
Memorial dungeon
A red flower in the Flame Cave opens into the place where Morocc is recovering his strength.
A Senior Tracker in the Flame Cave has found where Morocc is recovering his strength. He is a tracker, not a fighter, so he sends you in through a red flower. Inside is a cave full of Morocc's soldiers. The Grim Reaper Ankou (Reaper Yanku on the monster page) greets you, a weakened Morocc tests you, and in the end his Necromancer fights you for the way out. Morocc himself always gets away.
How to go
- Talk to the Wandering Old Man in the Flame Cave once. Until you do, the Senior Tracker and the Red Flower only tell you about their advance base.
- Be level 160 or more with some free weight in your bag. Below level 160 you are told to reach it first, and with a full bag the Tracker will not talk to you.
- Form a party. The leader talks to the Senior Tracker and says "Yes" to opening the Red Flower. Anyone who is not the leader can only listen.
- Everyone touches the Red Flower and picks "Enter the Red Flower." Only party members of the leader's party get in. A map announcement says which member went in. You arrive at (26, 181).
Quests and waits
- Going in sets the quest Pursuing Hiding Morocc. It asks for one kill: the second form of the Morocc Necromancer.
- While that quest is on, the Red Flower says it is closed. It checks for this quest every time, so a member who leaves early cannot walk back in.
- To close the run, go back to the Senior Tracker. He says "So Morocc got away" whether you won or not, takes the quest away and starts Pursuing Hiding Morocc Continues. That one ends at the next 04:00 server time (a clock time, not four hours). Until then the Tracker says to come back tomorrow, and the Red Flower stays closed.
- If the boss kill was counted, the Tracker also hands you a Heroic Token once.
- A run that fails (see the two wave fights) still costs the day: you are sent out, and the Tracker closes the quest the same way.
Run
The whole run is on one map. Each step below starts when the one before it ends.
1. The first hall
Walk to (27, 181). Four Death Soul dummies named after you ("Your Name's Soul") appear far away at (34, 120), (112, 118), (34, 48) and (112, 48). Nothing can hurt them. They stay until the boss fight begins.
Keep going to (31, 181). Morocc's voice asks who dares disturb his sleep, and nine
Morocc's Ghoul appear in three rows (x 38, 54 and 70 at y 180 to 182). Kill all nine. Then Ankou appears at (64, 181), laughs, tells you that this world lives in Morocc's mind and offers to take you to his lord. Three warps open at (63, 181), (47, 181) and (31, 181) and carry you to (103, 177).
2. Weakened Morocc
Walk to (104, 176). Your character speaks a line, and Morocc answers that he should punish you for waking him. Then he turns into a real monster at (111, 178).
| Monster | Level | HP | Base EXP | Job EXP | Race / element |
|---|---|---|---|---|---|
Weakened Morocc | 158 | 1,771,440 | 12,390 | 16,104 | Demon / Neutral 3 |
When he falls he says he has not recovered his full strength, leaves you to his soldiers and vanishes. A few seconds later four warp squares light up at (106, 183), (106, 172), (117, 172) and (117, 183).
3. Two wave fights
Only the party leader can use these warps (every warp square in this cave ignores everyone else). When the leader steps on one, all party members on the map are warped, spread alternately between two halls: the left one around (33, 117) and the right one around (112, 116). Where each member lands follows the party list order.
The first player to step into each hall's centre, (35, 119) on the left and (112, 126) on the right, starts that hall's fight. On the left, the first player in cannot move for about 12 seconds while Morocc speaks.
Fight 1 (both halls, 3 minutes):
- Four Morocc's Ghoul appear around the hall at 4 s, then at 25 s, 45 s, 65 s, 85 s, 105 s, 125 s, 145 s, 160 s and 170 s. That is ten waves, 40 Ghouls.
- One Morocc's Archer Skeleton comes at 160 s and another at 170 s.
- At 180 s the left hall is checked (the right hall at 182 s). More than 19 of that hall's monsters still alive = the run fails. Ankou says "You're pathetic" and gives you one chance to leave. Every member is sent out to Prontera (97, 167).
- If you pass, everything left is removed, Morocc says "You're more resilient than I thought" and, about 193 seconds after that fight began, eight warp squares open at the edges of the two halls.
Fight 2 (lower-left hall, 3 minutes):
The leader steps on one of those eight squares and everyone is warped to the lower-left hall around (31, 50). Stepping into its centre (34, 47) starts the second fight. Four
Morocc's Ghoul come with every wave, and the waves add more:
| Time | Extra monsters |
|---|---|
| 4 s, 30 s | Two Morocc's Archer Skeleton |
| 55 s, 80 s, 105 s, 130 s | Two Morocc's Archer Skeleton and one Morocc's Verit |
| 155 s, 170 s | Two Morocc's Archer Skeleton and two Morocc's Verit |
That is eight waves, 32 Ghouls, 16 Archer Skeletons and 8 Verits. At 180 s, more than 19 alive = the run fails the same way. If you pass, the rest is removed, Morocc thanks you for helping him recover most of his strength, and about 193 seconds in four warp squares open at the edges of this hall.
| Monster | Level | HP | Base EXP | Job EXP | Notes |
|---|---|---|---|---|---|
Morocc's Ghoul | 158 | 295,240 | 1,239 | 1,610 | Demon / Neutral 3, melee |
Morocc's Archer Skeleton | 158 | 295,240 | 1,239 | 1,610 | Ranged, attack range 7 |
Morocc's Verit | 158 | 442,860 | 1,239 | 1,610 | Melee |
4. The Necromancer
The leader steps on one of the four squares and everyone is warped to the Necromancer's hall at (102 to 104, 46 to 49). Walk to (104, 47). Morocc says he will leave you to his Necromancer, and the four Death Souls disappear. The Necromancer appears at (112, 48) and explains the trick: the energy you gave Morocc to hide inside your soul was turned into healing for him the moment you entered his world.
First form:
| Monster | Level | HP | Base EXP | Job EXP | Race / element |
|---|---|---|---|---|---|
Morocc Necromancer | 158 | 4,000,000 | 2,106,000 | 1,336,500 | Demihuman / Neutral 3 |
He casts a long list of bolts (Frost Diver, Jupitel Thunder, Fire Ball, Cold Bolt, Fire Bolt, Lightning Bolt, Thunder Storm, Frost Nova, Earth Spike), plus Ganbantein, Quagmire, Napalm Vulcan, Heaven's Drive, Fire Wall, Safety Wall and Sightrasher.
Second form: two seconds after the first form dies, he comes back at the same place as an MVP.
| Monster | Level | HP | Base EXP | Job EXP | Race / element |
|---|---|---|---|---|---|
Morocc Necromancer | 101 | 80,000,000 | 2,310,750 | 1,465,200 | Demihuman / Earth 4, DEF 1, MDEF 1 |
He uses Meteor Storm (level 11), Jack Frost (5), Fire Pillar (7) and Critical Wound (2). He also answers ranged attacks and spells aimed at him with Meteor Storm and Jack Frost.
He cannot be worn down slowly. Every 30 seconds the game checks his HP. If it is below 3,000,000 (and he is alive), it is set back to 3,000,000, a heal effect plays and he shouts "You can't kill me!" So the last 3,000,000 HP have to be dealt between two checks.
His waves. A new wave arrives every 25 seconds, starting about 7 seconds after he appears. Each wave first removes the helpers of the previous wave, then spawns a pack that depends on how many wave monsters are still alive:
| Wave monsters alive | New pack | Osiris |
|---|---|---|
| Fewer than 10 | 3 Morocc's Ghoul, one Morocc's Wraith and two of Morocc's Archer Skeleton or Morocc's Verit (random mix) | One |
| 10 to 14 | One each of Morocc's Ghoul, Morocc's Archer Skeleton, Morocc's Verit and Morocc's Wraith | Two |
| 15 to 19 | One Morocc's Ghoul and one Morocc's Lude | One |
| 20 to 39 | Two Morocc's Wraith (half the time one Morocc's Lude with two Wraiths) | None |
| More than 39 | Nothing. He shouts that you are surrounded | None |
Ghouls and Osiris appear at (112, 57), (121, 47), (112, 38) and (102, 48). The other monsters appear at (120, 54), (119, 40) and (104, 40).
Every few seconds while an
Morocc's Osiris lives, a copy of the helper
Morocc Hidden (named "#Poison" in the cave) appears at its feet. That helper casts Heal (level 9) on any friend below 60 % HP. Kill the Osiris first or its helpers will keep healing.
| Monster | Level | HP | Notes |
|---|---|---|---|
Morocc's Osiris | 158 | 442,860 | Melee, 1,239 base EXP |
Morocc's Wraith | 158 | 100,000 | Attack 90, DEF 13. Blows itself up (Suicide Bombing, cast time 1.7 s) |
Morocc's Lude | 158 | 885,720 | Listed as Morocc's Lude, named Morroc's Pumpkin Soul in the cave. Its hits can poison, blind, silence, stun, petrify, curse, sleep, confuse and make you bleed |
Morocc Hidden | 158 | 295,240 | No EXP, attack 1. Heals friends |
When the second form dies, the waves stop and everything on the map is removed. Ankou appears at (112, 48) and mutters: "Sigh, Necromancer, why did you have to die so quickly? Don't be so happy! Now that Lord Morocc has fully recovered his strength, you're as good as dead! We'll meet again." Then a portal opens at (112, 56).
Leaving
The portal at (112, 56) asks "Do you want to exit through the portal?" and takes you to the Flame Cave at (59, 63). Go and talk to the Senior Tracker before you do anything else (see "Quests and waits").
Rewards
| Drop | Necromancer, first form | Necromancer, second form (MVP) |
|---|---|---|
| Yggdrasil Berry | 20 % | 20 %, and a separate MVP roll at 50 % |
| Yggdrasil Seed | none | MVP roll only, 50 % |
| Old Blue Box | 2 % | 2 % |
| Dead Branch | 2 % | 2 % |
| Mastela Fruit | 2 % | 2 % |
| Prize of Hero | none | 100 %, two separate drops |
| Morocc's Servant Card | none | 0.01 % (cannot be stolen) |
The Prize of Hero is described as "Rewarded to warriors on the quest to defeat Morocc." The Heroic Token from the Senior Tracker is described only as "A token of hero."
The Ghouls, Skeletons, Verits and the rest give experience but no drops.