The two main interior castle halls of Glast Heim (gl_cas01 and gl_cas02). Inside GH (gl_in01) is also covered here as the connecting interior space. Together these are the most populated sections of the castle, with a wide range of Dark and Neutral element monsters from level 74 to 130.
See also: Glast Heim Overview
Access
Navigate through the interior of Glast Heim from the entrance courtyard.
Inside GH (gl_in01) -- Levels 70-90
The main interior corridor connecting the sub-zones. Mid-level monsters.
| Monster | Level | Element | Amount | Notes |
|---------|-------|---------|--------|-------|
| Marionette (Marionette) | 90 | Ghost 3 | 25 | |
| Sage Worm (Sage Worm) | 70 | Neutral 3 | 17 | |
| Dark Frame (Dark Frame) | 76 | Dark 3 | 12 | |
| Rideword (Rideword) | 74 | Neutral 3 | 10 | Flying book |
| Wanderer (Wanderer) | 120 | Wind 1 | 1 | |
| Alice (Alice) | 100 | Neutral 3 | 1 | Non-aggressive |
Recommended level: 75 to 95.
Marionette is Ghost 3 -- use Ghost or Holy element attacks. Dark Frame is Dark 3 -- Holy works here too. This area is a throughway; most players pass through to reach the 1st or 2nd Hall.
1st Hall (gl_cas01) -- Levels 74-120
The first castle hall. A diverse monster set including the rare Owl Duke and the flying book Rideword.
| Monster | Level | Element | Amount | Notes |
|---------|-------|---------|--------|-------|
| Carat (Carat) | 103 | Wind 2 | 50 | Main mob |
| Dark Frame (Dark Frame) | 76 | Dark 3 | 35 | |
| Owl Duke (Owl Duke) | 92 | Neutral 3 | 35 | Magic attacker |
| Rideword (Rideword) | 74 | Neutral 3 | 26 | |
| Sage Worm (Sage Worm) | 70 | Neutral 3 | 17 | |
| Whisper (Whisper) | 46 | Ghost 3 | 17 | Low level filler |
| Owl Baron (Owl Baron) | 120 | Neutral 3 | 10 | Stronger version of Owl Duke |
| Alice (Alice) | 100 | Neutral 3 | 1 | Non-aggressive |
Recommended level: 90 to 110.
Carat is the main mob and is Wind 2 -- Earth element attacks deal bonus damage. Owl Duke and Owl Baron are Neutral 3 and use magic. Rideword drops worn book pages used in low-level gear.
💡Carat Card drops from Carat and gives +2 ASPD -- useful for fast-attack builds. High Heels drop here too, which sell for decent zeny.
2nd Hall (gl_cas02) -- Levels 74-130
The second castle hall. Higher level than the 1st, with the aggressive Wanderer and tough Abysmal Knight as main threats.
| Monster | Level | Element | Amount | Notes |
|---------|-------|---------|--------|-------|
| Wanderer (Wanderer) | 120 | Wind 1 | 41 | Main mob |
| Raydric (Raydric) | 115 | Dark 2 | 36 | |
| Rideword (Rideword) | 74 | Neutral 3 | 29 | |
| Raydric Archer (Raydric Archer) | 82 | Dark 2 | 20 | Ranged |
| Evil Druid (Evil Druid) | 80 | Undead 4 | 9 | Casts element change |
| Abysmal Knight (Abysmal Knight) | 122 | Dark 4 | 7 | Very hard hitting |
| Khalitzburg (Khalitzburg) | 118 | Undead 1 | 6 | |
| Chimera (Chimera) | 70 | Fire 3 | 3 | |
| Mimic (Mimic) | 56 | Neutral 3 | 2 | Chest ambush |
| Alice (Alice) | 100 | Neutral 3 | 1 | |
| Mysteltainn (Mysteltainn) | 130 | Dark 4 | 1 | Rare patrol |
| Ogretooth (Ogretooth) | 114 | Dark 3 | 1 | Rare patrol |
Recommended level: 105 to 130.
Wanderer is Wind 1 -- Earth element weapons deal bonus damage. Raydric is Dark 2 -- Holy is strong. This floor has a very mixed monster set, so bring a variety of attack elements or stick to Ghost for neutral coverage.
âš ï¸Evil Druid in the 2nd Hall can apply Undead element to your character, blocking Heal. Dispell or Holy Water counters this. Abysmal Knight can appear here too -- do not chain-pull them.
Notable Loot
- Elunium (Elunium) -- from Raydric, used for armor refining
- Old Card Album -- from Wanderer, gives a random card
- Brigan -- from Carat and others, crafting material
- Worn Out Page -- from Rideword, used in some gear quests
- Reins -- from Abysmal Knight
- Mysteltainn Card (Mysteltainn Card) -- rare patrol drop, autocasts a skill on attack