the instance's boss and every MVP or boss-class monster) 20 % of 1-3 Temporal Spells. Fixed chances: the Hell drop bonus and Advanced Looting do not raise them (Temporal circlets).
- Hard and up also give a chance of the instance's Costume Cache (2 / 4 / 8 %) and, in the instances that pay only coins (or only Honor Tokens or Varmeal Tickets), of a Costume Stone Box (Costumes).
Cooldowns
- Each instance has one cooldown per mode. Running Old Glast Heim on Hard does not stop you from running it on Hell the same day.
- The cooldown starts when the run starts, for everyone who enters.
- Most instances reset daily at 04:00 server time. Six reset sooner:
| Instance | Cooldown |
|---|---|
| Culvert | 1 hour |
| Orc's Memory | 2 hours |
| Mistwood Maze | 2 hours 30 minutes |
| Octopus Cave | 3 hours |
| Infinite Space | 6 hours |
| Sealed Catacomb | 12 hours |
@cooldown lists your running cooldowns as "instance - mode: time left", plus your Kachua key counters.
@destroy (party leader, inside the instance or from anywhere else: hub, town, field) ends the party's run at once, like the destroy button of the instance window; everyone inside goes back to their save point.
The instance list
Level = the minimum (and maximum) base level the manager asks for; "-" means no limit. The "Story only" instances are listed separately in the menu: they are story cutscenes or the story version of a repeatable instance, keep their official story requirement, and pay nothing.
| Instance | Level | Short cooldown |
|---|---|---|
| Endless Tower | - | |
| Sealed Catacomb | 75+ | 12 h |
| Orc's Memory | 30-80 | 2 h |
| Nidhoggur's Nest | 70+ | |
| Mistwood Maze | - | 2.5 h |
| Culvert | 90+ | 1 h |
| Octopus Cave | - | 3 h |
| Bangungot Hospital 2F | 100+ | |
| Buwaya Cave | 130+ | |
| Bakonawa Lake | 140+ | |
| Wolfchev's Laboratory | - | |
| Old Glast Heim | 130+ | |
| Sara's Memories | 99+ | |
| Geffen Magic Tournament (solo) | 90+ | |
| Horror Toy Factory | 140+ | |
| Faceworm's Nest | 140+ | |
| Ghost Palace | 120+ | The portals between floors stay open once anyone in the party reached the next floor |
| Devil's Tower | 130+ | |
| Assault on the Airship | 125+ | |
| Fenrir and Sarah | 145+ | |
| Nightmarish Jitterbug | 120+ | |
| Isle of Bios | 160+ | |
| Morse's Cave | 160+ | |
| Temple of the Demon God | - | |
| Central Laboratory | 135+ | |
| Last room | 150+ | |
| Charleston in Distress | 130+ | |
| Room of Consciousness | - | |
| Sky Fortress Invasion | 145+ | |
| Heart Hunter War Base 2 | - | |
| Werner Laboratory central room 2 | - | |
| Infinite Space | 100+ | 6 h |
| Regenschirm | - | |
| 2nd OS Search | - | |
| Cor Memorial | - | |
| Half Moon In The Daylight | 80+ | |
| Weekend Dungeon (Sat/Sun) | 60+ | |
| Friday Dungeon (Fri) | 130+ | |
| Poring Village | 30-60 | |
| Hey! Sweety | - | |
| Farm Lost in Time | 150+ | |
| Water Garden | - | |
| Water Garden Hard | 180+ | |
| Security Area 1 | 150+ | |
| Security Area 2 | 180+ | |
| Sunken Tower | 40+ (party in the leader's tier) | |
| Constellation Tower | 240+ | |
| Tomb of Remorse | 220+ | |
| Geffen Night Arena | 210+ | |
| Airship Crash | 215+ | |
| Sanctuary Purification | 170+ | |
| Villa of Deception | 170+ | |
| Villa of Deception Advanced | 200+ (uses up one entry item, as official) | |
| Airship Destruction | 180+ | |
| Simulation Battle | 180+ | |
| EDDA Bio Laboratory | 170+ | |
| Escargo! | 215+ | |
| The Undying | 215+ |
Honor Tokens: every clear of Room of Consciousness pays each member 100 Honor Tokens (Noblesse set), every clear of Werner Laboratory central room 2 100 Schwarz's Honor Tokens (Imperial set), on all four modes (Noblesse, Imperial and Grace).
Automatic gear rewards per member per clear, on top of the official quest payouts there (Progression: Automatic gear):
| Instance | Varmeal Tickets (Normal / Hard / Nightmare / Hell) | Module box | Magical Soapstone |
|---|---|---|---|
| Farm Lost in Time | 20 / 25 / 30 / 35 | Automatic Module Box 50 / 60 / 70 / 80 % | |
| Water Garden | 15 / 19 / 23 / 26 | Automatic Module Box 50 / 60 / 70 / 80 % | |
| Water Garden Hard | 35 / 44 / 53 / 61 | Automatic Module Box 50 / 60 / 70 / 80 % | |
| Security Area 1 | 20 / 25 / 30 / 35 | one Automatic Module Box, every clear | 1-5 |
| Security Area 2 | 30 / 38 / 45 / 53 | one box every clear: Automatic Module Box (80 %) or Epic Module Box (20 %) | 5-10 |
Farm Lost in Time and Security Area 1 also give a random Ace in Mouth (3 % on Hard and up). The Honor Token and Varmeal Ticket instances also give the Costume Stone Box on Hard and up, like the clears that pay only coins.
Story only: Eclage Interior, Ritual of Blessing, Heart Hunter War Base 1, Werner Laboratory central room 1, OS Occupation, Twilight Garden, Hidden Flower Garden, Oz Labyrinth, Thor Military Base, Wolves Gathering Place (170+), High Priest's Villa, Deep Forest, Sealed OS.
Sealed OS is the Episode 17.1 story chapter and the one story row anyone can start: no story step needed. It has no boss and no clear: it ends when Dien sends you back to Einbroch Field (ein_fild03), and it pays nothing.
Notes:
- Endless Tower, the longest run, pays extra on its clear: Kachua keys on every mode, Powerful Soul Essences from Hard
up, and on Hell a rare Sealed Boss Card Album (Clear rewards). Old Glast Heim (also Young
Leaves of World Tree on Nightmare and Hell), Wolfchev's Laboratory (Enchantment Tickets on Nightmare and Hell),
EDDA Bio Laboratory (Somatology Documents and Fragments and the Ancient Hero gear), Sanctuary Purification and both Villas of
Deception (Special Amethyst Fragments and Helm of Faith Boxes on Nightmare and Hell) pay items too, and so do the
two Episode 19 instances (Snow Flower Petals and Snow Flower Ore on every mode) and Tomb of Remorse (Mineas, and each Poenitentia
weapon at 5 %, on every mode). Constellation Tower pays Meteorite Fragments and the boss's Soul, and on Betelgeuse
typed Meteorite Powder.
- Airship Destruction (Episode 19): sneak onto Aquila's airship. The leader shows the management robot a "ticket"
(talk to it after it walks up), then four rooms of airship robots: every patrol in a room must fall before the next
door opens. In the core room the leader wakes Aquila, a 300,000,000 HP core (more on Hard and up) that heals
itself, sends cleaning robots that explode, charges around (press the switch behind it to calm it), overloads until
it reaches a yellow pad and shields itself until it reaches a green pad. The official seat classes (Economy,
Business, First Class) are replaced by the four modes. The exit after the fight leads to Ice Castle.
- Simulation Battle (Episode 19): one fight. The leader talks to the Summon Device and Simulation Juncea
appears; when she falls the device takes you to Ice Castle.
- Neither Episode 19 instance needs any Episode 19 story progress.
- Tomb of Remorse (level 220+, monsters 230-240): four floors of a cursed palace. The party leader's first step on
each floor wakes it. Floors 1 and 3: packs of undead, each pack comes back once after you clear it; when all are
down the way on opens. Floor 2: three packs, then Princess Tiara (1.3 billion HP) in the middle; her death opens
the hidden passage left of the throne. Floor 4: Fallen Sakray (1.8 billion HP; more on Hard and up). Ten seconds
into the fight three Pillars of Regret in the side corridors make him immune: hold each pillar for 10 seconds
to break it; with all three broken he can be hurt for 50 seconds, then they rise again. Sakray's death is the clear:
every member gets Mineas (20 on Normal, 24 / 30 / 36 on Hard / Nightmare / Hell) with the coins and keys, and
a 5 % chance at each of the 37 Poenitentia weapons and shield. The monsters also drop Mineas and Sakray's Wrath and
Regret; Sakray drops Condensed Wrath and Regret (5 % each). Three memory pieces and ten fragments of the past along the
way tell the story (optional). No quest or story needed; the official entry NPC in the Dimensional Gap is not used.
The exit leads to the Marquis of Remorse in the Dimensional Gap, who trades the Mineas
(Poenitentia weapons).
- Geffen Night Arena (level 210+, alone or with a party): ten one-minute rounds against the champions of the
past in a dimensional arena. Enter from the Instance Manager or through the Greedy Looking Man in Geffen
(geffen_in 82,62); no quest. Inside, the party leader talks to the Greedy Looking Man above the arena to start a
round: the opponent walks in from the east gate, a five-second countdown, then it attacks in the middle. Rounds 1-9
draw one of 15 opponents (Midnight Arhi, Dio Anemos, Shoplifter, Geffen Bully, Gang Member, Faymont, Ordre, Blut
Hase, Kuro Akuma, Ifodes, Licheniyes, Odoric, Ju, Dwigh, Fay Kanavian); round 10 is Midnight Fenrir, who takes
99 % less damage. Their HP grows every round: 4.8 million in round 1, 108 million in round 4, 556 million in round 7,
1.34 billion in round 9 and 1.7 billion for Fenrir (more on Hard and up). Kill the opponent within the minute or the
round is lost and the arena closes for the night. After a won round each member may collect the prize and leave
(the prize grows with every round won: 2 Geffen Arena Coins for one round, then 3 / 4 / 6 (+1 Certificate) / 9
(+1) / 14 (+2) / 22 (+2, +1 Championship) / 35 (+3, +1) / 56 (+4, +2) and 89 coins, 5 Certificates and 3
Championships for all ten), or wait for the leader to start the next round. A lost round pays nothing: collect
before the leader starts a round you may not win. While anyone in the arena is dead, the opponent takes no damage
until everyone stands again (raise them first). Each member is paid once a run; a full bag gets it by mail. Winning round 10 is the clear: Instance Coins,
keys, the era box and on Hard and up the arena's Costume Cache and the Costume Stone Box. The opponents give no EXP;
they rarely drop their plain card, and Fenrir drops Fenrir's Power Scroll and the Weakened Fenrir Card. The arena's
exchange (the vending machine in the Dimensional Gap, dali02 85,70, and the hub's Geffen Night Arena row):
the Anti-Magic Suit, Geffen Magic Robe, Anti Magic Manteau and Geffen Magic Muffler (30 coins), the Magic Reflector
and Revised Encyclopedia (45), the Physical Enhancer and Magic Intensifier Rings (60); their advanced pieces for
coins plus the piece; the four magical jewels (zeny + a Certificate + coins); the arena cards (10 Championships + 7
of the plain card). A jewel enchants its piece in the Lapine upgrade window (use the jewel): two or three random
options for the armor, garment and shield, one or two for the accessory, no failure, any number of times.
- Airship Crash (level 215+): rescue the ten injured on the crash site (5 Ymir Fragments each when all are
found), then the Forgotten Cave: register with the Professor, hunt the waves for the Doctorate Student's Ymir
Fragments, give 55 to the Ghost for the Unidentified Creature. Its clear gives each member a chance at each of
the six Unknown Boots (8 % on Normal); Rusbald trades the fragments for the boots, Ymir Beads (their Lapine
enchant) and the Contaminated Card Book. See Airship Crash.
- Escargo! and The Undying (level 215+, Episode 20): see Episode 20 (the slug trail and
the Fallen Angel Slug; Lasgand, undying while anyone is dead, and his storage with the Dim Glacier armor).
- Sunken Tower (level 40+): an EXP instance, 30 minutes long. The run takes the party leader's tier (40-59,
60-79, ... 220-239, 240+); party members of another tier are not let in. The leader talks to Leticia to start.
Before starting, the leader can also set the tower's own difficulty (level 1 to 5, starts at 1) at Leticia for
10 Meteorite Powder per change. It is a second dial on top of the Instance Manager mode: the mode's usual
monster multipliers apply whatever difficulty is picked. Each difficulty level adds 5 monsters a floor (25 at level
1, 45 at level 5) and makes them tougher (more HP and ATK, less damage taken), and raises the EXP.
Each floor's monsters have random size, race and element; Leticia names the element most of them share that day.
When all are down, the leader takes the party on through the room's Dimensional Portal (it refuses while any are
left); the floors go on without end. Every monster pays EXP to every party member on the floor (the same amount
each, by tier: from 480 base EXP at 40-59 to 335,000 at 240+ on difficulty 1; +30 % per difficulty level above 1).
Every fifth floor, each member touches the portal once for bonus EXP (5,760 at 40-59 up to 3,350,000 at 240+ on
difficulty 1; +50 % per difficulty level above 1) and a chance of Meteorite Powder (25 % at 40-59, +5 % a tier
and per difficulty level above 1); the leader can move on without the others, after a warning. Clearing floor 25 is
the clear: Instance Coins and keys once per run. At 30 minutes the tower floods and everyone is sent to their save
point. The monsters drop nothing; there is no boss and no exit NPC (use a Butterfly Wing).
- Constellation Tower (level 240+, one hour): the broken Endless Tower, now climbed floor by floor. The party
leader talks to Oscar to start. Every floor brings 2 to 14 random tower monsters (level 245; they get stronger
the higher you climb); when all are down, the leader's Dimensional Portal in the room leads to the next floor
(it refuses while any are left). Every fifth floor a random old boss (Baphomet, Ifrit, Atroce...) shows up too: you
may leave it. On the first floor of every five the leader can pay the brazier next to Oscar in Meteorite
Powder to skip four floors (50, then 25 more for every skip already made). The monsters drop Meteorite Powder
(and the bosses also Fragments and their card).
- Floor 25: the portal offers the dimensional gap to Naght Sieger (the easy end) or to climb on. Through
the gap, the leader talks to Leticia and Naght Sieger walks in; below 90 % HP he calls four thorns every 15
seconds. His death is the clear: 10 Instance Coins, keys, Meteorite Fragments (5 / 6 / 8 / 10 by mode)
and a Naght Sieger Soul (1 / 1 / 2 / 2). Leticia flies you out to Alberta.
- Floor 50 (or 75): the gap to Betelgeuse (the hard end). Talk to Oscar first: the Altar of the
Goddess beside him sets Betelgeuse's five abilities (HP, ATK, recovery, resistance, traps) for Meteorite
Powder: reroll all five (20), raise one to the top (150) or seal one (300). Every run starts sealed (from floor
75: three stars each). The higher the total, the stronger he is and the more treasure chests you get after
the fight (one per 50 points of the total; from 350 points a second row adds typed Meteorite Fragments, Lucky and
Unknown Meteorite Fragments and Faint Magical Rune Stones; they drop on the floor for the party,
Nebula and Star Seals). Then Oscar opens the way up and the leader talks to
Betelgeuse. At 70 % and 50 % HP he pauses, the moving floor traps start and his souls appear (each soul left
alive raises his resistances; kill them), and in the last phase Ganbantein rains around him. Do not drag him out
of his room: he comes back and punishes everyone. His death is the clear: 20 Instance Coins, keys,
Meteorite Fragments (5 / 6 / 8 / 10), a Betelgeuse Soul (1 / 1 / 2 / 2) and a chance at each typed
Meteorite Powder (5-10 pieces; 20 / 25 / 35 / 50 % each by mode).
- Hell Coins on Hell as every level 240 row. One clear per run: the run ends at one of the two
bosses. No quest or story needed; the official captain in Alberta is not used. What the materials buy:
Nebula armors and Star Seals.
- EDDA Bio Laboratory (level 170+): the researcher Sierra replays the battles of the Unofficial
Investigation Unit. The party leader talks to her at the entrance; seven rooms follow, and when a room's monsters
are all down everyone still standing in the laboratory is taken to the next room. Fell behind or died? Talk to any
Sierra on the way: she takes you to your party's room. In the sixth room a first wave guards a sealed door; behind
it four side rooms each wake their group when someone steps in and seal themselves until the group is down. Then
the morgue: the leader talks to Sierra at the end of the corridor, the corridor is sealed behind you and the
Unknown Swordsman (75,500,000 HP, more on Hard and up) attacks while four cages of flames close around the hall
step by step and open again, over and over: do not get caught inside. His death is the clear: every member gets
Somatology Research Documents and Experimental Fragments (3 and 5 on Normal, up to 8 and 14 on Hell), a chance
at the Ancient Hero's Weapon Box, the Patent Ancient Hero's Cube, Ancient Hero's Boots, the Edda Weapon
Selection Box and the Experimental Weapon Box (the Edda Bio Laboratory weapons), and on Hell the Hero's
Badge and Antiquity Somatology Dungeon (Clear rewards). Sierra then takes you back to Yuno; she
pays nothing herself. No quest or story needed. What the materials buy: Ancient Hero gear and the
Edda weapon enchants.
- Finishing Nidhoggur's Nest marks the Episode 13.1 Nidhoggur quest as done, and Temple of the Demon God adds its
official quest to a fresh character's quest log. Both are expected.
- Devil's Tower, Fenrir and Sarah, Morse's Cave and Sky Fortress Invasion also keep their official reward rule at the
turn-in NPC.
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