Mission dungeons are instanced runs for a party, entered through a dungeon entrance. Each one ships in three difficulty tiers - Easy, Normal and Hard - and each tier has its own entry level, its own monsters and its own reward table.
Dungeon coins are the real limit
Entries are paid for with dungeon coins, which are a property of your character rather than an inventory item.
- Bronze coins are granted daily, automatically, to everyone - a few more at the weekend than midweek. The refill sets your balance to the day's allowance rather than adding to it, so bronze cannot be stockpiled. Yesterday's leftovers are gone.
- Platinum coins are the paid top-up. They are never refilled and never reset, so they behave like a durable stack of extra tries.
- A mission dungeon costs 1 coin, a raid costs 3, and every member of the party pays, not just the leader.
If the Enter button never goes live while everyone else is ready, check your own coin balance. A member on zero coins blocks the entry, and it looks exactly like a broken window.
There is no weekly reset and no per-dungeon counter. The coin budget is the entire entry economy.
The clear grade
Finishing a mission dungeon scores you a grade: EXCELLENT, A, B, C, D, F - six grades, no S. "EX" is just the client's artwork for EXCELLENT.
Your score comes from three things:
- Mission objectives from the dungeon's own clear conditions, including survival where the script sets a death limit. The boss is scored as an optional objective, not a mandatory one, so a run that clears the mandatory conditions and leaves the boss alive still counts as a clear - it simply scores lower
- Hunting inside the instance
- Time - the time limit is a budget, and running over it is a demerit
Two rules bite:
- Rewards only pay on a clear. A run that dies near the end is worth nothing, so retreat and re-enter rather than wiping repeatedly with the clock gone.
- Raids have no grade at all. The rank table applies to mission dungeons only.
The ladder
The minimum level each tier lets you in at:
| Dungeon | Easy | Normal | Hard |
|---|---|---|---|
| Hypit Cave | 15 | 15 | 20 |
| Goblin Deepworks | 19 | 19 | 21 |
| Court of the Faunus King | 22 | 22 | 24 |
| Towa Haunt | 25 | 25 | 38 |
| Towa Palace | 25 | 25 | 38 |
| Fugitive Palace | 31 | 32 | 34 |
| Flying Dragon Cave | 35 | 35 | 39 |
| Fortress of the Flying Dragon | 35 | 35 | 39 |
| Frozen Prison | 43 | 43 | 47 |
| Sanctuary of Frozen Time | 45 | 45 | 48 |
| Memory of the Ancients 1 | 52 | 52 | 55 |
| Marionette Hall | 57 | 57 | 60 |
The window also shows a recommended level per tier, which sits a little above the minimum - Hypit Normal admits you at 15 and recommends 18.
The alpha's level cap is 40, so every tier asking for more than that is listed but cannot be entered yet. See Getting Started.
Fugitive Palace - The Cell That Emptied - is the newest, added on 29 August and rebuilt twice since. Its three tiers admit at 31, 32 and 34 and fill the gap between Towa Palace and the Flying Dragon dungeons. Unusually, its three tiers have genuinely different entry levels rather than two sharing one, and its time limits step 20 / 30 / 60 minutes.
⭐ You clear it by freeing its prisoners. Nine cells line the palace, each with a breakable control switch outside it. Break the switch to open the bars; free all nine and the Fugitive returns to the central hall for the final fight. The three wardens are still there to fight, but killing them no longer summons him - that route was retired so he cannot appear twice. This replaced an objective chain that hung off an unreachable trigger pad, which is why the dungeon could not be finished at all before 4 September. The palace was also rebuilt about a quarter smaller, so there is less walking and roughly twice the density of enemies on the way, and it now has its own music.
Goblin Deepworks and the Court of the Faunus King fill the earlier stretch between Hypit Cave and Towa Haunt that had nothing instanced in it. In the Deepworks, two overseers in the side chambers hold the vault keys - kill both and the vault gate opens - and the boss stands on the altar and calls in the rest of the vault rather than being fought alone. It can no longer be reached by walking straight down the middle with the room still asleep.
Difficulty changes the fight, not just the numbers
Until 3 September every difficulty changed only how hard the monsters hit; a boss used the same abilities at the same pace on Easy and on Hard. Eight bosses now fight differently by tier, using abilities and animations they already owned:
- Goblin Deepworks - the overseer keeps three abilities on Easy, gains a fourth on Normal, and on Hard runs the full five-ability set
- Court of the Faunus King - the King's abilities do not change, but the pacing tightens: specials every 14s/26s with a second wind below 40% on Easy, 12s/22s and 55% on Normal, 10s/18s and 70% on Hard, where the closing pattern also sweeps three targets instead of two
- Puppeteer's Hollow, Towa Ridge, Towa Depths and Drake Hollow - firing chances shift towards the wider and two-hit patterns, and two creatures gain patterns they had never used. The Mother Drake had exactly one attack on every difficulty since launch; she now has two on Normal and three on Hard
Easy is deliberately unchanged everywhere, and the damage multiplier did not move. What changes is which pattern you see and how often, not how hard it hits.
Beyond the list there is the [Tower of Sisyphus](/wiki/tower-of-sisyphus), a 63-floor climb that works differently from everything here, and the three big-group instances in Raids.
The clock
Every tier carries its own time limit - ten minutes on the shortest, up to an hour on the heaviest Hard tiers, with 20 to 30 minutes being typical. It is a budget rather than a hard fail: running over costs you clear grade, not the run.
After a clear you are returned to town in about ten seconds. Until 2 September eleven dungeons copied a hundred-second hold from the oldest shipped config, so you stood in an emptied instance for over a minute with the clock still running - and a clear inside the last hundred seconds of the limit scored as a failure.
The rooms wake as you reach them
Custom dungeons no longer have their whole roster waiting at the door: most packs wake as you approach them. That is what makes a careful run different from a rush, and it is why a pack you woke on the way in is not spawned a second time when the room's own trigger fires.
Boss add-waves also stop. They used to arrive without end - on Hard that could lag the game badly and crash it.
Where to go next
- Tower of Sisyphus - 63 floors, one level per floor
- Raids - the three large instances and their second tiers
- Crafting - what to do with the materials you bring back
- Monster database - stats for everything you meet inside
Reviewed 2026-09-04
